TEXT: Haunts                                                                                                                                         Haunts
  TriTac Games                                                        #3020
  HAUNTS
  A Ghostly Bureau 13 Sourcebook
  Paranormal Adventures and New Ideas
  for those Stalking the Night Fantastic
  
  Haunts                                                                                                                                         Haunts
  HAUNTS
  A Bureau 13 Sourcebook
  Paranormal Adventures and New Ideas
  by Richard Tucholka
  
  Haunts                                                                                                                                         Haunts
  “"The one critical mistake that Bureau 13 Agents make is not
  understanding the ecology of the paranormal.  If it is long lived, and
  legendary, it may well have a reason for being here.  Shoot first and
  be sorry later.”
  Dr. Nicholas Trellend
  “"I just don't care if it's rare, not when it wants to turn me into
  a picnic lunch.”
  Jake Richardson
  “"We kicked it's butt!"
  Robert Harrison
  BUREAU NOTES
  As scientific research progressed through the 20th century,
  Bureau 13 became an Agency better able to understand the under-
  lying causes of the many supernatural occurrences.  Rather than
  kill, the Bureau began to control many aspects of the paranormal,
  often dealing peacefully with entities that would have been exter-
  minated on sight in the late 1800’s.
  While Bureau personnel are “Free Agents”, they still have a
  basic code of ethics that states: “All life is precious  ...most of the
  time.”
  GAME CREDITS
  DESIGN:
  The Mill, Florida Road, NY House, RSVP Barrington, Last Ride,
  Sesame, Arkansas Town,
  Richard Tucholka
  California House
  Kreig Branden
  Richard Tucholka
  The Law Game
  Karl Koenig
  ART
  Doug Blanchard
  Tom Dow
  Randy Bathurst
  EDITING
  Feather Geiger
  HAUNTS SOURCEBOOK © 2001  by Richard Tucholka
  & Tri Tac Systems.  No part of this book may be reproduced in any
  manner whatsoever without the prior written consent of Tri Tac
  Systems or Richard Tucholka.  Maps and Utility sheets may be
  photocopied for personal use.
  All characters in this book are fictional, and any resemblance
  to any persons living, almost dead, dead, or undead is purely
  coincidental.
  TTS 3020 BUREAU 13 SCENARIO & SOURCEBOOK
  The Mill
  02-03
  The old mill has a darh secret that returns to haunt the
  new owners.
  California House
  04-07
  An anchient bottle from the Middle East spell disaster
  for its holders.
  Florida Road
  08-09
  A strech of Florida Country Road with a deadly prob-
  lem for its users.
  New York House
       10
  A short side trip to a New York City brownstone with
  mediums and monsters.
  The Last Ride
  11-13
  Just another gang of  undead bikers terrorizing a small
  Indiana town.
  RSVP  Barrington
  14-17
  A hotel with  ghosts and a weekend gathering of Para-
  normal Investigators.
  Sesame
  18-19
  An anchient bottle from the Middle East spells disaster
  for its holders.
  Arkansas Town
  21-23
  A small town cursed because of a dark secret brings the
  Bureau to help.
  The Law Game
  24-25
  It was a game of Justice that continued far longer then
  the designers.
  Haunt Generator
            26-30
  A comprehensive generator for Ghosts, Paranormal
  Entities and Hauntings.
  More Equipment                                31-32
  -Energy Matrix Gun
  31
  -Van
  32
  More Friends & Enemies                  32-33
  -Sprinty
  32
  -Bradley Gifford
  33
  -Boris Lata
  33
  -Weston Jackson
  33
  Facilities
  34
  -Semtek & Bangor Maine
  34
  Maps and Utility Sheets
  35-37
  -Wanted Sheets
  35-36
  -Police Report
  37
  00
  
  Haunts                                                                                                                                         Haunts
  Sourcebook #2  Haunts
  This Bureau 13 Sourcebook  is the second  adventure and new
  information pack for Tri Tac’s “Bureau 13: Stalking the Night
  Fantastic” Role Playing Game first published in 1983. This is the
  third, expanded edition.  The Haunts scenario pack also contains
  separate adventures as well as special information dealing with
  Bureau 13 Friends and Enemies, New Equipment, Tools, and
  Vehicles as well as a few new surprises.
  Adventures
  In each scenario pack, Tri Tac Systems will present a set of
  adventures and adventuring concepts for GM use and expansion.
  From these, the GM can run complete adventures, or with a little
  imagination and work, can expand scenarios to enrich their own
  campaigns.
  Characters
  We do not provide ready-made characters for your adven-
  tures.  We encourage the use of your players’ existing characters
  and their special equipment.  NPC’s listed in Hellsnight are given
  general statistics where they are necessary.  Any further statistic
  creation is the GM’s option.
  Experience
  Experience is given for some aspects of the successful
  completion of the adventure.  In most cases, the GM should decide
  on the experience given.  By making their own assessement of
  players and their actions, The GM is better able to reward each
  player based on their actions rather than the use of a pre-set table
  that might not take special action or creativity into account.  A good
  block of game experience is often 1000- 6000 points per player,
  with higher points being awarded for an awesome adventure or
  rescue.
  Materials Needed
  01
  At least 1 copy of
   BUREAU 13: Stalking the Night Fantastic
  02
  1 copy of this Sorcebook  (what’s in your hands right now),
  which the GM has read THOROUGHLY.
  03
  Pre-Existing Characters with a little skill.
  04
  The Characters’ Equipped Vehicles
  05
  Paper, Pencils, Common Polyhedral dice.  A hundred sided
  dice, a Zocchi heydron™ is great!
  06
  25mm figurines are great to use.
  07
  A quiet place to play.
  08
  Don't ever forget the pop and munchies.
  Game Edition
  We recommend use of any of the editions of Bureau 13
  published after 1990 as game systems in this module were up-
  graded to match these editions.  Future planned editions of Bureau
  13 will also be compatable with this module.
  Other Game Systems
  These games, designed for the Tri Tac RPG System, can also
  be used with other paranormal RPGs.  There is enough material that
  can be easily translated and easily played with just a few minutes
  of rule modification.
  Following the Rules
  Nobody ever entirely follows the rules so feel free to modify
  these scenarios as you see fit.  Add or subtract, as long as they are
  the nucleas of a good idea, anything can be crafter around them.
  Feel free to expand or campaign as you will.
  Bureau
  Module
  Two
  PDF
  Edition
  01
  
  Haunts                                                                                                                                         Haunts
  THE MILL
  The legends of Tennessee tell of a haunted mill in the south
  of the state. Left alone for some time by the Bureau, reports again
  have warranted a team to investigate the disturbance at the Johnson
  Mill site.
  Town of Gem
  Gem is a small town with few industries and not many people.
  Passed by railroad and highway, it waits to eventually pass into
  oblivion in a few generations. Farmers and the backwoods folk
  keep business just above solvency at the crossroads.
  The Mayor
  The city mayor, Rudy Cransfort, is a thin worried man,
  concerned with the decay of the town his family helped to settle
  over 150 years before.
  Rudy's Dream
  Rudy’s dream is to restore the Johnson flour mill he owns and
  make it a tourist attraction. Along with tourists, he hopes, will come
  the crafts and “city” business people interested in developing this
  out of the way of remnant of Americana.
  Investors
  Rudy will treat the Bureau agents with respect and cater to
  their every whim as long as he thinks there is a chance that they are
  the investors he has searched for.
  Research
  Research shows old newspapers from the city of Nashville
  have carried the Johnson Mill ghost story for 75+ years. The stories
  have always been of the sound of a crying child or the bloody face
  of an old man traveling across the mill.
  History
  Built in 1875, by the Johnson family, it was sold in 1901 to
  Rudy’s great grandfather Cyrus Cransfort.
  Local gossip artist and historian for Gem is Sadie Brown, and 85
  year old “Aunt” to the entire town. Still active and spry, she will talk
  to agents about the mill and many local legends of its haunting.
  Vanished
  In 1901, Harry Johnson vanished after selling the mill. The
  story is unusual in that the mill was prosperous and harry turned
  down the offers of the Cransforts on many occasions, or so the story
  Aunt Sadie tells you goes. She also tells how an old man killed a boy
  in the site during the great war and then hung himself. (There are
  no records on this event.)  What news records do show was that the
  child–ghost did not appear until 1949, the final year of the mill’s
  operation. Other checks will shoe that Rudy’s father, Tom, died
  that same year.
  28
  Johnson's Mill
  Johnson's Mill
  Johnson's Mill
  Johnson's Mill
  Johnson's Mill
  NEXT EXIT
  Crafts-Music
  BRING THE CAMERA
  02
  
  Haunts                                                                                                                                         Haunts
  Those of you who know me realiz
  that my treasure is burried near
  Old Mill.
  To find it you must start at the
  sun in the eastern horizon
  just a hundred yards
  Great Oak Tree that 
  From there, walk East
  Turn right at the
  There you will find
  Third Map
  Solution
  This is a simple scenario that can be a general guide to ghost
  hunting. Players should learn that every spirit has a reason and a
  solution that can be found without violence or burning the haunted
  area to the ground.
  Townsfolk
  The GM’s  use of townsfolk and hill people can add fun to this
  scenario if the agents or “government” people start scouting the
  hills. Adventure at the end of a squirrel rifle may find them the hard
  way. They should not forget the hill the hill folks are often clannish
  and wary of strangers. Buying home–brewed, corn whiskey is an
  uncertain, but good way to calm possible trouble.
  Experience
  Give them a moderate amount of experience for solving this
  one and escaping the wrath of Rudy Carnsfort (1,000). If they stick
  out the upcoming trial to decide the fate of the mill and aid the
  Beechums, give them 2,000 experience points.
  Expansion
  The problems at the mill may become a magnet for other
  hostile spirits who are feeding on the Agony of the restless spirit.
  These malign entities will harass the researchers and create a
  number of problems for Bureau Agents trying to solve the case.
  Then there is the legend of buried gold somewhere around the
  mill and Harry Johnson's lost fortune.
  Maps
  An item that will cause more problems may be a map that the
  two  families have fragments of.  The Beechum Boys will become
  involved and murderous if a small fortune is involved.
  The Safe
  If the original sale papers can be removed from the Cransfort
  safe deposit box, brown spots can be seen to adhere to the edges of
  the paper. A simple analysis shows this to be the residue of long
  dried blood.
  Murder
  Old Cyrus threatened to kill Johnson if the mill wasn’t sold.
  When he laughed, Cyrus struck him and forced him to sign the sale
  papers for the mill. When finished, Cyrus murdered him and buried
  him under the floorboards where he still lays. Rudy’s father, Tom,
  witnessed this as a child of 7 and it carried through, haunting him
  until his death in the late 1940’s. His spirit returned as a child to cry
  for the injustice committed by his father.
  The Beechum Boys
  The Beechum boys don’t like outsiders and will go to
  exceptional lengths to prove this point by harassing the agents with
  malicious mischief and property destruction bordering on the
  criminal. They will deliberately haunt the mill with a speaker,
  wires, and Ted Beechum in a white sheet if they know the agents
  are investigating the mill. The real ghosts will appear only at 1:40
  AM.
  Night
  If in the mill at 1:40 AM detectors and sensors will shoe a
  marked decrease in the air temperature and a wisp forming on the
  back wall. The wisp will take the general face of an old man with
  a rend across the cheek and wild eyes. The apparition, head and
  indistinct shoulders, will travel across the mill, from front to back
  where it fades at the site of its death. The child’s crying can be heard
  at this point.
  Under the Floor
  Ripping up the floor and digging 2 feet down will shoe the
  skeletal remains of the old man with a fractured skull. A pocket
  watch has the initials MJ, Morton Johnson. Further research shows
  the murder weapon to be a cavalry sabre that belonged to Cyrus, but
  was lost a long time before. Old family pictures show Cyrus posing
  with the sabre.
  Exposing the body will end the haunting.
  Rudy will deny the fact of his ancestor’s murder and will have
  the agents arrested within d4 hours of the revelation on charges of
  slander and trespassing. A lackluster deputy, Rudy’s cousin, will
  take them to the one cell jail.
  At this point the Beechum family, descendants of the Johnsons,
  will come to the aid of those who expose the murder. They realize
  the mill may become theirs again.  They will immediately file
  papers with the local authorities and have the Agents freed.
  03
  
  Haunts                                                                                                                                         Haunts
  HAPPENINGS
  GENERAL RANDOM EVENTS (Evening)
  01–50
  A loud bang on wall.
  51–75
  A small object will fly across the room to hit a wall.
  76–85
  Noise, sounds, or a voice are heard.
  86–95
  Glass will be heard to shatter.
  96–97
  A rock will hit the roof.
  98
  A large object will levitate and drop.
  99
  Objects will explode (d10 blast).
  00
  An object will be dematerialized and found elsewhere in
  the house.
  History
  The phenomena began on December 10th with no apparent
  cause of motivation. If the Stapelton's are questioned the adults
  know nothing about such phenomena, its nature or cause. The
  parents are not very religious and did not generally believe in
  ghosts until now. They have had no exposure to black magic or
  witchcraft in any shape or form.
  Building of Force
  Mrs. Stapleton was the first to notice things in the house were
  out of place.  With two children this was to be expected, but things
  began to be moved on high shelves and locked cupboards.
  The first real incidence of phenomena was a freshly washed
  dish that went airborne, and smashed against a well.  Day by day
  the incidents began to increase in intensity and destructiveness.
  Belief
  Louis Stapleton was a skeptic but began to notice little things
  on his own.  He tried to logically understand the events but gave up
  as Christmas Tree Bulbs danced across the floor and smashed
  against a bookcase.
  He called a priest and the blessing on the house was good for
  an hour at best and he refused to return to the house.  From there the
  events got progressively worse, especially after each thunder-
  storm.
  CALIFORNIA HOUSE
  Louis Stapleton is a used car salesman in San Jose, Califor-
  nia. With his wife, Peggy, son, Stephen, and daughter, Pamela, they
  constitute a model, middle class American family.
  The Stapleton Family
  After unusual reports through church inquiry channels, the
  team arrives with a priest who knows of the Bureau 13’s work.
  It is December 20th. The weather is rainy.
  The House
  The large house is a shambles, with food, paper, clothes, and
  furniture littering the dwelling. The house is filled with a stench of
  excrement and other repugnant smells. The family dog, a German
  shepherd, has dug under the front porch where it cowers.
  The family sits together, terrified, on the living–room couch.
  Louis is a physical wreck, exhausted and upset. He explains that the
  family is trapped, nobody believes what’s going on after dark and
  that things are getting worse by the night as the Christmas holiday
  approaches. Whenever they go in the house, the phenomena
  follows them.
  If this interview is conducted at night roll on the table in the
  next column for an event every d6+4 minutes.  If conducted in the
  daytime, Roll once per half hour.
  04
  
  Haunts                                                                                                                                         Haunts
  The Children
  The children are scared and afraid to talk to strangers. With
  coaxing and reassurance the eight year old boy, Stephen, will tell
  of a black, pillar–like shape that travelled across his room. When
  he looked into the mass he could see glowing, red eyes that were
  watching him.
  Questioning Pamela will find little else than a badly fright-
  ened six year old who does not understand what’s going on. Near
  the end of the conversation she will mention the talking board.
  Stephen has  a Ouja board given to him by their old neighbor,
  Mr. Griggs.  He will tell agent that  the board scared him and that
  he  didn’t use it after Halloween. The board spelled out “bad” words
  and something about a “dresser going to hell for Christmas.”
  Hopefully your players will not begin to destroy furniture.
  The dresser being referred to is the “Bureau”.
  If the agents use the board, such messages, as those below,
  will be spelled out by the Ouja board. The GM is free to modify and
  create his own messages as he sees fit.
  Bureau 13 is going to Hell.
  You cannot save them.
  The priest is useless like in 1959
  Go to Hell.
  The Rude OUIJA
  Any yes or no questions asked of the board will always be
  answered with evil towards the players and the family in mind.
  Questions such as, “Will someone die tonight?” will be answered
  “Yes”. During this time, use of the random event table should be
  accelerated to once per minute or more of game time.
  The Neighbor
  The neighboring house is shuttered and closed. Jeff Griggs is
  a retired “government” man, who likes kids and putters around a
  large vegetable patch, now very neglected. Agents will notice
  small “holy symbols” etched into the glass of all the windows and
  doors. A basement window is shattered on the left side facing the
  Stapleton home.
  A check on Griggs shows that are no records of Griggs
  existence before 1968. There are no IRS or Federal listings, though
  there is a computer “flag” or note associated with his name.  The
  flag is a Bureau 13 reference from Bureau historical files. Requests
  to Bureau 13 Records result in a response in d4 +1 hours.
  Griggs, Jeff: Bureau listed operative, 1945–1968, retired
  1968.
  FOLLOW-UP DATA
  Most records on agent destroyed in Bureau Massacre of 1977
  except for his Paymasters Records..
  Griggs House
  Breaking into the house is a simple, d4 level difficulty, skill
  check. The house is quiet and dusty. A large stack of mail sits under
  the mail slot in the front door. The oldest piece is dated November
  11th. A feeling of impending doom covers the area along with a
  greasy smell of something cooked and rotten. The odor is heavier
  upstairs. At this point most of the hellish activity at the Stapleton
  home will begin to wind–down and cease altogether.
  Ashes
  Griggs is dead, burned to death in his second–floor bedroom.
  Though the man’s bed is untouched, he has been reduced to ashes
  and bones. There is a complete hand on the bedside table, burned
  off at the wrist. It is apparent that Griggs was reaching for a rosary
  that had fallen beyond his reach.
  The rosary has a simple bead and chain design. On several
  beads there are flecks of green paint.
  Protection
  If agents pick up the rosary, they will hear a voice from the
  ashes saying that it must be found to destroy the demon. At this
  point, violent activity will start in Griggs’ house, with the wallpa-
  per in the bedroom peeling off the walls, revealing blood red,
  scrawled words on the plaster underneath. They spell out the
  following: “Welcome to Hell. Prepare to be damned forever!”
  05
  
  Haunts                                                                                                                                         Haunts
  Nightfall
  Night will be a frustrating time for your agents as manifesta-
  tions surround them and they can do nothing to stop them. If the
  house is blessed, room by room, they will come under intense
  physical attack from objects and furniture. At 3:00 AM, the true
  witching hour, a black cyclonic shape will form downstairs and
  come up through the floor. This apparition is preceded by a lull of
  activity and dead silence. The room temperature will drop as it
  picks out an agent to attack. It will approach a single individual and
  he or she, will feel intense suffocation. If the individual does not
  verbally rebuff or fight with a holy object, belief, prayer, or GM
  rated defense, roll on the table below.
  EVENTS
  01–50
  Something bites or rips into a random area of  the victim
  causing  d10 points of  WBD  damage and  d6 points of
  bloodloss.
  51–75
  Victim is thrown into a wall at nearly 40 mph, taking 3d10
  points of damage as though they had been hit by a car.
  76–95
  It leeches 2d10 of the victim CON.
  96–00
  Victim spontaneously combusts and is reduced to ashes
  in seconds.
  Infestation
  By now it should be obvious that this is not poltergeist
  activity or a malevolent spirit. This is a demonic infestation. It
  should also be more obvious that the prime ingredient for the event
  planned by the demon has arrived.
  Trapped
  Agents who try to leave the Griggs house are turned away by an
  terrific electric shock. The first one is a warning. Each successive
  attempt to escape the house will result in the characters taking a d10
  + 10 amp electric shock. This is only if they try to leave the house
  in any way. If they dive out a window, they will take the damage
  only once. They are safe outside until they try to reenter the house.
  They will be let in without injury, but will be shocked again if they
  try to leave. They can enter, but they can’t leave safely. The cycle
  will continue throughout the day. It will only stop if the rosary is
  dropped or thrown out of a window.
  From the house all communication channels are open. There
  is a home computer, standard Bureau issue, in the den with a
  modem that can connect to the Agent’s Colorado ATV or a Bureau
  13 data link.
  Griggs Computer
  In the safe in the den, is a diskette with the label “SPELLS OF
  PROTECTION”.   If run on the computer the random activity in the
  house will cease.
  A dump of the disk on the printer shows arcane spells of
  demonic entrapment even more powerful then the stopping power
  of Windows 95.
  These spells are wrong. If checked against the spells in the
  Bureau on-line files, the agent will find that these are spells of
  general demonic release from capture. The graphic designs on the
  printout are the main difference in the two spells.
  The designs in Griggs’ software copy of the spell are used for
  calling demons.   If they are chalked anywhere in the house, they
  will open an invitation to d6 other demons of, at best, Unranked
  level, to help infest the house and bedevil the agents.
  If more then 6 of the symbols are chalked on walls and floors,
  something major and powerful will be summoned.
  Spells of
  Spells of
  Spells of
  Spells of
  Spells of
  Protection
  Protection
  Protection
  Protection
  Protection
  Press any key to continue
  Mic          ros
  Mic          ros
  Mic          ros
  Mic          ros
  Mic          ros
  06
  
  Haunts                                                                                                                                         Haunts
  The Wall
  The green paint flecks match a basement wall hidden behind
  paneling. In the center of the green wall is a rougher spot unlike the
  rest of the smooth foundation.
  The Tunnel
  Behind this 1 inch layer of loose and cracking concrete is a
  layer of cement casement blocks. The area is intensely cold. It
  opens into a dank, dark crawl way with a rotting cement roof. It is
  only 3 feet tall.
  There is a 20% chance that part of this 20 foot tunnel will
  collapse to shower d4 x 100 pounds of concrete and damp earth on
  a victim. While damage is minimal there is a 30% chance of being
  pinned and suffocated. It will take agents not caught in the collapse
  d6 + 4 seconds to clear 1 foot of blocked tunnel and free the trap
  victim.
  The Shelter
  The tunnel leads to an old A–bomb shelter in the backyard.
  The center of the shelter is a circle with a knife laying in its center.
  A book of demonic banishment lays open in front of the circle. A
  crack in the ceiling drips water on the knife and the book. The book,
  old to begin with, is now virtually rotten with mold and mildew.
  If the knife is removed, all demonic activity will cease. Within
  hours, the agents will be involved in a severe auto accident where
  the knife is stolen by a passerby or catapulted from the wreckage.
  The Deamon
  This nameless demon is trapped in the circle. The only way
  to protect the holding spell is to re–bless the area, place a shield over
  the circle and knife, and allow the roof to collapse, sealing the
  demon in forever, or until the next housing project unearths it.
  This is an artifact of satanic magic, and poses an extreme danger to
  its handler. A priest can move it, but will suffer attacks and burns
  of d4 points of damage per game minute.
  The Artifact
  Identification of the artifact can be gained by checking it
  against the Bureau 13’s on-line files. This item is listed and
  warnings about agents handling it abound. If Griggs’ computer is
  still in one piece and in operational order, then any attempt to
  retrieve this information will come in garbled and the monitor will
  display the words “Go to Hell.”
  Escape
  If untouched or not found, on January 25th the ceiling of the
  shelter will collapse and break the circle, destroy what remains of
  the book, and release the demon who is fused into the form of a
  knife.
  History
  In 1958, Griggs captured an artifact from the Wind Willow
  coven and secured it with the help of a long dead monk. Unfortu-
  nately time has taken its toll on his efforts and the holding area is
  deteriorating. The neighbor’s use of the Ouja board was enough to
  open a channel to the demon, who was again gaining strength.
  Griggs fought the manifestation, but was too slow to stop it the last
  time when it cam for him while he slept. It wants to get even with
  Bureau 13 and free the knife for use again.
  If released, the knife will find its way into the hands of
  someone fit to possess it and start a satanic murder spree. One of the
  first victims will be the Stapleton family.
  Experience
  If successful, award 750 points per agent for outstanding
  work, with bonuses for individual actions. For an easy disposal,
  add a hefty bonus to the group total, between 1,000 and 2,000
  points.
  If unsuccessful in stopping the demon, the survivors receive
  250 points apiece. Remember, this scenario can be deadly to fools
  or those who fail to think. The Stapleton house is a lure and the
  Griggs house is a trap. Remember all serious activity centers at
  night. The forces involved have absolutely no compunction about
  popping the pin from a grenade or firing a gun from a holster. The
  damages they inflict may be severe.
  Expansion
  If released the thing in the knife may stay in the knife.  It will
  find evil and weak minded individuals to work through and attempt
  to commit monstrous evil acts.
  In a short time the knife will carve a path of mayhem across
  the country as it changes owners.  Each owner will have the knife
  for up to a week and die horribly.  It will cause fear, ander and a
  string of fatal accidents as it begins to travel.  It's destination will
  be the most corrupt and powerful magician within a thousand miles
  or Cleveland Ohio.
  Containing The Knife
  Once free the knife's demonic occupant will only be stopped
  by separating the knife from the user and placing it in a protective
  circle created from blessed salt or paint.  Afterward this area must
  be sealed off and hopefully waterproofed for at least a couple of
  thousand years.
  A second method would be to create a protective circle and
  restore the demon to its natural form.  At that time it could be
  banished back to hell by a powerful magician or excorcised by a
  priest.
  07
  
  Haunts                                                                                                                                         Haunts
  FLORIDA ROAD
  Somewhere in the boonies of the State of Florida is a ten mile
  stretch of side road that is avoided by the local residents. Bureau
  13’s attention has been drawn to this road by reports of Road
  Ghosts, an unusual number of fatal accidents and the smashing of
  windshields by unseen objects.
  The Road
  Cutting a path through the swamp is the road; an unpaved
  causeway, littered with many potholes, just wide enough for two
  cars to pass each other by, except at one of several bridges that
  allow boat traffic to pass under the road. Utility poles line it as far
  as the eye can see. The entire strip is empty of houses and stops,
  though an occasional resident can be seen dropping a line into the
  water to fish, or pulling a boat up on the shore. Residents will not
  pass the first bridge or walk along the road. A nearby store’s clerk,
  Stew Bernie, will tell of deaths, terrible accidents, cars
  swerving into the swamp, and the man–eatin’ gators.
  Stew will also tell of three separate ghosts who hitchhike
  down the back road at different times of the night. Often they will
  get into the car and tell the driver to slow down about midway
  between the first and second bridges. When the driver looks at them
  again, they’ve disappeared.
  Research
  A computer search of the Bureau’s on-line files will show 38
  accidents in just the last five years on this innocent strip of gravel
  and potholes. The death toll for the road since 1947 has been 34
  people, after it was put in as an emergency access road and now has
  become a minor thoroughfare for the locals.
  Night Driving
  Travelling the road by day is reasonably safe.
  By night is a completely different story. When travelling
  westbound on the road, have the agents roll under their SNS. If
  successful, they then see either a glint of something or get a bad
  feeling about the road.
  Encounters
  Have the driver of the vehicle roll under his or her intelligence
  and wisdom on a d100 when driving on the road at night. If  the
  driver fails the both rolls, roll on the table below.
  01–50
  Swerve violently left or right into the swamp. Roll under
  any driving skill to avoid losing control. There is a 5%
  chance to hit an oncoming car that is travelling at 40 +
  mph. There is a 7% chance to hit a utility pole.
  51–75
  A black car is coming straight at the victim at 80 mph. This
  is an illusion that first rockets past, turns around and plays
  chicken with the victim. The black car is a phantom with
  absolutely no substance. See 01–50 for a swerve with a +0
  difficulty modifier.
  76–85
  Something impacts into the vehicle’s side, leaving three
  scratches or a dent consisting of three creases meeting at
  a point. Swerve with a +0 modifier.
  86–95
  Something  causes a  tire to  blowout or a  radial  tire  to
  disintegrate. Swerve with a + 10% modifier.
  96–98
  The windshield shatters from an unseen object. Swerve
  if driving skills are not rolled under.
  99–00
  Engine fails dramatically, causing massive damage to the
  vehicle.   The steering, brakes, and transmission all fail,
  vehicle has a 50% chance of swerving off the road, and a
  5% chance of hitting an oncoming car as above.
  The First Death
  Chet Stephens was killed on the road a month after it was
  opened. There is a clear record of the proceedings and the driver
  who killed the lone hitchhiker. The driver was acquitted, and died
  in 1963. From the time of Chet’s death, there were no deaths for
  three years.   The long-standing toll of odd accidents began in 1950
  after a car swerved off the road and hit a utility pole.  The driver,
  drunk, fell into the swamp and became a quick snack for the
  wildlife.
  08
  
  Haunts                                                                                                                                         Haunts
  Dumpers
  For many years the Byrney Brothers have been dumping
  barrels of toxic waste in the swamp to help their cousin Earnie.
  These chemicals have affected some of the wildlife and created a
  number of size and ferocity mutations.  Some of these creatures
  may begin to prey on the unsuspecting.  The ATF or DEA may be
  watching the area carefully, preparing a surgical strike to eliminate
  this criminal undertaking.  They will also be armed to the hilt with
  modern weapons and have the backing of the local sheriff who may
  or may not be protecting the Colombians.
  Brotherhood of Darkness
  Following closely behind Bureau 13 is the Brotherhood of
  Darkness, a power hungry organization bent on harnessing power-
  ful magics for social control.
  Violence
  Violence on the roadway may trigger a second and unex-
  pected reaction from the demonic spot.  It may draw the dying who
  will spill blood on the area and form a temporary gateway to the
  lower regions of hell.  From the tarmac will rise three gruesome
  creatures bent on destruction.
  After attacking any on the road, they will head to a camp four
  miles down the road.  They will terrorize the teenage campers until
  disposed of.
  Hellspawn Stats
  STR:
  16
  INT:
  07
  THR:
  12
  CON:
  30
  WIS:
  05
  DOD:
  13
  DEX:
  10
  LCK:
  08
  ACC:
  08
  AGL:
  12
  CRZ:
  02
  STB:
  58
  SNS:
  20
  MRE:
  75%
  PIE:
  18
  HPT:
  150
  MCD:
  15
  WKM: 0200
  Every kill a hellspawn makes gains them another 2d10 WBD
  Points.  Hellspawn regenerate lost WBD at a rate of 2d10 points
  per hour of inactivity.  Holy or blessed objects burn them like fire.
  The Ghost
  Refusing to believe that he is dead, Chet continues to walk the
  strip. Unfortunately demonic influences were attracted to the spot
  by his restlessness and settled to divert and destroy as they could.
  Some of the people killed have stayed on as restless spirits to warn
  others of the dangers of the road.
  Demons
  Hitchhikers can feel the cold area. A person walking through
  it will have a 75% chance of experiencing a shock as the forces at
  work draw a temporary point of CON and use it to power the next
  night’s manifestation of a ghost.
  If a person stands in the spot at 3:00 AM, he or she can see a
  long line of vehicles and hitchhikers who have died along this strip.
  The phantoms will pass through the agent. He or she will also see
  spirits circle a spot down the road from where the demonic
  influences come. This costs d4 points of temporary CON loss by a
  draining effect. All warnings must be powered by a hitchhiker or
  person walking through the spot.
  The second spot feeds on fear and death.  It is a much more
  serious problem that has manifest.
  Simple Endings
  The simple way to dispose of the spot is to persuade a priest
  to say a prayer of containment and exorcise the spot.  The ghosts are
  serving as a warning to those who drive past the  10' x 10' area.  After
  a few months the demonic influences will fade away.
  Experience
  A dangerous scenario that deserves 300 points or more with
  a bonus for easy solving. Don’t forget the ‘gators in the swamp, the
  poachers and the possibility of a dump in the swamp by organized
  crime, Colombian drug dealers, or a murderer.
  Expansion
  For a short scenario this small paranormal infestation can be
  complicated and changed into a morass of conflicts.
  Criminals
  Columbian drug dealers may have a hidden drug processing
  lab just off the road that's as well stocked with weapons as a Bureau
  13 team.  They have been using the deserted strip to land light
  planes.  The swamp is an ideal area to dispose of rivals as the gators
  finish off the remains.  Little do they know about the illegal toxic
  dump a mile down.
  09
  
  Haunts                                                                                                                                         Haunts
  NEW YORK HOUSE
  Strange reports of demons and the paraphenomenal have
  flagged a Bureau 13 investigations.
  Ariel Zingblat is a rather large Medium in Brooklyn NY.  For
  a quarter century she has read Tarot and brewed tea for legions of
  the curious, believers in the occult and the lonely.  Sadly, her minor
  psychic talents have turned towards greed.
  Ariel is  now being assisted by Hilda Cordeau, a welfare cheat
  who bilks believers with her “power” of astrology and precogni-
  tion. Hilda has the aid of an 80 year old stage magician called
  Ramone, who bangs on walls and creates those fantastic effects.
  The Face of Fear
  A demon visage had now terrified Hilda on two occasions.
  The demon, in reality, is a retired theatre worker named Werner
  Gorman, who is tired of the noise in the apartment above him,
  (Hilda’s). He was once a close friend of Ariel  until Hilda began  her
  takeover of the business.
  Werner has designed the creature suit to harass Hilda and
  expose her true intentions.
  Experience
  This scenario is designed to teach your agents that not
  everything is supernatural. Give them a little experience and have
  fun.
  Opening a Big Can of Worms
  The next best thing to a simple solution is a few additions to
  complicate matters.
  First is Ariel's spirit guide Finster.  Never quite making it to
  the hereafter, finster has stuck around the New York City area since
  the 1790's.  Attracted by Ariel's honesty, he helped her communi-
  cate with spirits on a limited basis.  Now disgusted with the whole
  situation, he has called a few friends to drive Hilda and Ramone
  out.  These mostly harmless spirits will rattle windows, move
  objects and thump walls.
  The Neighbors
  In the Brownstone next door is Antonio Iannuzzi, once a
  muscle for the Mafia and now retired to a life of boredom and
  watching his tomatoes grow.  Antonio dearly loves his tomatoes
  and invariably a few of his plants may become damaged by the
  activity at Ariel's.  He is also highly superstitious and has a few
  large nephews who will come to his aid if he calls.  Antonio curses
  in fluent Italian.
  On the other side is a pair of characters who share the
  residence.  First is Mort Mullholand, an overworked and psycho-
  logically frayed letter carrier.  Mort hates his job, his neighbors, his
  ex-wife, and strangers.  In his spare time he machines and shoots
  muzzle loading, black powder weapons.  He has more than a dozen
  rifles, pistols, and a replica 2 Bore Paradox Rifle.
  BLACK POWDER RIFLE                     '2 Bore Paradox Rifle'
  ROF
  1or 2 AMO B
  PB
  VS
  SH
  ME
  LO
  EX
  ROL
  F x2
  CYC
  n/a
  +2
  +4
  +0
  -2
  -6
  -10
  CAP
  2
  WTE 50.0
  EFFECTIVE
  EX+
  CIR
  1855 MIS
  20%b
  10d
  6d
  HSM +4
  KDM +15
  SPC ( f)
  EF= 40
  One of the true 'Black Powder' weapons known to be able to stop an
  elephant in its tracks.  This monster fires an 8 .oz ball  and takes 4 ounces
  of powder in each of its two barrels.                              (*1.5 Lead Ball*)
  To say the least Mort is touchy.   With a lot of strangers around
  he becomes touchier as another neighbor has repeatedly com-
  plained about the weapons he carries to and from his home.
  Mort's housemate, sharing the upstairs apartment, is a quiet
  Russian immigrant who's passion in life is the Saxophone.  Eel'ya
  Kostrzeba makes bagels and plays the Sax at night.  When de-
  pressed, now a frequent occurrence, he sits on the brownstones roof
  and plays jazz.  Eel'ya has been Ariel's spirit guide watching him
  for the last few months and believes it is a sign he will die by some
  horrible means.  Finster just likes the music and has decided to
  bring his friends for the free concerts.
  More Monstrous Evil
  With all this paranormal activity it is a sure bet that evil
  influences will be attracted.  These can include demonic influences
  or just an old German Brass Band that perished in a U Boat in the
  1940's.
  Don't forget the cadre of Arab extremists who share the shop
  front with the Bask Separatists or Democrats.... And it goes round
  and round.
  10
  
  Haunts                                                                                                                                         Haunts
  THE LAST RIDE
  A few tens of miles south of Gary, Indiana is a small, sleepy
  town called Mayfield.
  The Return
  You wouldn’t have thought this town sleepy if you had seen
  it in 1965 when its only bar was home of the Roving Angels, an
  outlaw, biker group thrown out of Illinois. Twenty-five years later
  isn’t a trace of the Angels until a warm, spring night when the
  sounds of the bikes return.
  Murder
  The second bizarre and grisly murder in a small town within
  one week warrants a nearby Bureau team to pass through for a
  quick check.
  In Mayfield
  The team arrives in their vehicles. The bodies have been
  moved toGary for autopsy. The first body has been checked and
  the files are already on the city computer files. The victim was
  Alvin Strong, a farm worker with a history of alcoholism. Alvin’s
  death was caused by suffocation and a fracture of the neck vertebra.
  In d4 hours Calvin Stein’s autopsy will show the same result.
  Calvin was an auto mechanic at the town’s garage/gas station.
  The station owner is Brian Giffort who won’t talk about his
  brother–in–law’s death.  Extended work by Bureau Agents will be
  necessary before they can gleen any scrap of data from him.
  The Bar
  Denise Sands is a middle aged lady who inherited the bar
  from her father who died a decade before. She is unmarried,
  friendly, and interested in talking to people from outside Mayfield.
  Since she is not a great historian about the town, its people,
  or the murders, she points to an antique shop run by Florence and
  Sara McBride. She knew Calvin Strong but never understood the
  weight on his shoulders.
  Antiques
  Filled to the ceiling with bric–a–brac and junk, the shop
  caters to the bargain hunter, decorator, or junk collector. The more
  the agents buy the more the ladies will talk.
  Information
  The old ladies are flustered over the murders. Obviously they
  knew the victims well and have no comprehension why they were
  killed. They mention that there hasn’t been this much trouble since
  Jud Smith lost a cow on the freeway or the motorcyclists were
  kicked out of town in 1966, the ones that lived on the lake.
  Nightfall
  Nightfall brings a quiet hush over the town as the bar fills and
  shops close. The lone sheriff in the town sits in the diner aimlessly
  stirring his coffee. If talked to, his attitude is business.
  After a short run through the town the sheriff returns to the diner.
  At 11:00 PM a man runs down the street yelling, “It got Ted Jones,
  just like the others!” The officer will run to his car and squeal off
  in a flash of lights and sirens.
  Four miles away is the Jones’ farm. If the agents are close behind
  Sheriff Miller, they will find him leaning over the porch railing,
  losing his greasy dinner. In the kitchen is Ted Jones sitting in a chair
  11
  
  Haunts                                                                                                                                         Haunts
  next to his life wife. Both have had their heads flattened as if they
  were placed in a vice. The sheriff will mutter something about
  “them staying in hell” before he regains his composure and begins
  to order people out of the area.
  Stalking
  By now your players know that something is stalking the
  town’s people with deadly force. Any checks on the bikers in
  Indiana will provide absolutely no leads.
  Records
  Illinois records show 12 members of a motorcycle club that
  had left Chicago. A follow-up report on three of the 12, lists them
  as missing by family or friends. They were last seen in the summer
  of 1965 in Mayfield.
  The Shack
  If they can make a friend in the town, he or she will tell of
  severe problems and fights with the bikers until a group of the
  townspeople confronted them. The bikers never returned after that.
  Their shack was subsequently burned in a grass fire and exists only
  as a foundation a few miles south of town.
  More Research
  A close check of the shack’s area shows the scattered stone
  foundation of a building. Any agents with at least demolition (3) or
  a related skill will realize these stones were scattered by a large
  blast. A second check of the area reveals nothing. Metal detectors
  will reveal some bent and twisted metal scraps that are mostly rust.
  There is a no lake close by, but there is a pond.
  State sales records of dynamite for 1965 show one of the dead
  men buying ten sticks from the hardware store owner. This man
  was a car mechanic, (Calvin Stein), with no use for the dynamite.
  The Pond
  If agents are near the pond at 9:00 PM, a blue light will
  manifest deep in the water and 12 bikes will rocket out with their
  rotting owners.   They will neither harm or acknowledge bystand-
  ers, even if they come under fire.  Moving like lightning, they
  vanish down the road in a thunderous road of old Harleys.
  At The Bottom
  A half hour before 9:00 PM, a diver will see a faint glow and
  the re-assembly of bikers in the 60 foot deep area of the pond. Any
  attempt to touch the apparitions will cause them to grab the diver
  and rip his or her oxygen mask off.  If the diver is persistant one of
  the undead will quickly wrap a chunk of rusted barbed wire around
  of the divers legs and then ripp his mask off.  The wire is anchored
  to an old concrete post.
  Undead Biker
  STR:
  13
  INT:
  12
  THR:
  10
  CON:
  20
  WIS:
  05
  DOD:
  11
  DEX:
  10
  LCK:
  03
  ACC:
  10
  AGL:
  10
  CRZ:
  02
  STB:
  n/a
  SNS:
  05
  MRE:
  25%
  PIE:
  0
  HPT:
  130
  MCD:
  n/a
  WKM: n/a
  These ghosts are powered by hate and revenge.  If damaged
  or destroyed they regenerate at the pond on the next night.
  Disposal of the Problem
  There was no easy way to dispose of the bikers until ten sticks
  of dynamite were wired in a beer case, placed in a box with three
  other cases of beer and offered as a trade to get them to leave the
  town. Ready to go anyway, the group accepted the beer. The
  massive blast finished the group and the scraps were raked up and
  buried or mostly dumped in the deep end of the pond.
  The Last Two
  While one of their killers has already died of natural causes,
  two are still alive in the town. One is the Sheriff. The second is a
  hardware store owner, Zephram Debeor. If, by now, the agents are
  trying to protect the two, nothing will help the hardware store
  owner as the things roar up the alley to the store, rip through the
  back doors, and decapitate him.
  The avenging creatures only want their murders. They will
  swat away or kill any who get in their way deliberately.
  12
  
  Haunts                                                                                                                                         Haunts
  These creatures can each take 130 points of firepower before
  vanishing to return the next night.
  The GM should space events and allow the group to waste
  time. Only one death will occur per day. For each day the agents
  stay, the Sheriff will become more agitated. Of the townsman, only
  six actually talked to the bikers and arranged their murder that
  night.
  Ending The Killing
  The Bikers are coming back for their due. It is in the form of
  four cases of beer and the lives of the six who killed them.
  Confession of the crime will not help unless a priest can find
  the pieces in the field and set them to rest. It takes ten minutes of
  prayer to rest each biker. To find pieces, roll a d100 every d6 + 6
  minutes of digging near the foundations.
  At The Dig
  01–50
  Bike Partsor Shack Debris
  51–75
  Bikers
  01 Crazy Louie
  07 Irons
  02 Lenny
  08 Sams
  03 Lice
  09 Martin
  04 Smiles
  10 Wes
  05 Morgan
  11 Child
  06 Morgan’s girl
  12 Monk
  76–85
  Junk, Wood, or Plaster
  86–98
  Beer Cans or Personal Effects
  99–00
  Organic Refuse
  Road War
  If the last two are leaving the town or being escorted out, there
  will be an attack on the vehicles to turn the living back to the town.
  The bikers want their last two victims. After the first shot is fired,
  the bikers will begin an attack on the vehicle. With a strength of 30,
  they can cause extensive damage.
  Vehicle Combat
  Be creative and give them a good run. We advise the use
  of a Car Warriors type game to run this section of the scenario. Run
  vehicles as low tech with only firearms. The Colorado RV or
  Bureau vehicles will have heavier armor and weaponry.
  Treat the bikers as 'real' during road combat.  Vehicles will
  behave as vehicles.
  At The Bar
  When the Bikers finish with people who murdered them, they
  will ride back into town. Bureau agents will arrive to see the bikes
  in front of the bar and townsmen running out of its doors.
  In the bar are the lone, lady owner, Denise Sands, and the
  twelve bikers. She is pale as she fills the mugs with draft beer and
  sets them down for her gruesome customers, who eagerly drink
  them down.
  If not bothered, this will continue for ten minutes until two of
  the bikers go into the back room and return with four cases of beer.
  The group leaves the bar and walk back to their bikes where the
  cases are strapped on. With a roar the bikes roll down the road and
  the bikers are seen to transform back into their living appearances,
  moments before they died. The bikes roar into the sky to fade into
  the full moon as a lone bottle of cold beer lands, unbroken, at the
  feet of one of the agents.
  The Last Ride
  If the group has been laid to rest, they will make a last
  appearance without harming anyone. If the Sheriff is still alive, he
  will go to the bar and ask to be forgiven for his crime. The bikers’
  leader, Morgan, will ask the Sheriff to join them on their last ride.
  The Sheriff will go with them. In the morning, his body will be
  found in his office, dead of heart failure.
  Experience
  For the prevention of the deaths of the Debeor and the Sheriff, give
  the players 2,000 points. For a messy solution, award them what
  they merit.
  Expansion
  When the shack was destroyed a sungle survivor managed to
  crawl away and hide in the bushes.  Now scarred and seeking
  revenge, He and his two sons have returned to the town.  This has
  awakened the sleeping bikers and starts them on their rampage.
  Not only will the Bureau agents have to deal wiuth the
  paranormal aspect of the case but 3 live and armed people who
  know the story and want to ensure the bikers finish their jobs.
  Another biker gang may be moving into the area at the same
  time and complicate matters by being in the wrong place at the
  wrong time.
  Add in an Government ATF group investigating a small
  manufacturing shop that is clandestinly producing conversion kits
  to create automatic weapons.
  Then theres the new shop that opened that sells Japanese
  manufactured motorcycles and ATV's.
  13
  
  Haunts                                                                                                                                         Haunts
  RSVP BARRINGTON
  The old Barrington Regency in St. Louis, Missouri was quiet
  hotel long known for its elegance, charm, outrageous prices, and
  general catering toward the affluent. In the recent past the trend
  towards budget motels and “semi–elegant” budget hotels, has
  slowly drained the Barrington’s distinction, cash flow, and staff.
  The final straw that broke the hotel manager’s back was the
  addition of three, semipermanent residents that were no longer
  living. The staff calls them the Room Service Crew.
  Ghosts
  Obviously, Bureau 13 channels picked up on this as soon as
  it became apparent that there was a serious paraphenomenal
  problem happening under the nose of the guests. After a team of
  amateur parapsychologists were ejected by the spirits, a swarm of
  curiosity seekers and crazies descended on the hotel to cause
  havoc.
  The Hotel Manager
  Boris Martolitz is the manager of the hotel. First fearing, then
  with a gleeful look, he is capitalizing on the ghost scare and has
  created a two day parapsychology conference, PS I, that has filled
  the eighteen story hotel.
  This conference will be  a blessing and wild excursion into the
  general insanity for the Bureau 13 team. The hotel is now a magnet
  for people associated with the paranormal as well as every crackpot
  in the hemisphere. While the Parapsychology  Conference is held,
  the ghosts will terrorize the guests in their ghostly fashion. This
  may involve up to a full physical manifestation, large flying
  objects, to the creative destruction of a guest’s property.
  Favorite Tricks
  Some of the favorite tricks of the ghosts are to take the
  customers luggage to the roof and throw it into the back alley.
  Bureau agents will catch a potentially gruesome situation as one of
  the ghosts leads a guests poodle away and it is last seen being
  dropped under the lid of a serving cart and wheeled away.
  The ghosts are masters of botching paperwork, high tech
  machinery, and room service orders.
  Ben Hazii
  The soon to be owner of the Barrington Regency is Bri Ben
  Hazaii, a miscellaneous Arab sheik from an oil field that graces his
  family’s small patch of desert.  Settled somewhere in the no-mans
  land between Iraq and Kuwait, the tiny sheikdom of Kuiwap is just
  a few square miles of oil wells.  Completely missed by all parties
  involved in Desert Storm, it continues to pump oil can invest in
  foreign markets.
  Finding that jet–setting was a far better life than goat herding,
  Ben has travelled the world in search of investments for his large
  family. Hazaii has just put a multimillion dollar down payment on
  the Barrington.   He plans to create the classiest budget hotel in the
  Americas.
  Hazaii is an eccentric, fascinated by electronic gadgets and
  scuba diving. He is watched by bodyguards who are experts in
  martial arts, (Kung Fu 14, AO 12, AD 11, PO 11, PD 12), and armed
  combat. Often he is found at the bottom of the swimming pool in
  an antique sponge diver’s suit.
  Resident Ghosts
  Louis “Pierre” Molitz and the two bellboys, Stan Sulpa and
  Antonio Peretizo, were killed during a minor hotel fire in 1929.
  Never quite at rest and obsessed with the hotel’s upkeep, they have
  become enraged with the recent sale happenings and intend to stop
  the deal.
  They also intend to dispose of the unwanted elements from
  the hotel. This includes most of the current guests. The sheik, Bri
  Ben Hazaii and the PS I Conference top their list.
  Research On Hazii
  Only a trip to the Persian Gulf will give the agents the idea
  that Hazaii was released on the world to get him out of Kuiwap so
  that his family could create a stable long term economy and future
  for its 940 inhabitants.
  Complications
  Any use of the bureau Kirilean Detectors will see a massive
  amount of energy surrounding this hotel.
  14
  14
  
  Haunts                                                                                                                                         Haunts
  Another problem is the hotels catering manager who realizes
  that his job is on the line if Hazaii buys the establishment. Gordon
  Koss will do everything in his power short of poisoning Hazaii to
  dissuade his attraction to the once posh structure.
  To make matters worse, there are 3 Iraqi assassins in the hotel
  waiting for the chance to kill Hazaii.  Seeing the invasion of Kuwait
  failed, the Iraqi military has set its eyes on the little sheikdom and
  figures the disposal of its agents and royal family will start it into
  chaos and an open invitation to Iraqi foreign aid.  They are basically
  armed incompetents with little training or knowledge of tactics.
  The Paranormal Conference
  The organization of this parapsychology conference is at best
  like an indoor fair, with constant events you can attend for free or
  for a few dollars. There is a special room for people who set up
  tables of material for sale, which may range from books, herbs,
  inventions, memberships, and “secret” information to outright
  junk.
  Timetable
  This two day event takes all of the hotels function space
  including conference rooms and ballrooms.  For a minor fee
  attendees can attend lectures, private parties, films, sales area,
  organization sponsored events, or just gather to discuss the latest
  UFO trends and Crystal Channeling to find Elvis.
  Encounters
  As the agents cruise through this wonderland of the bizarre,
  they may be approached at least once an hour by one of the other
  conference’s attendants. Roll a d100 on the table below.
  01–50
  General  type  crazy  who wants to talk about the Grand
  Illuminuti  peanut butter  conspiracy,  the grand cosmic
  convergence of Route 66, or pyramid power. (While they
  are mostly harmless, these people are hard to shake.)
  51–75
  Someone looking  for a  conference  event or  rest room
  directions.
  76–85
  Someone trying to sell a weird idea or a miracle device.
  86–95
  Someone trying to tell a future for a few dollars.
  96–97
  Pickpockets, ladies of the evening,   or a small  band of
  Self–Styled Moralists.
  98
  Someone recruiting for  organizations of crazies,  black
  magic, or satanic group.
  99
  Someone looking for information or help understanding
  a paraphenomenal happening in their lives.
  00
  A  perfectly  sane–sounding  person  who will  push  the
  agents into trouble.  This person is really a certified crazy
  whowill lead them on a wild goose chase.
  Attendance
  Over 900 people will attend this two day event on a Saturday
  and Sunday. The first day is official programming and the second
  has open slots for various organizations, speakers, and special
  films.
  EVENT
  LEC = Lecture
  FLM = Film
  LOCATION
  CODE
  Grand Ball Room
  GB
  Lecture Rooms
  A, B, C
  Side Rooms 1–10
  1,2,3,4,5,6,7,8,9,10
  Lounges
  D, E, F
  Sales Area
  HUK
  Saturday
  Time
  Event
  Type of Event
  Location
  Organization
  10:00AM
  Opening Ceremony
  LEC
  GB
  Dr. Arnold Khon
  10:30
  The Increasing Incidence of Paranormal Events
  Worldwide
  LEC
  GB
  Dr. J. P. Suthers
  EXHIBIT HALL OPENS
  B
  ORGANIZATIONS HALL OPENS
  A
  The UFO’s Still Exist
  FLM / LEC
  C
  USUFO Watch
  11:00
  Sales Room Opens
  12:00PM
  Belief is Nine Tenths Reality
  LEC
  C
  C. S. Anderson
  12:30
  Spiritualism in America
  LEC
  4
  Mediums Asst.
  Brotherhood of Venus
  LEC
  8
  Star Brothers
  12:45
  Writing for Parapsychology Journals
  LEC
  5
  Weston Smithers
  1:00
  Parapsychology Events This Year
  LEC
  GB
  Ardonau Eston
  Parapsychology
  Parapsychology
  Parapsychology
  Parapsychology
  Parapsychology
  Confrence
  Confrence
  Confrence
  Confrence
  Confrence
  PROGRAM
  GUIDE
  PAGE 02
  PAGE 02
  PAGE 02
  PAGE 02
  PAGE 02
  15
  
  Haunts                                                                                                                                         Haunts
  9:50
  Film Program Begins
  FLM
  C
  10:00 Open Cocktail Party
  F
  12AMSeance “Will Houdini Answer”
  GB
  A. Zingblat & A. Randii
  Sunday
  Sunday: Open Programming
  Check with individual organizations for their schedules.
  List Of Organizations
  American UFO Watch
  Brotherhood of Darkness, Inc.
  Star Watch Systems
  Madison Specialty Manufacturing
  UFO Magazine
  The Star Brotherhood
  Friends of Venus
  Cults Magazine
  TV Videotronics Systems
  Randolph’s Supernatural Books
  Night Shadow Magazine
  Horoscopes Inc.
  Mediums Society of America
  Stenton Books
  Magics and Makeup
  National Parapsychological Journal
  ESP Systems
  Bernov Carbonics
  Haterson Labs
  WJJ TV 3 Pittsburgh
  JEMCO
  The University of Iowa
  Dukan University
  Tri Tac Systems
  Barrington Regency
  1:00
  Ghost Hunters
  FLM / LEC
  3
  J. Danials
  The Acme UFO Flap
  LEC
  1
  F.P. Grenson
  1:30
  Satan Calls
  LEC
  9
  Brotherhood of Darkness, Inc.
  1:45
  UFO Reports
  FLM
  C
  UFO Magazine
  2:00
  Time Travel For Fun And Profit
  LEC
  2
  Norwood Daniels, Esq.
  3:00
  Parapsychological Research in Europe
  FLM / LEC
  GB
  Stenton McCap
  3:10
  The Caterpillars of Westchester
  LEC
  4
  Joe Wiberley
  3:30
  Velacofski Dead at Last?
  LEC
  C
  F. McDivit
  4:00
  Witchcraft USA
  LEC
  6
  C. Martins
  Parapsychological Equipment
  LEC
  3
  H. Wentowitz
  Who Deals With The Supernatural
  LEC
  4
  C. S. Anderson
  Heaven’s Deadly Agents
  LEC
  8
  Night Shadow Magazine
  US Government’s Supernatural Bureau
  LEC
  9, 10
  Dr. H. Jones
  4:15
  Zoroastrianism and the Illuminati
  LEC
  7
  J. Jackson
  4:30
  Holy Symbols of the Micronesian
  Islands FLM / LEC
  5
  Cults Magazine
  5:00
  Cargo Cults Mythos and Manna
  FLM / LEC
  GB
  Z. Frankle
  The Ghosts of Lake Geneva
  LEC
  C
  D. Arneso
  In Search of UFO’s
  FLM
  6
  TV Systems Inc.
  Kirilian Photography
  LEC
  2
  L. Morocovski
  6:00
  Vampires in Bowlingreen
  LEC
  4
  M. Lopez
  Wooden Stakes and Iron Men
  LEC
  7
  A Gutteridge
  6:15
  Hounds of Supernatural Sensationalism
  in the American Press
  LEC
  3
  F. Hartmann
  The Knights of Brackenridge Moor
  LEC
  1
  O. Worland
  7:00
  Horoscopes for Today
  LEC
  6
  Q. Rappoff
  Drugs and ESP
  FLM / LEC
  C
  D. Crowenberg
  Fantasy Role Playing
  and Controlled Paranormal Induction
  LEC
  8
  S. Freydman
  Role Playing Games as a
  Training Tool for Paranormal Investigators LEC
  9
  R. Tucholka
  8:00
  Parapsychology Today
  LEC
  GB
  Dr. Arnold Khon
  The CIA of the Supernatural
  LEC
  2
  Dr. M. Bolt
  8:10
  RNA4: Paranormal Drug From Europe
  LEC
  7
  C. Landers
  PAGE 03
  PAGE 03
  PAGE 03
  PAGE 03
  PAGE 03
  LOBBY
  PAGE 04
  PAGE 04
  PAGE 04
  PAGE 04
  PAGE 04
   ➛
  Grand
  Ballroom
  Organizations
  Hall
  Exhibit Hall
  9
  7
  5
  3
  1
  10
   2
  8
  6
  4
  A
  B
  C
  D
  E
  F
  HUC
  11
  16
  
  Haunts                                                                                                                                         Haunts
  A Multitude Of  Problems
  If the GM thinks this gathering out, there are a multitude of
  possibilities for scenario follow–ups or possible “at the hotel”
  action with such forces as the Brotherhood of Darkness, Inc. and
  the Star Brotherhood which the Bureau suspects is a front for the
  alien menace Goshnar.
  Annoyances
  If the Agents confront Mattias Bolt he will be as cordial as
  ever while his bodyguards loom in the background.  He is just as
  curious as the Bureau and suspects something is about to happen in
  the hotel.
  Mid day Saturday the Parapsychological researchers Bell,
  Becker, and Crandle will show up along with a cadre of S.A.F.E.
  Agents.  Both of these groups can be a danger to life and property
  in such an environment.
  Another problem is a man in a dusty suit that looks like he has
  been hit by a car.  He stumbles past agents and sets off their
  radiation monitors in any high tech equipment they may carry.
  Apparently with amnesia, Bruce is confused and only has his
  Chargex card (Expired in 1967) and a 25 Cent Bush Commerative
  Coin with the date 2189 on it.  While the radiation is not serious, the
  man needs sleep and a little medical help.
  More Paranormal Problems
  With all this activity and groups channeling and calling
  spirits, the ghosts of the Barrington will gain more substance and
  even be assisted by more earth-tied spirits.  This may attract evil
  and an equal amount of good.
  Compounding Problems
  In the middle of the show the Arab Assassins will steal a
  display vile of RHA4 the PSI inducing drug from Europe.  What
  they don't realize is this is just a display vile from a bad batch of the
  drug contaminated with a retrovirus.  Thought to be destroyed, this
  vile will indeed induce a powerful PSI state a thousand times
  beyond what the developers have ever seen.  Taken back to the Iraqi
  bio-war labs and in the wrong hands, RHA4 could be retailored to
  become a mind killing virus.
  Shattering the vial and contact with the liquid will instantly
  give the victim a 50% chance of induced PSI.  If the roll fails the
  victim still gains PSI but burns it out within 24 hours along with his
  or her mind.  Heating the vile beyond 200 degrees destroys the virus
  and renders it useless.
  Dealing With The Ghosts
  To eliminate the problem, the agents must talk to the ghosts
  through a medium who must convince the ghosts to continue their
  journey to the next world. A second way is to stop the sale of the
  hotel before the ghosts create the opportunity of an accident to kill
  Hazaii. The death of Hazaii will add a fourth ghost who is far more
  obnoxious than the first three.
  The Radioactive Man
  Sometime during the event the man who may or may not be
  a time traveller will dash into the Exhibit hall and head straight  for
  a small table belonging to an eccentric inventor.  Hap Mohan is
  finalizing plans for an ESP booster helmet and is hunting for
  investors.   He will immediately be attacked by the man who is
  screaming about the future, another world war,  and mind control
  implants.  He smashes the prototype helmet with a handy lava lamp
  from the New Age Deco table to the right and goes for the throat of
  Hap.
  The Catering Commandos
  If things were getting out of hand, the catering staff is helping
  by making sure the coffee is lousy and the food isn't fit to slop hogs.
  Their objective is to put hotel carts in the way, knock out lights and
  computers, and generally point guests in the wrong direction.
  Endings
  So that wraps the Barrington's first Parapsychology Confer-
  ence.  The net result if the Bureau doesn't burn the hotel to the
  ground, is a smashing success as far as the current owners believe.
  If this kind of event will bring in money and customers, they will
  sponsor it again the next year and more like it.
  While the ghosts don't like the events, they are beginning to
  realize that times are changing and the Barrington is still their
  home.
  The sale will proceed if Ben Hazaii is still alive and with little
  work, he can be convinced to keep the hotel as lavish as it was in the
  1930's.  Besides, he's just decided to open a Middle Eastern Cafe
  across the street and fulfil his life long ambition to become a great
  chef.
  As things wind down and the hotel begins to prep for a The
  Association of Romanian Rugcrafters convention, Bureau agents
  will hear a rumor about a set of sealed rooms on what was once the
  13th floor.
  But that's another Scenario for next year's conference.
  Acne
  Easter Island
  Triangle
  17
  
  Haunts                                                                                                                                         Haunts
  Fatal Assumptions
  The Brussels art dealer, believing it to be a 1,900 year old
  wine flask, put it in a display case.  He could have sworn the bottle
  hummed as he polished it.   It sat for 2 years before being purchased
  by a wine collector in Boston, Massachusetts.
  Murder
  After six months of frustration  trying to learn of the origins
  of the bottle, Herbert Ceusa became despondent and opened it to
  get a sample of the contents. Police found the headless body and the
  stoppered bottle the next day.  Taking the bottle as evidence it
  immediately vanished from a detective’s desk.
  Investigation
  The Bureau’s interest is piqued when its newsclipping agency
  finds a string of cult murders spreading west across the US. Six
  people have had their heads neatly removed.
  Trail of Death
  The second is a robbery suspect booked on the same day as
  the first murder. Released within 5 hours, it is a sure bet he passed
  the detectives work area.  Armondo Chavez was found in his
  apartment by his landlady.
  The third is found a few blocks away in a car.  A few hours
  of search and a medical exam will identify this woman as the
  robbery suspect’s girlfriend.  Her headless corpse is in plain vew of
  a number of houses and one of the many children in the area can tell
  Agents that a bottle fell out of the car and was taken by a 15 year
  old named Paolo Estrada.    Paolo has had minor altercations with
  the law and will be leary of Agents asking questions.
  SESAME
  The air was thick with the soot of a thousand oil  fires  and the
  warning siren of incoming Scud missiles.  Vinny Kolpak slid into
  the trench and said a small prayer..  It was 1991 during the height
  of Operation Desart Storm and Kolpak's advance medical unit was
  waiting for orders.
  Near the bottom his foot rolled over an object in the dense
  packed sand.  Taking out a small flashlight Vinny shown it over the
  spot and first saw the lamp.  Knowing an artifact when he saw it,
  he stuffed  it in his duffel.  Vinny could have sworn it was humming
  and changing shape as he tied the bag, but explained it as  a
  combination of nerves and imagination.
  The duffel bag was somehow lost in shipping and ended up
  in a cargo flight bound for Italy.   It travelled across Europe and was
  finally sold in a lost luggage lot to Lepa Dimova.   It was brought
  to light again at an art dealer’s office.
  The Bottle
  The bottle is 23.3  inches in height and made of a brass–like
  metal engraved with symbols. Cuneiform and Arabic letters form-
  ing words long forgotten, along with a wax seal of mediaeval
  ancestry, cover the bottle’s stopper. Shaking the bottle gives the
  impression of something sloshing on the inside.
  18
  
  Haunts                                                                                                                                         Haunts
  "Like I was just standin on
  the corner when the car pulls up.
  Weren't doing nothin when it
  swerves to the tree lawn and it
  looks like somebody is fightin in-
  side.  Then this bottle is thrown out
  and like if they throw it out it's
  trash, right?
  So I pick it up quick and
  takeit to Moscowitz's Pawn Shop
  and the old man gives me $5.00 for
  it."
  The Pawnshop
  The fourth death will be the pawn shop owner who is dead in
  his office by the time Bureau Agents arrive.  The site has already
  been coordined off by police.  The bottle is nowhere to be found.
  Police have also noted the cash register was empty.
  The last log in his sales book is to Tyrone Jones, a local minor
  criminal type three times arrested for stolen goods trafficing.  His
  current adress is an apartment a few miles dwn the road.  If the
  apartment is searched, little but abn unregistered handgun will be
  found.  Tyronne is not home and will not show for 48 hours.  When
  he arrives he does not have the bottle and will not talk about it unless
  persuaded by a cash bribe or less legal method.
  New Owner
  Pinched from the murder scene by Jones, it has been given to
  a Mafia kingpin who has it on his desk.  Salvatore 'the Cigar'
  Genovise is an aspiring criminal that has risen to power in the last
  few years.  He has kept a low profileas he raceeteers and sponsors
  the hijacking of freight coming into New York and Jersey.  His firm
  of NY Contracting and Excavating is the quasi-legal front he shows
  to the world.
  Salvatore is hard to find and even harder to talk to.  He has a
  nearly Pionic sense for Government Agents and is now about to be
  hit by an indictment for raceeteering by the Justice Depoartment.
  He is protected by 6 armed bodyguards and a cadre of a dozen more
  within d4 +4 minutes of his location.
  This Don has other problems that are closing in in the form
  of Miguel Canterra, a Colombian Drug Cartell assassin who is out
  to eliminate Genovise.
  Word on the street of a rag-tag Colombian hit squad has
  reached the Don and he has prepared action against Colombian
  owned businesses that are fronts as well as the DeMassa family that
  supports cooperation with the Colombians.
  If Salvatore dies, it will be a real mess with Bureau 13 in the
  crossfire.
  Paolo Estrada
  Contact
  The only way to get to thge bottle is to steal it or convince the
  Don it is in his best interests to give it up without opening it.  This
  is going to be tough with Salvatore's paranoia and his fascination
  for old 'cultural things'.
  The Second Assassin
  The being within this bottle is a close cousin to the Genii or
  Djins of legend. Only this is one of the rarest, and most dangerous;
  an Assassins Bottle.   It has a 05% chance per hour of fascinating
  a person to take or own it.   People who handle or polish the artifact
  become secretive and withdrawn as it becomes their main fascina-
  tion in life.  Sometimes the bottle will hum.
  Real Form
  If it is opened, a gaseous horror will appear to slowly ooze out
  of the bottle. When this pulpy mass achieves the size a dog it will
  quickly form into a demonic face that will decapitate the owner
  with a bite of 6d10. At dawn the bottle’s stopper flips back into the
  bottle as the creature returns, effectively sealing it in until opened
  again.
  Research
  Bureau 13 records have data on the A'addimiak bottle.
  Legend calls it the The use of this bottle involves whispering the
  name of an enemy to it under the full moon and opening it out a
  window to the west.
  The creature will find the enemy. If it is blocked by holy
  symbols, it will take on a far worse form for six successive nights
  until it kills the victim or fails. If it fails, it will return to its master
  and takes revenge for being sent on an impossible mission.
  Finding The Bottle
  There is no destroying the bottle nor its inhabitant. It is an
  artifact that must be transported and stored where it is harmless.
  Remember, this bottle will beguile at any opportunity.
  Complications
  The GM is advised to run a string of owners and clues that
  lead the agents in a chase to find the bottle. This may also be vastly
  complicated by the Grand Army of the Ayatollah, the Federal
  Guard of Iraq, and the PLO,  all of who have agents trying to recover
  the bottle for their own nefarious reasons. This along with an art
  thief, KGB, NSA, and the Israeli Mosad will give this adventure a
  strange twist.  It could fall into the hands of a child and that would
  be the only exception as the Assassin would not kill him or her.  It
  would appear as a traditional Jinn and  grant them three wishes.
  Experience
  For this scenario, give players 5000+ experience to split
  among themselves as a start and embelish heavily due to the nature
  of the complications and obtuse directions the scenario takes.
  19
  
  Haunts                                                                                                                                         Haunts
  ARKANSAS TOWN
  As Bureau computers continue to correlate data and statis-
  tics, odd facts and unusual information often emerge. Such was the
  case of Odd Rock, Arkansas.
  Vehicle
  A Bureau 13 vehicle, preferable a Colorado RV, arrives
  under sealed orders. At Odd Rock the envelope will open to reveal
  a few facts.
  Town Data
  This small town of 300 is the accident–prone spot in the US.
  Nine out of every ten individuals have had a physical accident
  within the last three years. More fires, auto accidents, and insur-
  ance claims come from this town than a town ten times Odd Rock’s
  size. The last Bureau team sent to the town blew a tire overturned
  their RV at the city line.
  The Odd Rock Curse
  The town is dismally quiet. At least four people that the
  agents see have casts or bandages. At the local diner a man covered
  with a strawberry milkshake will greet them. If asked, he says that
  the milkshake mixer just exploded in a matter of fact way, as if it
  was an every–day occurrence. This man goes out of his way not to
  talk about the town.
  Before they leave, a comic book stand collapses as a few kids
  with many band–aids continue to read.
  The Curse
  The rest of the town is much the same. The GM is advised to
  play this comedy of errors to the hilt as the agents are caught up in
  this living nightmare. What agents do not know is that their LCK
  of Luck score has now effectively dropped to 0.   If curses could be
  measured in ounces, this one is in the kiloton range.  Those able to
  sense magic feel a massive weight of magical energy hanging over
  the town with no specific focus.
  Old 'Doc' Burke
  Sam Burke is the town’s doctor. Wealthy beyond belief, he
  sees to the sick from his home. At least d4 patients will be in the
  office. Sam is frazzled, smoking too much, and is ready for a
  straight jacket. His wild eyes show that he is at the end of his rope.
  When questioned, he ignores all, looks at the agent as if something
  is wrong, checking blood pressure, arms, ears, etc.
  Given time, the cigarette droops in his mouth and he looks sur-
  prised as he says, “There’s nothing wrong with you!” Sam is a little
  deaf.
  Old man Strunk had a deadly secret.
  20
  
  Haunts                                                                                                                                         Haunts
  in strange ways designed to give the agents an uneasy feeling. Willa
  puts out cream for the cats, like clockwork, every night.
  Lights
  Use of infra red scanners will show odd spots of heat over the
  town. These swirl and settle around the Peters house. The spots can
  be seen, with IR equipment, darting over and through the town
  every evening. They are only spots of heat that often follow people,
  but avoid the church with right angle turns. The minister is avoided
  as well as the witch and Sara Rand.
  Trapping The Lights
  Any attempt to trap a spot will lead to an attack on the Bureau
  vehicle in the form of a thousand lights, now visible as intense
  pinpoints of colored light, flying around and through the vehicle.
  Only glass seems to stop them.
  If one of the lights is trapped, the swarm will become almost
  brilliant in color. At this point every possible thing that can go
  wrong with the vehicle will. This includes failing circuits, weapons
  activation and firing, fire, things falling apart and the odd chiming
  of tiny bells. If the RV is destroyed the new sheriff will make an
  appearance, his leg in a cast, and welcome them to Odd Rock. He
  invites them for coffee and donuts.
  The Sheriff
  Sheriff Jessup Ramans tells the agents of the town and his pet
  theories. He speculates that it has something to do the hill folk. He
  often heard the previous sheriff say things went bad when there was
  a big ruckus and one of the Strunk boys was shot. (The doctor will
  confirm this.) Brought in Dead On Arrival, Mort Strunk walked out
  the doctor’s house after dark. The doctor swears he was deceased
  with a heart shot.
  The Strunk Farm
  The path to the Strunk place is a small path up a hill. Crude
  signs say 'Privit Property'. About halfway up a rifle shot will graze
  a tree near an agent. A voice will yell “Get, and don’t you come
  back.”
  The Strunks are not what you would call friendly.
  Talking With Sam
  Sam will take a bottle of bourbon into his office and pour
  himself a shot. He says the town had 3,000 people ten years ago.
  They moved like the plague was after them because of a silly
  superstition. He says bad luck is only in the minds of the believer
  and he’s never had any problems.
  At this point he knocks the bottle off the desk. It rolls,
  gurgling liquid to the floor, and stops as it hits the wall and splashes
  an electrical outlet. The alcohol begins to burn as Sam throws his
  coat over it and continues.
  Immunes
  In ten years, only the minster, a child, and that dingbat old
  woman who thinks she’s a witch, have been immune.
  Sara Rand
  Sara Rand was paralyzed in a car accident when she was
  eight. Now fourteen, she is confined to a wheelchair. Coming from
  a poor family, she stays home with her aged aunt with little hope for
  the future.
  The
  Minister
  W i l l i a m
  Silas is a Baptist
  minister who is
  angry at the world
  and himself for
  allowing thegood
  people of the town
  to lose faith and
  degenerate to their
  current level. He
  will preach fire
  and brimstone,
  and self–reliance
  to the fewhealthy
  members of the
  congregation he has left. He wife ran off some months ago and has
  not been seen since.
  The Witch
  Willa Peters is a home brewed, mail order witch. With her old
  house, books, cats, and herbs she presents the formidable picture of
  a powerful magic user. She has no special ability beyond herbal
  knowledge, and a little self taught Wicca though she  would have
  all believe so. She is fond of the doctor and sends tea to Sara Rand.
  If the agents take advantage of her hospitality, she will threaten to
  turn them into toads unless they leave.
  If watched, there is a 60% chance she will notice and respond
  21
  
  Haunts                                                                                                                                         Haunts
  The Summit
  Sneaking up the summit has a 95% chance of success if the
  watcher is incapacitated. All members of the family have a 10 + d4
  accuracy with their rifles.
  A single house and a shed is home for seven of the Strunks.
  The stone shed is padlocked and a dog lays on the porch. There is
  a 40% chance of attracting the dog’s attention.
  Life goes on as usual with Mother ordering four of her sons to do
  chores around the home withe the fifth boy sits on a stump vacantly
  watching the shed.
  Infra–Red shows thousands of the lights circling the area. A
  few are inches across, some are as large as a human.
  The Shed
  After dinner, Grandfather goes to the locked shed and opens
  the door. In an hour he returns to the house looking happy.
  The Secret
  If the agents pick the lock, and easy difficulty level, they must
  then reach inside to flip a wire hook or suffer setting off a mousetrap
  in the main house. If the trap is sprung, the dog begins barking. In
  16 + d4 actions the old man is out of the house with a rifle. If agents
  are inside, he slips to the door and attempts to capture them before
  they upset the object in the shed. There is only the wire, chair, table,
  and an overturned iron bucket on the table. The bucket rests on a
  scrap sheet of iron. Under the bucket is a canning jar with a light
  inside.  Scrap iron is nailed to the walls of the shed.
  The Light
  If watched, the light changes to a winged, humaniod form of
  incredible ugliness. In a few seconds it changes to become more
  and more beautiful and colorful.
  Over a decade ago the old man captured the færie–like thing.
  Its friends are not amused, but iron stops their actions. They feed
  on luck and reduce it to accident causing levels.
  The Old man
  The old man will back off if his prize is threatened. He will
  shoot anyone who tries to open the lid. The shot is aimed for the
  wrist. If dropped the jar will break on a 25% chance. The family will
  crowd around as the surrounding lights flare visibly and create a
  mælstrom of activity. The family pleads for the old man to let it go
  as he refuses. Mother says it’s evil and unnatural and that it made
  the boy’s father kill himself. The old man demands the jar be
  returned if agents have it.
  This part of the scenario may have to be played by ear during
  a very possible confrontation. While the old man will not kill, he
  may slip if threatened.  His main objective wiill be to scare the
  agents into leaving the mountain.
  The Boy
  The vacant–eyed boy will spring to life as the lights crowd
  around him. His eyes shine gold. The woman points to him and says
  “An’ that was from that thin’ too, takin’ way his mind.”
  The lights cover the boy, spinning madly, as looks at his
  grandfather and tells him to let the creature go.
  Endings
  This scenario can end a with quick action to break the jar, letting the
  creatures exact some form of justice on the old man, negotiation,
  or a brawl.
  Deaths are unnecessary. The Bureau may even try to deal
  with the lights through the possessed boy. If the creature is freed,
  the lights will vanish, Odd Rock returns to normal, and the
  possessed boy will become himself, dead by a bullet.
  Penalized them heavily if they try to kill or persecute the witch.
  Remember, while the lights are harmless, groups can reduce or
  increase chance percentages, such as weapon misfire, by up to
  +99%. Gentle by nature and not too bright, they can create
  incredibly dangerous situations.
  22
  
  Haunts                                                                                                                                         Haunts
  Detection Equipment
  Any detection equipment brought in will survive for d4
  minutes before popping into its component parts.  The same goes
  for all personal equipment including weapons.  After d4 +10
  minutes the effect begins to unravel stiching in clothing and shoes.
  The Faeries are active again and real mad this time.  They fly in a
  circle around the clearing.  Agents get the impression they have
  about 4 hours until they gain the same fate.
  Futility
  Regardless of what agents try they are doomed to fail.  Trying
  to commune with the creatures gains visions of gigantic wheels and
  being crushed.
  What Has Happened
  It was a simple case of driving to the summit and running over
  one of the creatures.  Squashed flat and trapped under a cold-steel
  belted radial tire, it was unable to be assisted by its brethren.  The
  Faerie Clan did what it could and reacted accordingly.  The vehicle
  was dismantled and the agents stoned after 4 hours of inactivity.
  How to Fix It.
  Simply get 2 agents with a combined strength of 25 and roll
  the Steel Belted Tire off the Faerie.  The small squashed creature
  requires 100 Hit or life points to be regenerated.  Touching the
  creature produces a small shock and the victim realizes he or she
  has lost a little life force.  Gloves are recommended. This energy
  loss will be a one time drain that the doners will regenerate.
  The only way to donate that much energy without killing the
  individual is for all of the agents to to hold hands and then allow the
  energy flow to heal the creature.
  Complications
  If  agentswait too long their distressed hosts will summon a
  creature to assist in their disposal.  Looking like an ugly lizard
  crossed with a chicken, it will chase after agents and nip at their
  heals.  This is a dreaded Cocatricewho's bite will stone.  While it can
  be killed, it regenerates and comes back meaner and stronger each
  time.
  Success
  Succes in restoring the creature opens the force field and
  unstones the first team of agents.  They awake screaming about
  ugly chickens.  Experience is recommended at 2000+ for a moder-
  ately easy solving.  For future checks on the area, hire the local
  witch, Willa Peters.
  ONE YEAR LATER
  If the situation has been resolved peacefully the scenario can
  be expanded at a future date.  After the family is moved to another
  mountain the area has officially been posted as a nature preserve.
  The road is chained off and each year the Bureau sends a team up
  the mountail to make sure the Faeries are not being bothered.
  The Check-Up Team
  The four man team sent to survey the mountain has vanished
  and their vehicle's emergency beacon has transmitted for a total 4
  minutes before going silent.
  Return to Odd Rock
  Agents will find Odd Rock a much happier and healthier
  place.  A few remember the COlorado RV heading through the
  night before but really don't know what happened to its occupants
  after thay stopped for dinner at the diner.
  The Mountain
  The mountain is as agents remembered it with a Federal Parks
  Sign that blocks the main road to the summit.  The chain id down
  and obvious vehicle tracks lead up the hill.
  At the top agents will find a scene of disaster.  The entire
  Colorado RV that belonged to the first group is scattered as if it was
  dismantled down to the last bolt and screw.
  The Clearing
  Agents who step into the clearing find they are unable to leave
  the clearing.  The area is surrounded by an impenetrable -one way
  screen of force.
  Scattered
  Scattered everywhere is the wreckage of the vehicle.  Close
  examination shows little violence in its dismantling.  The only
  major item left intact is the vehicles cold steel frame and tires.
  Scattered within the wreckage are the stone like bodies of the
  Agents of the first crew.  All have horrifed poses as if they were
  turned to stone by some grotesque force.  Then agents will begin to
  see the angry buzzing lights high in the trees and hiding in the
  shadows.
  23
  
  Haunts                                                                                                                                         Haunts
  with a stained glass window in the
  front.  Bureau Agents will begin to
  have problems as soon as they enter
  the house, their SNS automatically
  telling them that there is monstrous
  evil in the house. Agents with any
  abilities as a priest or mage, will real-
  ize the house is aware of them. Equip-
  ment used for the investigation invari-
  ably fails or explodes after showing
  unnatural readings.
  Events
       The upstairs’ two floors are rea-
  sonably safe, use Event Table A. The
  master bedroom has a safe behind a
  picture. If this safe is touched roll on
  Event Table B. Events will trigger
  every minute until the safe is cracked.
  Inside is the diary of Judge Jonathon
  Hayne, who once resided here.
  Judge Hayne
  Records show that Judge Haine and his butler, Max, resided
  here for forty years. After a long and outstanding career on the
  bench,  he was forced to retire due to questionable and harsh
  sentencing for even minor crimes.   For the next twenty years, he
  became a legendary host to travelers and friends in the legal
  profession.
  The Diary
  The diary confirms the career of the judge and his eventual
  disillusionment with the court system for his release and the later
  easing of justice in many criminal cases. A few references make
  note of the game he plays with his guests and butler. This game is
  a mock trial for crimes.
  He used the game as a training tool for many who still
  remember the realism.  Any contact with local legals who have
  been associated with or on the bench for more than 30 years will
  remember Hayne or the stories about Hayne.
  The Basement
  The basement door is warped shut. Opening it releases a wind
  that knocks the agents back d10 feet. gaining access to the base-
  ment is the hardest part as a wall of sheer hatred and a roll  from the
  Event Table B tries to stop each agent.
  The basement covers more area than the house. the three feet
  of water ripples and splashes like others than the agents are walking
  through it. At the far end of the basement is a corridor that ends in
  a sealed green door.
  Court
  Beyond the green door is a complete, ornate judge’s chamber
  and rotting legal library. Beyond this once comfortable room is a
  small court room complete with bench, robes, and jury box. The
  jury box contains twelve faceless mannequins in varying poses.
  Beyond this room is a functioning replica of a gallows. If this room
  is investigated, roll on Event Table C.
  THE LAW GAME
  Hayne Cottage was a rambling mansion built by a judge in the
  1920’s.   After his death in the 60’s it was boarded up and waited
  for a new owner with enough money to pay the back taxes to secure
  and renovate the property. Thirty years have not been kind to the
  house as weeds have grown, trees have created a forest around it,
  and the swamp behind has rotted the structure almost beyond
  repair.
  Murder
  The antique hunters who died in front of the house were a
  couple named Flo and Gerome North of Northside Antiques. Flo
  had died of a heart attack as she dragged her dead husband out of
  the house. He was killed by a single stab wound to the heart, no
  murder weapon was found.
  Police entering the house were haunted by a feeling of
  absolute hatred and malice. The report circulated on the incident,
  eventually reaching the eyes of Bureau 13.
  Investigation
  Investigation of the house shows it is a sprawling structure
  24
  
  Haunts                                                                                                                                         Haunts
  Explosion Above
  As agents leave the house, the stained glass window blows
  out leaving the word truth spelled out in the jagged hole.
  Any weapons and explosives used on the house will be turned
  to maim and kill the agents. Warnings are only given once.  The
  house is fireproof and protective.
  Outside and behind the house is the swamp. A wall of hate
  borders the swamp.  Agents will fall into quicksand if the swamp
  is explored.
  Conflicting Forces
  Players should realize there are two distinct forces here,
  hostile to each other.  Caught in the middle, Bureau agests are
  equally hated by both sides.
  The Secret of The Law Game
  The game was a really warped version of justice, where a
  guest admitted to a crime and was tried.  Most often the victim was
  freed, but some, who were travelers, were actually hanged and
  dumped into the swamp. There are ninety-two bodies in the swamp,
  as well as their cars. These dead are screaming for justice and truth
  as the spirit of the judge and his manservant continue to haunt the
  house.
  EVENT TABLE A
  01-50
  Agent is shoved d10 feet.
  51-75
  Agent is slapped for 1 point of damage.
  76-85
  Agent is tripped.
  86-90
  Agent hears a voice telling him to run.
  91-95
  Agent is knocked unconscious for d4 minutes by flying
  furniture.
  96-98
  Sharp or pointed object strikes the agent in a random area
  with d10 damage or penetration.
  99-00
  Large piece of furniture strikes  agent for  2d10 damage
  and a knockdown for d10 actions.
  EVENT TABLE B
  01-50
  Agent is slammed against the wall.
  51-75
  Agent is catapulted out of the nearest window, regardless
  of which floor he is on, doing a minimum of d10 WBD
  damage.
  76-85
  Agent is strangled by an unseen entity and must escape the
  main house to stop the strangulation.
  86-90
  Character is launched down staircase for d10 WBD.
  91-95
  Butcher knife is flies at agent for 2d6 damage.
  96-98
  Agent’s gun flips out of its holster and fires at him.
  99-00
  Glass object explodes with d4 glass fragments, hitting
  with d20 points of penetration per fragment.
  EVENT TABLE C
  01-50
  Rope begins to swing around.
  51-75
  Rope uncoils to shoot across the room and wrap around
  the neck of an agent.  It will then begin tying itself into
  a hangman’s noose.
  76-85
  Hangman’s noose  lassoes an agent  and begins to hang
  him.
  86-98
  An axe flips out of the water swinging towards an agent
  with the intent of beheading him. It has an  accuarcy of
  9 and will do 4d6 of chopping damage.
  99-00
  Both the noose and axe activate with the above actions.
  Complications
  The energy of the injustice herehas been growing for decades
  and is nearly ready to explode into violence.  The long dead victims
  in the swamp are about to rise as rotting skelatel forms.  As Agents
  of the Bureau represent the Justice System, they will be the first
  targets.  While these undead are not tough to destroy, there are
  many of them.  The average takes 70 HPT to immobilize.
  SWAMP DEAD
  TMP:  01
  STR:  12
  DEX:  08
  AGL:  09
  HPT:  070
  E/V
  ARE:  -
  SPC:   -
  BAN:  Wholesale Damage
  Attacks:
  2 HAND/CLAW  (CL02) BITE (BI02)
  Slow and determined, only groups of these creatures will be
  able to pull down an agent and kill them.
  The Judge
  In the same way the house will not recognize the Agents as
  Legal represenitives of the Government and treat them as crimi-
  nals.  It will capture an individual abd begin the Law Game as Judge
  Hayne and the Butler will manifest.
  Ending The Game
  If the agents publish or broadcast the facts to the general
  public, the hauntings will stop. The swamp must be drained to
  complete the removal of the massed WKP that powers the evil.
  Give them 5000 points of experience for surviving, if they can stop
  this deadly haunting.
  If the Swamp Dead attack the house they will begin ripping
  it down.  It will be a long battle with an amazing amount of magic,
  (WKM )being released and used.   Such dumping of WKM will
  invariably attract greater evil.  The final confrontation can easily
  open a gateway to another place and release something deadly and
  far harder to deal with in the long run.
  In the least the new entity will drain the magic from the area
  and depart for some other region.
  25
  
  Haunts                                                                                                                                         Haunts
  Inhuman Evil
  An evil source may take the guise of a spirit or ghost to do
  some evil deed or create havoc. These are malign, vicious, and
  destructive, inhuman things. These hellish creatures will attempt to
  possess or cause psychological problems for their victims. In
  extreme cases they can cause accidents or kill the unwary. De-
  monic forces in the guise of ghosts will always have a flaw in their
  physical appearance.
  Time Windows
  Rarest is the Temporal slippage. This is the phenomena of
  people and events slipping into another time where they can be
  viewed as if they were a projection. These can be from the past or
  possible futures that may happen.
  These projections are generally a short lived phenomina
  that can rapidly change as events change.
  Real Time Windows
  Once or twice in a generation a real time window will
  appear.  These are more then simple projections, they are real
  gateways to some past or future event of great importance.  A Time
  Window will only open if there is some need or divergence of time
  that requires repair by individuals or happenings in another time
  and place.
  HAUNT GENERATION
  While agents of Bureau 13 have encountered and fought
  ghosts since the 1860’s, there has been little actually published to
  categorize these spirits and things into a taxonomic group for easy
  identification.
  Types
  Most ghost manifestations fall into one of these general
  categories:
  01
  SPIRITS or GHOSTS
  02
  PSIONIC MANIFESTATIONS
  03
  ODD ENERGIES
  04
  TEMPORAL SLIPPAGES
  05
  EVIL MANIFESTING AS A GHOST
  Spirits & Ghosts
  These are the living forces that continue to stay in an area
  to annoy, aid or terrorize any who cross their path. Often they have
  a need for justice or someone to set them to rest. Sometimes they
  refuse to believe they are dead or have lost the way to the beyond.
  In some rare cases they are called back by powerful
  magics and have not been released back into death. Some ghosts
  may leave an area to haunt or manifest some distance away from
  their source.
  Wild PSI
  Psionic manifestations are dangerous outbursts that take the form
  of ghosts. Often these are associated with young children, adoles-
  cents, or very troubled adults. These people are borderline or full
  psionics who do not realize their power. This ability will often fade
  as quickly as it began.
  A second form of psionics may infest and area after an
  extremely strong, emotional or traumatic, psionic outburst. This
  outburst of raw energy may replay for exceptional periods of time.
  Odd Energies
  Oddest of the manifestations are near-living energies that
  pick up on strong emotion.  These forces will re-manifest the
  intensity of the emotion and power a violent happening that will
  repeat periodically.
  These forces will imbed themselves in structures, objects
  or natural objects and stay dormant for years.  A secondary strong
  emotion or violence may trigger them awake.   This energy system
  will then feed and store more energy from strong emotion or
  especially the fear of individuals.
  26
  
  Haunts                                                                                                                                         Haunts
  Groups
  Last are group apparitions that may travel in like forms or
  combinations of forms. An example may be several wisps, W2 type
  with a H3 humaniod.
  Reasons
  The big question may be why a spirit is noticeably
  haunting an area. Most of these spirits have simple reasons that
  cause their failure to rest. Elemental spirits often have a mission.
  Demonic things simply exist to cause evil and grief or are
  lured to a place by unusual circumstances of death, violence, or
  amateur use of witchcraft without realization of the possible
  consequences.
  01–25
  Unhappy incident that led to tragedy and death.
  26–50
  A call for vengeance on some crime or injustice commit-
  ted on the ghost while it was alive.
  51–75
  Ancestral Home.
  76–80
  The spirit likes the location or will flatly refuse to leave.
  81–90
  Something evil animates the spirit for diabolical reasons.
  91–95
  Spirit serves  as a warning to protect  the living  from harm.
  96–98
  Magic  animates the  spirit until it is  broken or dispelled.
  99
  Spirit is infatuated with a living person.
  00
  Something demonic posing as a spirit.
  Odor
  While ghosts are mostly visible, many also have a distinc-
  tive odor about them.
  01–50
  NO ODOR
  51–75
  FAINT ODOR
  May be a scent associated with the spirit or something less
  than pleasant.
  76–85
  MILD ODOR
  A sometimes faint odor that changes intensity
  86–95
  STRONG ODOR
  Those who encounter this will definitely smell and be able
  to easily follow this strength of odor.
  96–98
  OVERPOWERING ODOR
  This slaps anyone with a clear nose. It is overpowering to
  the point of being nauseating.
  99–00
  TERRIFIC ODOR
  This level of odor can drive skunks away. It is often an
  eye–watering,  stomach–turning  stench that  will cause
  characters to vomit unless they roll under their CON on a
  d20.
  Haunt Creation for The GM
  For the creation of a haunting, roll a d100 then follow the
  instruction.
  01–55
  Ghost or Spirit
  56–75
  Evil Manifestation
  76-90
  Living Energy Matrix
  91–98
  Psionic Manifestation
  99
  Temporal Slippage
  00
  Multiple Cause
  Ghosts
  01–50
  NO VISIBLE MANIFESTATION
  51–75
  WISPS AND VAPORS
  76–95
  APPARITIONS
  96–98
  APPARITIONS WITH SUBSTANCE
  99
  SEMI–SOLID, COLOR APPARITIONS
  00
  GROUP APPARITIONS
  Wisps
  01–40
  Type W1
  Faint air disturbance.
  41–55
  Type W2
  Strong air disturbance.
  56–69
  Type W3
  Visible wisp, small, like cigarette smoke.
  70–80
  Type W4
  Visible, large, like cigar smoke.
  81–90
  Type W5
  Shaped wisp, may take a faint humaniod or an
  animal image of partial or full shape.
  91–95
  Type W6
  Changing wisp, may take a general human or an
  animal form.
  96–98
  Type W7
  Full shape, may take human or animal form in a
  dense cloud of dust or vapor. May have distinct
  ordiscernable features.
  99–00
  Type W8
  Multiple or variable shapes.
  Apparitions
  01–85
  Type H1
  Partial humaniod, where the features can easily
  be discerned. This may be a head or with other
  body areas clearly visible. There is a 50% chance
  this apparition is in color.
  86–95
  Type H2
  A full torso shape, where clothes, if any, can be
  discerned. There is a 75% chance this apparition
  is in color.
  96–00
  Type H3
  Full humaniod apparition. There is a 95% chance
  this apparition is in color.
  Semi–Solid
  These are full apparitions, (type H3) with the ability to
  open doors, pick up objects, and assume living characteristics for
  a short time. They can often pass for living people or animals until
  touched. On rare instances they have mass, warmth, and normal
  physical substance.
  27
  
  Haunts                                                                                                                                         Haunts
  Time
  Many apparitions have a specific time when they appear.
  This can be a static time with a definite cycle of hours to years.
  Cyclic time is, for example: An appearance every year on June 11th
  at 6:29 AM.
  01–50
  No set time (totally random).
  51–75
  Generally set time cycle with high variation.
  76–85
  Semi–set cycle, with variation.
  86–95
  Set cycle, within days.
  96–98
  Set cycle, accurate within hours.
  99
  Set cycle, accurate within minutes
  00
  Specific cyclic time.
  Residue
  Apparitions and spirits will rarely leave a temporary
  residue over areas they have contacted.
  01–85
  NO RESIDUE
  86–95
  SPARKLE, FAINT
  Minor residue of a glittery substance that will evaporate
  when touched or in d6 minutes if undisturbed. This odd
  material resembles gold, silver, or  a brightly colored dust.
  96–98
  SLIME, THICK
  Slime is a thickened version of ooze,  usually limited to
  clear, yellow  or a pale transparent green in color. See #99
  for information and duration.
  99
  OOZE, THIN
  Ooze, a protoplasmic substance that is liquid. It may seep
  from objects or walls. In rare instances, it may be left as
  footprints,  handprints, tracks, or unusual marks.   Ooze
  may come  in any color.   Most common  is  clear,  red,
  transparent green,  and black.    Nearly all ooze lasts for
  4d10 minutes before it evaporates.
  00
  OBJECTS
  Small, physical objects that date back to the spirit’s time
  of origin. This may be dirt, buttons, jewelry, dentures or
  some odd items.    Almost always  the object is under the
  size of a common baseball.
  Temperature
  In areas associated with a spirit there is often a spot that
  is different in temperature than the surrounding area. This is most
  often a stable manifestation where some act of violence was
  committed. Psionics or users of magic are overly sensitive to the
  cold spots.
  01–75
  No spot
  76–85
  Minor cold spot, of a few degrees.
  86–95
  Cold spot, (d10 + 10˚F) difference.
  96–98
  Very cold spot, (d10 + 20˚F) difference.
  99
  Frigid spot, (d10 + 40˚F) difference.
  00
  Warm spot, (d10 + 10˚F) difference.
  Telekinetic Activity
  Telekinetic Activity is the ability or desire of a manifes-
  tation to move material objects.
  01–75
  No movement
  76–85
  Door openings, window closings, and general household
  disturbances.
  86–90
  Small objects float or move to new locations.
  91–95
  Medium objects move or can float a short distance.  This
  can include light furniture. This can also be a gentle shove
  given to a person.
  96–98
  Heavy objects  can move or slide a cross the floor.  This
  may violently push an investigator or hurtle medium or
  small objects.
  99
  At this level heavy objects and people may float. for a few
  minutes at best.
  00
  With no  general weight limits,  this level  of telekinetic
  ability can float and throw heavy objects with ease.  In rare
  cases wood beams and concrete can be cracked.
  28
  
  Haunts                                                                                                                                         Haunts
  Sound
  While most spirits are silent, a few are vocal and on rare
  instances, they are extremely vocal.
  01–75
  No auditory phenomena
  76–85
  Very faint sounds, may be a rustle or a sound of  moving
  air past an object.
  86–95
  Definite sounds, voices or footsteps can be heard at  this
  level.
  96–98
  Loud sounds,  shouting,  commotion,  or even singing is
  disturbingly obvious.
  99–00
  Earsplitting noise levels characterize this level of activity.
  SNS Modifiers
  As characters enter haunted areas, their SNS or Super-
  natural Sensitivity may have modifiers to it and might even
  automatically activate if the modifier pushes their score over 20.
  This is the common “feel” to the haunted area. Often this is
  manifested as the hair on the back of the neck rising or a general
  sense of “evil” or weirdness about an area.
  01–50
  No SNS modifier.
  51–75
  A d4 SNS modifier.
  76–85
  A d6 SNS modifier.
  86–95
  A d6 + 4 SNS modifier.
  96–98
  A d6 + 6 SNS modifier.
  99–00
  Automatic activation.
  Hauntings
  Hauntings can range from mild to extremely violent. The
  more violent, the more chance of difficulty in the investigation.
  There is nothing more annoying then multiple, trips to the local
  Emergency Clinic during an investigation.
  Poltergeists
  Poltergeists are short–time manifestations of a highly
  energetic nature. Hauntings are often lengthy and cover a span of
  years, or centuries.
  Character of the Haunting
  The general character of the infestation is often the
  personality of the spirit of a clue to the nature of the source. This
  table is used for “active” spirits as opposed to cyclic apparitions.
  01–50
  BENIGN
  The haunt  goes about  its own business  as if  it  were a
  permanent resident. Often this type will move objects or
  tilt a picture.   On a 01 roll, the spirit  will be helpful by
  straightening things,  bringing in the mail or dusting the
  furniture.
  51–75
  BOTHERSOME BENIGN
  Goes  about  its  own business  while  only occasionally
  creating very small disturbances.
  76–85
  BOTHERSOME
  Creates disturbances of a noticeable variety that can cause
  minor, though aggravating, damage to property.
  86–95
  DISRUPTIVE
  This level of activity can create general havoc as furniture
  moves,  bottles spills,  glass shatters,  and neighbors run
  away screaming.
  96–98
  TOTALLY DISRUPTIVE
  In these cases the lives of those around the phenomena are
  totally upset by flying objects and an increased variation
  and  intensity of  the more  noticeable, higher  intensity,
  manifestations  such as sound and residue.   Often these
  creatures will stack furniture in unique ways.
  99
  DANGEROUS DISRUPTIVE
  Creates  general disturbances  that can  cause  injury  or
  mental problems for the victims.  At this level, the eerie
  phenomena of dematerialization takes place where small
  or large household objects vanish and may reappear some
  where else in the general area.
  00
  DEADLY DISRUPTIVE
  These evil manifestations have lesser levels of activity to
  begin with and escalate into forces that will main or kill.
  They can have  any general shape of manifestations and
  are always demonic in nature. Instead of simple furniture
  stacking, these will throw furniture at high speeds.
  Demons
  Demonic infestations are a whole different ball game
  from your common, haunted house. The demonic haunting, called
  an infestation, drains the will and hope of the victims until they are
  reduced to mindless vegetables or bloody, psychopathic killers.
  Often the evil infestation will follow an individual who has opened
  an invitation accidently, or by design with dark magic. In rare
  instances, these forces will directly inhabit an individual and
  possess them to create havoc or destroy them.
  Provocation
  The easiest way to differentiate a common haunting from
  a demonic infestations is to prod the demon with spiritual provo-
  cation. This often involves the use of a holy symbol near the
  suspected area. This spiritual tear gas will have adverse effects that
  29
  29
  
  Haunts                                                                                                                                         Haunts
  means. The true possessed can be spotted by inhuman voice,
  strange body contortions or bloatings, a violent dislike of holy
  anointments, extreme psychic ability, strength, and unnatural vio-
  lence.
  Remember
  01
  While true  ghosts call attention to  themselves, they are
  mostly benign.
  02
  Energy Manifestations are more a technical problem with
  an attitude.
  03
  Demonic infestation works in stages. This process may
  take many months or years. The greater orders of evil may
  only take weeks.
  Stages of Demonic Infestation
  Any Demonic Infestation starts with a specific sequence
  of events.
  01
  INVITATION
  An object, use of dark magic, or other open invitation to
  dark aspects of the supernatural.
  02
  INFESTATION
  Allowing an  evil influence into one’s life in  some acci-
  dental or designed way.
  03
  BREAKDOWN & POSSESSION
  The breaking of one’s will,  PIE, and beliefs along with
  physical health.
  04
  DESTRUCTION
  The physical destruction of the individual and the people
  around him or her.   This may start  small but it  always
  escalates and gets way  out of hand often ending with the
  bloody  massacre  of  the  innocent  and  most  or all of the
  knowledgeable parties  involved.  The evil will then lay
  dormant until conditions  arise  that  will allow  the evil to
  begin  a new   wave  of  bloody mayhem with  innocent
  victims.  .
  Remember
  Many Evil Entities are creatures of habit in that they
  repeat the cycle of evil again and again with only the players being
  different.  This 'game' has it's rules and sequence.  Breaking the
  rules will often help to dispel the Evil or changing the nature of the
  game.
  will be detectable by the user. This method of provocation can
  become a character skill to be developed. Any minister, priest, or
  religious practioner takes this beginning skill at a level of 2.
  Reaction
  01–50
  Demon ignores provocation.
  51–75
  Demon reveals true nature.
  76–85
  Demon reveals true nature and name if asked.
  86–95
  Demon reacts violently to provocation.
  96–00
  Demon drops guise and begins an assault of the victims.
  Protection
  Most often, a simple prayer of protection is more than
  enough to shield individuals until they doubt their own belief.
  These blessing and banishments create physical barriers to evil
  infestations. These inhuman things can usually be herded away or
  contained. The common exorcism is a banishment that can clear a
  room in under an hour, depending on the religion. Usually a house
  is cleared room by room from basement to attic.
  Greater Evil
  While demonic infestation by the lower orders is straight-
  forward to handle and dispose of, a greater form of evil can present
  a far more terrible danger for the group.
  Often, while first looking like the simple demonic infes-
  tation, the higher order, or devil, is far more violent, obnoxious, and
  almost impossible to dispose of with general disposal equipment
  and personnel. This form of evil tends to ignore holy symbols that
  block lesser things. They will often destroy special symbols with
  no regard for the physical barriers the symbols create for the lesser
  orders.
  Most blessings will only slow demonic activity for d4
  days and lapse as evil returns with a vengeance.
  In many instances, the greater evil will have multiple
  personalities or a group of helpers. These evil helpers will compli-
  cate matters and attempt to ruin the lives of those associated with
  trying to stop the infestation. Many of these lesser forms are
  assigned tasks of recognizance.
  Possession
  The possessed individual is tormented by his or her evil
  assailants until their will to resist is gone. Then, continuously or
  intermittently, the victim will become the evil entity and attempt to
  destroy those around him by breaking their beliefs or by physical
  30
  
  Haunts                                                                                                                                         Haunts
  New Weapons
  One of the latest developments in Bureau technology is
  the ion gun. It is used for the disposal of a range of energy based
  manifestations.
  This simple device floods an area with negative ions and
  causes an effect where the charged supernatural force is sopped
  into the floor until removed by a second vacuum–like device.
  These paranormal waste containers are stored in a facility
  in Langley Virginia where they wait for a possible disposal in a
  nuclear waste dump.
  ION PROJECTOR
  ION PROJECTOR
  ION PROJECTOR
  ION PROJECTOR
  ION PROJECTOR
      “Mk I Energy Matrix Gun
  ROF
  1
  AMO
  —
  PB VS SH ME LO EX
  ROL
  —
  CYC
  —
  -4
  -2
  +2 +4 — —
  CAP
  25
  WTE
  48.5
  EFFECTIVE
  CIR
  1996 MIS
  5%
  200 foot range.
  HSM
  —
  KDM
  —
  SPC (—)
  A backpack–styled, power source is attached to a gun–
  styled projector. Roll under your accuracy for three successive hits
  to drop a target. This ion charge lasts for only d10 minutes. The
  energy phenomena must be contained in this time period.
  Unfortunately, this method has only been effective in 5%
  of Bureau 13 field tests. The weapon will also deliver a 10 amp
  electrical shock if the ion beams touches a grounded electrical
  source. The MK I has 25 uses before the batteries are discharged.
  ENERGY CONTAINMENT UNIT
  ROF
  —
  AMO
  —
  PB VS SH ME LO EX
  ROL
  —
  CYC
  —
  +6 +1 — — — —
  CAP
  1
  WTE
   64.0
  EFFECTIVE
  CIR
  1992 MIS
  1%
  Contact d6 Minutes
  HSM
  —
  KDM
  —
  SPC (—)
  Basically, this unit is a highly modified upright vacuum
  with an armored entrapment chamber. This ion chamber is pow-
  ered for 50 hours until supplemented or recharged by common
  household current. The tank weighs 40 pounds alone and can be
  seperated from the vacuum for multiple use. The ion tank can
  withstand 750 points of structual damage before it fails.
  Dangers
  The ion weapon must be tuned to at least 75% efficiency
  for use or side effects may result. Each firing untunes a weapon d10
  points. Use specific skill levels to retune the spook smasher d6
  points per four hours of work. Side effects may include:
  01-75
  NO EFFECT
  76-85
  DISCHARGE
  A d10 amp electrical discharge that can be damaging to
  fragile property and electronic devices.
  86-96
  WILD DISCHARGE
  As 76, but a wild vibration causes the user to swing the
  projector wildly across his arc of fire.
  96-97
  ULTRASONIC EFFECT
  Causes glass in 20 feet to vibrate and shatter.   Does not
  effect the user.
  98-99
  HEAVY DISCHARGE
  A d10 + 10 amp electrical discharge that  sets the target
  area on fire with spot burning.   A hit from this unit will
  effectively destroy equipment or an automobile’s electri-
  cal system.
  00
  BACKPACK OVERLOAD
  Ion gun backpack begins to overload and will detonate in
  10 + d10 minutes with 1,100 points of force.
  “Mk I Energy Matrix Gun
  31
  
  Haunts                                                                                                                                         Haunts
  Kar O'Van Utility Mini-Van
  LENGTH: 170”
  TANKAGE:
  25g
  ARMOR: Body
  15
  WIDTH:
  67”
  MPG:
  45
  Window 12
  HEIGHT:
  70”
  RANGE MI:   1125
  Wheels
  14
  SPEED:
  90 mph
  WATER:
  3g
  Top
  10
  WEIGHT: 1990 lbs
  CREW:
  1
  CARGO: 1,500lbs
  This is one of the new generation of micro vans common
  in use privately and in industry. Its interior has standard CBW
  protection and an air system for two hours of use by two people.
  Weapons
  Because of the small size of this vehicle and the close
  streamling of design, most weapon systems common to heavier
  vehicles have been discarded in favor of better armor.
  See Bureau 13: Stalking the Night Fantastic, pages 38 &
  158 for weapon descriptions.
  A
  MISSILE RACK
  Carries two HEAT missile equivalents to the 40mm shell.
  B
  OIL DUMP
  C
  SMOKE
  H
  NAVIGATION
  I
  MONITOR
  L
  WATER TIGHT ACTIVATION
  M
  DESTUCT
  New Devices
  01
  Navigation Computer (by Satillite)
  02
  IR Windshield Mode (for Fog and Smoke)
  03
  Radar Jammer
  04
  Anti-Lock Brakes (Standard)
  05
  Smart Lock (Deters Theft by Locking Brakes)
  06
  Voiceprint ID (Most Weapon Activation)
  07
  Bright Beams (Locust Light + Headlight Option)
  08
  Hidden Winch
  09
  Ejection Seat (Driver/Passenger)
  Special Weapons Placement
  Most weapons systems are disguised in the frame of the
  vehicle or designed to appear as a standard part. Individuals with
  a skill of Criminal Investigation 5 or Smuggling 4 will be able to
  notice these modifications if a close inspection is made.
  Vehicle Replacement
  It takes an average of 2 weeks to order a new van if one is
  destroyed.  Add another week on the time for unusual configura-
  tions of weapons or special equipment.
  Sprinty
  An ancient native of backwoods Ireland, Sprinty the
  Leprechaun was taken to Scotland and freed from a long imprison-
  ment in a bottle by somebody named Wallace.  He was stuffed back
  into the bottle and sent South to England in the hopes that King
  Edward would enjoy his company.
  Only fate and a V-2 missile again brought the bottle to the
  light of day in London.  Two American sailors found the bottle and
  freed him, realized he was a good thing and took him back to
  Norfolk, Virginia where he settled in as he became “American-
  ized”. It was 1943.  The sailors enjoyed Sprinty's stories and the
  near limitless supply of wiskey that came from his former prison.
  Unfortunately Sprinty never told the poor sailors that his
  Irish ancestory was only half leprechaun on his mother’s side. His
  father was a gremlin.
  After his new masters failed to return from a cruise on the
  USS Eldridge, Sprinty travelled the back roads of America leaving
  a path of minor destruction.
  By the mid 1950’s, Sprinty was tracked and nearly de-
  stroyed by a Bureau 13 team before he offered to aid them with
  knowledge dealing with the paranormal from Europe. The agents
  accepted his offer and have lived* to regret it.
  While inherently good, Sprinty has the tendancy to dam-
  age equipment by touch or his general presence.
  For over 50 years this 6 inch pest has lived with Bureau
  agents and appeared when they least expect it. If angered or playful,
  his minor magics can disrupt an investigation in spectacular ways.
  Sprinty considers himself a naturalized citizen of the US and is
  proud to show his cocial security card.
  Sprinty collects shoe laces, belt buckles and wrist watches
  that he stores in a small but nearly bottomless carpet bag.
  *  Well, a few of them lived.
  More Friends & Nuisances
  Additional Folks and things that help and hinder the
  Agents of Bureau 13.
  32
  
  Haunts                                                                                                                                         Haunts
  contains rare and magical material.
  This supermarket of the supernatural can cater to the
  needs of white, grey, or black magic user.   On occasion West has
  refused to sell to a number of dark magicians who he considered
  extremely dangerous.
  If a special ingredient is and chemicals not available, he
  will try his best to secure them or tell you where you where it can
  be obtained.  West is also a pharmacologist with an extensive
  background in his special hobby: Poisons.
  While prices are high and his clientele highly specialized,
  he has a soft spot for Bureau 13's agents and White Magicians as
  he was both until the Massacre of 1977.  At that point he retired
  from active service and began his business.
  Other employees in the shop are Adrian Ziegel, a White
  Witch in her 60's, Velma Garino, secretary,  and Louie, a Romanian
  handyman and botinist who maintains an extensive farm and
  greenhouse for Jackson.
  It is no secret that his shop and staff are warded and
  guarded by very powerful magics.
  33
  Weston Jackson
  Weston Jackson appears to be a book and herb dealer in
  San Francisco’s bay area. From his hole in the wall shop comes
  unusual ingredients and teas from around the world.
  What the public doesn't see is the second floor of the shop
  where Wes specializes in magical components.  This fascination
  with magic and herbal components has turned into a life long and
  extremely profitable business. If you need it, Wes can Fedex the
  components within 24 hours.  One section under lock and key
  Boris & Alexi
  Boris Lata and Alexi Stokowski are polish defectors who
  fled the Soviets in the late 1960’s. What makes Boris very special
  is his natural psionic talent in Remote Viewing.
  This PSI talent allows him to concentrate on a person,
  place, or thing and gain a limited insight on its location and/or
  condition.  The ability will only work if holds a possession of the
  person or a photograph of the place or object.
  Alexi is Boris’ uncle and mentor, who realized that this
  ability would be channeled as a weapon by the remains of the KGB
  or any of a number of countries hostile to The Russian Republic or
  America.   Protected by the Bureau, Boris is hunted by rogue
  elements that endanger his native and adopted country.  . His talent
  has a 90% chance of general accuracy over any distance.
  Bradley Gifford
  Bradley Gifford is a quiet college student with one ambi-
  tion in life: accounting. He is quiet, shy, and possesses a special
  kind of psionic talent that is seen once or twice in a century.
  Bradley is a neative PSI. Within a 25 foot radius of his
  presence, a PSI user will be mentally jammed. If he touches a PSI,
  the PSI will lose his psionic ability for d4 hours as well as become
  physically ill.
  Bradley naturally  disrupts the use of PSI or drains the
  user’s WKP to 0 at a touch.
  Most unusual is his ability to also negate powerful magics
  by tough.   This talent has never been sen before though it was
  speculated at due to historical records.  More then a PSI ability, he
  seems to be a natural ground to all paraphenominal energy.
  Unfortunately Bradley is also an abysmal coward who
  does not like to get involved with the Bureau or its magic and
  monsters.  He prefers music, surfing the internet, and an occasional
  quiet walk.  He has decided to finish his college degree and find a
  quiet job where he can't be dragged into situations dealing with
  hostile magics.
  Rumor has it that Brad may well be developing another
  range of Psychic Talents.  He may well be a natural born
  teleportationist commonly known as a jumper.  Only time will tell
  with this teenager.
  33
  
  Haunts                                                                                                                                         Haunts
  SEMTEK
  To a passerby and visitors, SEMTEK is a large and
  successful machine tool and manufacturing center for the produc-
  tion of Rescue and Fire-Fighting equipment.    Few ever suspect that
  under the main plant is an extensive Bureau 13 base of operations
  and technical center.
  SEMTEK  is one of the few Bureau 13 facilities known to
  a number of Bureau Agents.  At this facility  Bureau equipment and
  vehicles are tested, modified, and shipped to points across the US
  and Canada.  This is also the site of the Bureau experimental
  containment and disposal facility for Energy based creatures.
  BAY 13
  A special truck bay is reserved for night deliveries.  This
  bay opens into an underground area that can receive vehicles up to
  the size of a Semi-Truck
  The base under the factory is self-sufficient with its own
  power, water, and apartments.  Two underground levels of indus-
  trial shops and equipment assembly bays  cover an area almost as
  large as the above ground facility.
  This is the home of technical genius Ray Roberts, the
  mastermind of much of Bureau 13's gadgetry.
  Agents and Bureau Support Personnel often spend months
  training in this secure facility before being rotated to other areas for
  permanent positions.  An underground shuttle from the plant also
  connects to a farm house two miles away for covert access.
  Plant Personnel
  Locals like the plant as it provides nearly 400 well paying
  jobs for the locals as well as an active investment in the community.
  Those who suspect there is more going on are informed that there
  is 'Government' work in the lower shops.  The few who have
  discovered Bureau operations have been recruited.
  BANGOR MAINE
  Another facility is the Bangor Maine Artifact and Detain-
  ment Center.  Hidden under another small factory complex, this is
  a single extensive facility that uses an abandoned mine.  The
  facility is guarded by sophisticated equipment, Bureau Personnel,
  and remote units.  Over 100 special guests, prisoners, and things
  reside here.  Many are not to thrilled about their incarceration.  The
  prison wing is the most closely guarded in any Bureau facility.
  Many cells have fail-safe for prisoner disposal in the event of
  attempted escape.
  Artifact Storage
  Another section of the facility holds artifacts and items
  cursed, possessed, or embedded with great supernatural powers.
  This section is remotely observed and tended by special robotics
  that are immune to the beguiling forces that many objects possess.
  Medical
  In addition a staff of outstanding doctors and psychiatrists
  also man a wing set aside to help the victims of supernatural
  occurrences.  This hospital guise has worked for counseling and
  treatment of victims in extreme cases.  While not always success-
  ful, many of the victims are able to return to a normal way of life
  without ever having realized that they were in a Bureau 13 facility.
  Those traumatized individuals who can not be confused
  or convinced the supernatural is not real are psychologically
  screened and if passed may become Bureau 13 support personnel.
  AREA EH
  AREA EH
  AREA EH
  AREA EH
  AREA EH
  BIOHAZARD
  BIOHAZARD
  BIOHAZARD
  BIOHAZARD
  BIOHAZARD
  VAMPIRE
  VAMPIRE
  VAMPIRE
  VAMPIRE
  VAMPIRE
  CONTAINMENT
  CONTAINMENT
  CONTAINMENT
  CONTAINMENT
  CONTAINMENT
  Entry
  Entry
  Entry
  Entry
  Entry
  Forbidden
  Forbidden
  Forbidden
  Forbidden
  Forbidden
  34
  
  Haunts                                                                                                                                         Haunts
  INCIDENT
  DATE
  TIME
  LOCATION
  COMPLAINANT      IDNT CODE
  COMPLAINANT               NAME
  OFFENSE                   SEVERITY
  VICTIM                     IDENT CODE
  VICTIM                                 NAME
  VICTIM                        CONDITION
  PROPERTY DAMAGE
  PROPERTY VALUE
  WITNESS 1             IDENT CODE
  WITNESS 2             IDENT CODE
  OFFICER                            NAME
  BADGE IDENT CODE
  PRECINCT     CITY
  SIGNITURE
  FOLLOW UP CODE
  CLOSURE CODE
  POLICE REPORT
  REFERENCE CODE
  ADDITIONAL NARRATIVE
  NARRATIVE         VID CODE
  SUSPECT 1         IDENT CODE
  SUSPECT 1                      NAME
  SUSPECT 2         IDENT CODE
  SUSPECT 2                       NAME
  SUSPECT 3         IDENT CODE
  SUSPECT 3                  NAME
  SUSPECT DATA   CHECKOFF
      SUS 1   SUS 2   SUS 3
  SOBER
  INTOX
  DRUG
  ARMED
  RIGHTS
  OFFICE
  Not A Real Police Report
  © 2001  Tri Tac Games
  VEHICLE
  VEHICLE OWNER          IDENT
  VEHICLE OWNER        NAME
  MAKE           MODEL
  LICENSE
  DISPOSITION
  EXTENT DAMAGE
  EXTENT INJURY
  PROPERTY DAMAGE
  INTOX LEVEL
  IMPOUND CODE
  CITY                                                                              STATE
  Computer Code
  248 334 4191
  
  Haunts                                                                                                                                         Haunts
  Entered
  NBIC
  I.O. 2448
  9/1/98
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  MOST WANTED LIST
  HUMAN
  Aliases:                                                                                                                     NBIC  06AAAA04AAAAAAEIEIO
  DESCRIPTION
  Dates of Birth Used:
  Place of Birth:
  Height:
  Eyes:
  Weight:
  Complexion:
  Build:
  Race:
  Hair:
  Nationality:
  Scars and Marks:
  Occupations:
  Remarks:
  Social Security Numbers Used:
  CRIMINAL RECORD
  CAUTION
  Photographs Taken
  IF YOU HAVE ANY INFORMATION CONCERNING THIS PERSON, PLEASE CONTACT YOUR LOCAL BUREAU 13
  COORDINATOR.  TELEGRAPH NUMBERS AND ADDRESSES OF ALL DATA RELAYS LISTED ON BACK
  IDENTIFICATION ORDER 5105
  AUGUST 30, 1996                                                                                                                                                                                                                             Not a Real Legal Doccument
  OTHER DATA
  
  Haunts                                                                                                                                         Haunts
  Entered
  NBIC
  I.O. 2448
  9/1/98
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  WANTED BY BUREAU 13
  MOST WANTED LIST
  OTHER THEN HUMAN
  Aliases:                                                                                                                     NBIC  06AAAA04AAAAAAEIEIO
  DESCRIPTION
  Dates of Birth Used:
  Place/Planet of Birth:
  Height:
  Eyes:
  Weight:
  Complexion:
  Build:
  Species:
  Hair:
  Nationality:
  Scars and Marks:
  Occupations:
  Remarks:
  Social Security Numbers Used:
  CRIMINAL RECORD
  CAUTION
  Photographs Taken
  IF YOU HAVE ANY INFORMATION CONCERNING THIS PERSON, PLEASE CONTACT YOUR LOCAL BUREAU 13
  COORDINATOR.  TELEGRAPH NUMBERS AND ADDRESSES OF ALL DATA RELAYS LISTED ON BACK
  IDENTIFICATION ORDER 5113
  AUGUST 27, 1997                                                                                                                                                                                                                             Not a Real Legal Doccument
  OTHER DATA
  
  Haunts                                                                                                                                         Haunts
  Bureau 13  Casebooks
  Haunts is the second Bureau 13: Stalking the Night Fantastic casebook filled
  with adventures and new information for Agents who are Stalking the Night.  Seven
  adventures provide hours of fun and horror as your players Stalk the Evil of the 1990's.
  This module requires use of the RPG Bureau 13:  Stalking the Night Fantastic.
  Polyhedral Dice are not included.
  are Alive!
  The Night has Fangs
  Down dark and shuttered halls
  roam the spirits of the dispossesed
  and inhuman evil.   They are now
  in our Homes, our Workplaces and
  even our Children.
  There is another army of the
  night out there, a force for Justice
  and Good.    They are the hunters of
  the paranormal, the Agents of Bu-
  reau 13 who are Stalking the Night
  Fantastic.
  The Shadows
  Tri Tac Games
  Tri Tac Games
  Tri Tac Games
  Tri Tac Games
  Tri Tac Games
  235 West Fairmount Ave
  Pontiac, MI
  48340
  From the Casebooks of Bureau 13:
  Bureau 13
  HAUNTS
  Adventure
  Module
  #3020
  
SOURCE: textdata/thevault/Bureau 13/Bureau 13 (tri tac)/Bureau 13 - Haunts {TTS3020}.pdf