TEXT: ISASTER SHARK
  ADVENTURE FOR 
  SAVAGE WORLDS 
  
  CREDITS
  Author: Karl Keesler
  Senior Editor: Christopher S. Warner
  Game Design Consultant: Todd Evans
  Layout and Graphic Design: Karl Keesler
  Cartography: Karl Keesler
  Cover Design: Karl Keesler
  Proofreader: Dana Warner
  Trailer Park
  ShARK ATTACK!
  A Disaster Shark Adventure for Savage Worlds
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
  at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of 
  Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty
  as to the quality, viability, or suitability for purpose of this product.
  Copyright © 2019 Dog House Rules LLC. Karl Keesler, Christopher S. Warner,  Bradley W. Hindman, 
  Thomas L. Gregory, Geoff Spakes.  All rights reserved under international copyright conventions.
  
  TABLE OF CONTENTS
  Playtesters ...................................................................................3
  What The Heck Is Trailer Park Shark Attack!? .......................4
  Character Cards .....................................................................................4
  Setting Rules .............................................................................................4
  Injury Table ................................................................................................5
  Game Start-Up Notes .............................................................................5
  What The Heck Is Going On? ...............................................................6
  Trailer Park Name Generator ................................................................7
  Maps And Tiles .........................................................................................7
  Swimming .................................................................................................9
  Three-Act Structure & Scene Order ......................................................9
  Three-Act Structure ...............................................................................10
  Game Scenarios .....................................................................11
  Sharkicane! ............................................................................................11
  Mutant Sharks! .......................................................................................13
  Alien Shark Attack! ................................................................................15
  Stuff That Can Happen At The Trailer Park ...........................19
  The Spring Tree Meadows Mafia ........................................................19
  Shark Hunters .........................................................................................19
  Shark Hunters II: Human Bait................................................................20
  Ski Trip ......................................................................................................21
  Help Arrives .............................................................................................22
  Shark Attacks .........................................................................................22
  Water Rising ............................................................................................23
  Stuck In A Tree .......................................................................................23
  Belly Flop .................................................................................................24
  Lock, Stock And Peril ............................................................................25
  Cancel The Invasion .............................................................................27
  Scavenger Hunt .......................................................................30
  Items And Complications ....................................................................30
  Molotov Cocktails .................................................................................31
  “Killer” Shark Movies ...............................................................33
  
  3
  Trailer Park ShARK ATTACK!
  Playtesters
  BREEZY LAWN MOBILE VILLAGE
  Michael Mazzafro, Candace McAfee, Jason Wooldridge, 
  Bert Garcia, Arlene Allen
  PINK SUNSET MOBILE CITY
  Ingmar Slomic, Marisa Facey, Dana Warner, Dirk Warner
  PINK ORCHARD TRAILER TOWN
  Edd Booher, David Claborn, Marko J. Sertic, Brodie Kreder, Alex Kreder
  DIAMOND PINES MOBILE HOME PARK
  Geoffrey Lea, Elizabeth Davidson, Jenae Guinn, Russ Parker, 
  Richard Fafard, Chris Thesing
  GRAND RIVER CHATEAU
  Chris “Savage Mommy” Fuchs, Jim Autry, Jason Sulwer, Todd Peters, 
  Francois Labreque
  SHADY MAGNOLIA TRAILER VILLA
  Jennifer Soles, Josef Lenz, Bridget Pool, Scott McKinley, Dan “Oz” Smith
  HONEY LAKE MOBILE COMMUNITY
  Steven James Pope, Buckle Nagle, Jordan Caves-Callarman, Eric Reichert, 
  Tyler Rhoades, Gaurav Gulati, Jordan Pridgen
  BREEZY HILLS TRAILER VILLA
  David Olds, Kent King, Rick Crabtree, Edward Linder, Theo Linder, 
  Barbara Connett, Mitchell King
  
  4
  WHAT THE HECK IS TRAILER PARK SHARK ATTACK!?
  Character Cards
  TPSA! comes with 24 fully-designed characters. That’s 
  a lot of ‘Parkers! DHR has provided a set of character 
  cards for your convenience.
  This game is meant to mimic the shark movie genre 
  which doesn’t always have the best and brightest in 
  the mix. It’s highly advised NOT to let the players pick 
  and choose the optimum group of gun-toting ass-
  kickers that are strapped with a cool Jon boat or mud 
  bogger to “win” this adventure. No sir. That’s not how 
  we do it in the trailer park. We have a saying in the Park, 
  when life gives you lemons you make grain alcohol 
  lemonade.  
  Here’s what we recommend that you do:
  Print out all the character sheets, put the Gator 
  Rassler and the Mud Bogger aside, mix up the rest and 
  put them in a stack face down. Then insert those two 
  remaining characters – that have a means to escape 
  – somewhere in the bottom half of the stack. Next, 
  have the players pick from the top of the pile, from the 
  youngest player to the oldest player. What they get is 
  what they play! Half the fun of Trailer Park Shark Attack! 
  The trailer park is flooded with sharks! Can you 
  survive? Pick a character at random.  If you get 
  chewed in half by a shark, pick another ‘Parker and 
  keep playing.
  Trailer Park Shark Attack! is a Savage Worlds disaster 
  shark adventure that is in the same chum-filled vein as 
  made-for-TV shark movies that are so bad they’re 
  good.
  The killer shark movie genre has some of the best 
  B-movie carnage ever presented on the small screen. 
  This adventure is designed to be played like one of 
  those low-budget Saturday night movies. It’s fair to say 
  that the full genre of shark disaster movies has provided 
  inspiration for the making of this adventure.
  In this fast, furious and fun adventure you get to pick 
  from three different scenarios and many different 
  scenes and dilemmas to make your own special 
  adventure in a flooded trailer park. With the combination 
  of different scenarios and complications you could play 
  Trailer Park Shark Attack! (TPSA!) not once or even twice 
  but … well … a whole bunch of other times, maybe 
  more than we can count! 
  The GM will decide which scenario to play. 
  Meanwhile, each player will choose one of the 24 
  everyday trailer park residents at random and if the 
  ’Parker dies, the player just picks another from the 
  character pile and starts playing the new Wild Card. 
  The game is designed with six players in mind – as it was 
  played in its original convention format – but it can work 
  with 2-8 players. If less than four players are treading the 
  waters, the GM is encouraged to have each player 
  draw two cards from the character pile.
  Why did your trailer park flood? Why is it full of sharks? 
  Make it to the end and find out!  
  What The Heck Is Trailer Park Shark Attack!?
  Setting Rules
  The Dog House Gang recommends the use 
  of these Setting Rules in Trailer Park Shark Attack! 
  so the game play flows like a low budget 
  B-movie. 
  Beer Bottles and Tire Irons
  To follow suit in the shark movie genre where 
  make-shift weapons are used regularly, there 
  are no penalties for using improvised weapons. 
  Gritty Damage
  Life is tough in the Park, especially when it’s 
  flooded with sharks. See Savage Worlds rules for 
  more information.
  
  5
  Trailer Park ShARK ATTACK!
  Each of the three scenarios has its own premise and 
  suggestions for which sharks the GM could use, as well 
  as a section called “The Guts” which contains a primary 
  incident, twist or plot development for that scenario. 
  And each scenario includes “The Final Course,” with 
  suggestions for bringing the adventure to a resolution.
  Additionally, you’ll find a section for Stuff That Can 
  Happen during the game, which provides scene ideas 
  for the GM to further customize the adventure, along 
  with notes and tables about what the ‘Parkers might be 
  able to scavenge during the game.  
  Injury Table
  The Dog House Gang also recommends the 
  use of this new Injury Table in Trailer Park Shark 
  Attack! so the characters suffer more injuries to 
  their limbs like real shark attack victims. 
  2d6 Wound
  2 
  Unmentionables
  3-6 Arm (One Arm Hindrance)
  7 
  Guts
   
   1-2  Broken: (Agility reduced a die type 
   
   (minimum d4).
   
   3-4  Battered: (Vigor reduced a die type 
   
   (minimum d4).
   
   5-6  Busted: (Strength reduced a die type 
   
   (minimum d4).
  8-11 Leg (Slow Hindrance Minor, or Major if 
   
  already Slow)
  12 
  Head
  is in the mostly random character group selection as the 
  players will have to figure out what to do with the 
  Bubble Boy, the City Slicker or Trailer Park Santa, to name 
  a few.
   If any player’s ‘Parker becomes fish food, then the 
  player picks another character from the top of the stack 
  and keeps playing. The trailer park is full of residents 
  hanging from nearby trees, squatting on roof tops or 
  hiding under the water in trailer homes while breathing 
  in a small air pocket. These are a few good ways for new 
  characters to be introduced; feel free to think up your 
  own ways as well – not to mention your own characters.
  The above text is an example of the beginning of this 
  adventure. The game starts with everyone already in 
  the water right after the trailer park was flooded and 
  sharks are swimming about looking for their next meal. 
  But the question remains, what the hell is going on? 
  Good question, but we don’t know yet and it’ll be up to 
  you, the GM, to decide. 
  It could be a secret government lab that exploded 
  and all their super-sharks escaped. Or it could be a freak 
  storm that suddenly blew up on the coastal trailer park, 
  brought on by climate change, causing a hurricane of 
  sharks and flash flooding. Or it could be an alien UFO 
  that crashed into the nearby dam, flooding the trailer 
  park – and to make matters worse their payload of shark 
  experiments are now free of their cages. Or it could be 
  a combination of two or even all three!
  Again, it’s all up to you to decide. In Trailer Park Shark 
  Attack! you get to pick from three different scenarios to 
  make this adventure your own. Pick a scenario, Mutant 
  Sharks!, Sharkicane! or Alien Shark Attack! that guides 
  you into directing your own unique B-movie adventure. 
  Fill in the blanks with the different scenes and dilemmas 
  provided in the following pages and you’ll have yourself 
  a bone-splintering time.
  Game Start-Up Notes
  All three of the scenarios begin with the ‘Parkers 
  treading water, although the GM may certainly alter 
  any of the suggested backstories leading up to that 
  point. The characters feel something swimming in the 
  water and realize that they aren’t alone in the flooded 
  trailer park. The only thing to do is swim for the rooftops 
  and get out of the water. 
  
  6
  WHAT THE HECK IS TRAILER PARK SHARK ATTACK!?
  If you can just reach it and pull yourself up on the top of 
  his mobile home you’ll be good to go, bro. 
  After pulling yourself up on the roof, which is now only 
  inches away from the top of the water, you pop the top 
  of your last beer and guzzle it down while taking in all the 
  carnage. The trailer park is flooded and full of sharks! 
  What in Sam Hill?! 
  You hear the screams of your neighbors as they get 
  devoured by sharks and see a few that escaped death 
  by climbing up on tree tops, shimmying up telephone 
  poles or like you, swimming to the top of a trailer home. 
  Now you gotta figure out how to get out of this mess. 
  You need to find out what happened, especially where 
  did all these sharks come from? But first things first … 
  you’re out of beer. Aww hell, time to kick some shark tail!
  The last thing you remember was sitting on the 
  outside couch kicking back with a six pack of light beer. 
  Zeke had done fixed you up with some free cable and 
  Dale Jr. was in his final lap coming into turn 4, just getting 
  ready to make his move. That’s when you heard the 
  rumble and saw the brown wall of water demolishing 
  Georgina’s double wide as it rushed your way! 
  Now, you come to, finding yourself gasping for air 
  and grabbing your cooler that happened to be floating 
  by, wondering if your beer was ok and where the heck 
  did all this water come from? That’s when something 
  bumps against your legs under the murky water. You see 
  a shark’s fin pop up about twenty feet away and you 
  know it’s go time.
  You struggle to swim and save your beer at the same 
  time. Luckily your neighbor’s Christmas lights were still up 
  from a few years ago and a strand is floating near you. 
  What The Heck Is Going On?
  
  7
  Trailer Park ShARK ATTACK!
  Trailer Park  
  Name Generator
  For added fun, before you start playing, have 
  the group roll up a name for their very own 
  trailer park. Roll a d20 for each column and add 
  the pieces together. Are you playing in the 
  Lucky Flamingo Trailer Resort or the Breezy 
  Dream Mobile Manor?
  1. Blessed 
  Creek 
  Chateau
  2. Blue 
  Dream 
  Country Club
  3. Breezy 
  Flamingo 
  Estates
  4. Diamond 
  Gardens 
  Mobile Community
  5. Evergreen Haven 
  Mobile Manor
  6. Golden 
  Heaven 
  Mobile City
  7. Grand 
  Hills 
  Mobile Home Park
  8. Holiday 
  Lake 
  Mobile Home Village
  9. Honey 
  Lawn 
  Mobile Village
  10. Lucky 
  Magnolia 
  RV Park
  11. Pleasant 
  Meadows Trailer Court
  12. Royal 
  Oaks 
  Trailer Grove
  13. Scenic 
  Orchard 
  Trailer Resort
  14. Shady 
  Palms 
  Trailer Haven
  15. Spring 
  Pines 
  Trailer Home Estate
  16. Summer 
  River 
  Trailer Park
  17. Sunny 
  Skies 
  Trailer Town
  18. Sunshine 
  Star 
  Trailer Villa
  19. Pink 
  Sunset 
  Trailerville
  20. White 
  View 
  Village
  Maps And Tiles
  Wait there’s more! TPSA! also comes with a full flood-
  zone battle mat, 7 unique maps of trailer home 
  rooftops, a river lock map, a crashed UFO map, debris 
  tiles and a whole slew of water conveyances that will 
  get your ‘Parkers safely to dry ground (we hope). See 
  the TPSA_SW_Checklist.pdf for a list of the printable 
  map documents. Here are a few examples ...
  
  8
  WHAT THE HECK IS TRAILER PARK SHARK ATTACK!?
  Trailer Roof Maps
  
  9
  Trailer Park ShARK ATTACK!
  7. End: The ‘Parkers save the day, we hope, gaining a 
  new sense of who they really are. Not just ‘Parkers, but 
  self-made heroes.
  Swimming
  You can’t swim? You might wanna start 
  sayin’ your prayers.
  Swimming is a must in TPSA! Swimming 
  determines if a ‘Parker floats or sinks in the shark-
  filled flood waters, as well as how fast a character 
  can move within it. Some characters have a 
  high Athletics skill and some don’t; that’s life in 
  the trailer park. 
  The GM should follow the Savage Worlds 
  Movement rules for swimming, as well as the 
  standard Drowning rules. Swimming in the shark-
  infested flood waters requires an Athletics roll. 
  We figure there can be no argument here 
  about hazardous conditions. Additionally, 
  ‘Parkers attempting to attack a shark while 
  treading water must succeed at an Athletics 
  roll, or suffer -1 to attack rolls during the round. 
  For example, a ‘Parker treading water while 
  trying to smash a shark in the face with a 
  hammer will need to roll Athletics to make the 
  attack 
  without 
  any 
  impairment 
  to 
  the 
  hammering.
  Three-Act Structure & Scene Order
  TPSA! uses the three-act structure for narrative fiction as 
  the model for the adventure. Please see the accompanying 
  sidebar for more information, while following this suggested 
  scene order when running the scenarios detailed in the 
  next section.
  Setup
  1. Introduction: The ‘Parkers start the game right in the 
  thick of things (in media res for all the ‘Parkers that studied 
  Latin), treading water, struggling against sharks and trying 
  to get on a rooftop. (Attack/Combat Scene)
  2. Inciting Incident: The ‘Parkers are in a hurricane or a 
  flood and struggle to survive. NPC ‘Parkers come to them 
  for advice and plans. What do we do? Good time to go 
  scavenger hunting, dadgummit.
  Confrontation
  3. Obstacle: The ‘Parkers run into a few problems along 
  the way, as per Stuff That Can Happen section. (The Spring 
  Tree Meadows Mafia, Shark Hunters, Shark Hunters II: 
  Human Bait, Ski Trip, Help Arrives, Shark Attacks, Water 
  Rising or Stuck in a Tree.)
  4. Midpoint (Big Twist): The ‘Parkers discover what the 
  heck is really going on. For the Sharkicane! scenario, it’s 
  the eye of the hurricane; for Mutant Sharks! it’s the 
  discovery of an injured scientist; for Alien Shark Attack! it’s 
  the discovery of a floating alien. See the Game Scenarios 
  for details.
  5. Crisis: Just when they think things couldn’t get worse, 
  something really bad happens to the ‘Parkers. Play 
  another scene that you haven’t played yet, or add a 
  ‘part 2’ follow-up to the first scene…for example, maybe 
  the Spring Tree Meadows Mafia has more gang members 
  and they come looking for the rest of their crew. (Again, 
  see the Stuff That Can Happen section.)
  Resolution
  6. Climax: The ‘Parkers ordeal isn’t over yet! Make it 
  through Hurricane Bruce’s eye to the other side alive. All 
  while the Big Bad GargantuShark wants to make you his 
  next meal (Belly Flop). Or the ‘Parkers need to stop the 
  government-modified mutant sharks by blowing up the 
  river locks that lead into the open sea (Lock, Stock And 
  Peril). Or the ‘Parkers must find the alien spaceship and 
  save the entire planet (Cancel The Invasion).
  
  10
  Three-Act Structure
  Scene order is important in storytelling. When 
  you prepare to run TPSA! you might be tempted 
  to think, “Cool, I’ll just throw shark after shark after 
  shark at the PCs until they die and then rinse and 
  repeat with the next set of characters.” What will 
  probably happen is that the once-threatening 
  sharks become dull, stale and tiresome. Just 
  another attack … yawn. If you stagger those 
  attack scenes with other scenes of roleplay, 
  investigation, discovery or rescue, then the shark 
  attacks don’t lose their potency, rather they 
  stand out as punctuation to the role playing. 
  There is truth in the saying, too much of a good 
  thing can be bad for you.
  Think of the three-act structure that is utilized in 
  much of literature and film: the Setup, the 
  Confrontation and the Resolution. The first act, 
  the Setup, is used for exposition and to establish 
  the main characters. Of course, the main 
  characters will change during the action of 
  Trailer Park Shark Attack!  but the main antagonists 
  remain the same … the sharks in flooded park 
  waters. How are the characters going to survive? 
  What are the protagonists going to do when 
  faced with the initial dramatic incidents 
  introduced by the GM? 
  The second act, the Confrontation, has the 
  main protagonists try to resolve a problem, but 
  things only get worse. In TPSA! the ‘Parkers are 
  besieged by rival gangs, uncaring shark hunters, 
  and sharks … lots of sharks. As if to make their 
  situation worse they come to find out that there 
  is something more to the story – a complication 
  or twist – such as a vast government conspiracy 
  producing mutated sharks, a reveal about alien-
  altered sharks or the arrival of the eye of the 
  hurricane with the devastating impact of the 
  back-side of the Sharkicane! still to come.
  The third and last act, the Resolution, ties up 
  the loose ends and sub-plots of the story. This is 
  the dramatic climax of the main story. In Trailer 
  Park Shark Attack!, do any of the ‘Parkers make 
  it out alive? Do they save their loved ones and 
  neighbors, perhaps through sacrifice or heroic 
  feats? Do the mutated sharks make it to open 
  waters? Do the ‘Parkers save the entire Earth?
  The three-act structure can easily apply to a 
  good one-session role-playing game in which 
  you tell a complete story. Typically, a GM will 
  need anywhere from 4-6 hours to play a role-
  playing session, beginning to end. This section will 
  help you build a story for such a game. This just 
  requires a little bit of planning beforehand.
  WHAT THE HECK IS TRAILER PARK SHARK ATTACK!?
  
  11
  Trailer Park ShARK ATTACK!
  Sharkicane!
  Climate Change has heated up the waters around 
  Florida. An unprecedented hurricane season has 
  flooded the coastal trailer park. Along with the flood 
  waters is a freak weather occurrence ... a Sharkicane! 
  Premise
  In this scenario, Hurricane Bruce (yes ... the shark in 
  Jaws was named Bruce) hits the Gulf Coast trailer park 
  the ‘Parkers are living in. For reasons known only to these 
  ‘Parkers, they decided to hunker down in their trailer 
  homes rather than evacuating like everyone on TV 
  warned. Now the rising storm surge waters have flooded 
  the trailer park and they are struggling to survive. With 
  the sea water also came the sharks but not exactly as 
  expected. Instead, the deadly carnivores were sucked 
  up into the hurricane and now rain down on the ‘Parkers 
  in a Sharkicane! 
  Sharkicane! starts with the ‘Parkers treading in the 15’-
  18’ surging sea water. As they try to keep their heads 
  above the rough waves, they realize that not only is the 
  hurricane bringing in gusts of 150 mile per hour wind with 
  sideways pounding rain, but also sharks are falling from 
  the sky! The only thing to do is swim for the rooftops and 
  get out of the water. 
  Sharks to Use
  In the Sharkicane! scenario, it’s fitting to use Great 
  White Sharks, Sharks, Shark Swarms and possibly a 
  GargantuShark as the creatures that are fixin’ to chomp 
  down on the ‘Parkers. Use some of them, only a few of 
  them, or all of them, whatever you feel is needed to 
  cycle through the character sheets during the game. 
  The Dog House Gang would save the big one – such 
  as the GargantuShark – for the final scene. Moreover, 
  we would only use one of these monstrous creatures 
  because of how powerful they are. Maybe the Big Bad 
  is stalking them throughout the game. An NPC victim is 
  bitten in half and only the top of his body remains, or he 
  is dragged under the water by something so large it 
  moves the trailer home the ‘Parkers are on at the time. 
  Maybe when they get a means to boat out of the 
  flooded area they see a trailer home bitten in half, 
  evidence that there is some sort of giant shark in the 
  water! Defeat the Big Bad  and then motor off to safety.
  Game Scenarios
  
  12
  GAME SCENARIOS
  The Guts
  During most of this scenario the ‘Parkers should be 
  struggling with the intense winds of a category 5 
  hurricane, with gusts upwards to around 150 miles per 
  hour, darkened skies, flying debris, rough storm surge 
  and of course man-eating sharks. Storm surge is when 
  the ocean water rises because of the atmospheric 
  pressure of a big storm like a hurricane. The suggested 
  trailer park for this scenario is right on the coast 
  overlooking the Gulf of Mexico, a perfect place for 
  flooding during a storm surge. For instance, Hurricane 
  Katrina in 2005 produced storm surge of more than 25 
  feet in southern Mississippi, and Hurricane Sandy in 2012 
  had a storm surge of 14 feet in New York City. 
  Sometime during the middle of this scenario, the 
  ‘Parkers should experience the eye of Hurricane Bruce. 
  The eye of a hurricane is the center of the storm; it 
  usually offers just a few to several minutes of sudden 
  calm during the storm. These eyes of the storm are 
  roughly 20-40 miles in diameter. This can be a perfect 
  time for a breather for the ‘Parkers. A time where they 
  can “lick their wounds” and gather resources to survive 
  the onslaught of the rest of the storm, because after all, 
  if the eye is the center then there is more yet to come. 
  The eye can be a time when the ‘Parkers get 
  together a plan on how to get out of the storm. Are they 
  just going to stay on the roof tops fighting off more 
  sharks or are they going to get proactive and try to boat 
  their way out? This is also a good time for an NPC ‘Parker 
  to mention that maybe they should do just that ... get 
  the hell out of here! 
  This scenario is a little bit different than the others as 
  the weather and how the ‘Parkers deal with it becomes 
  the main plot device – along with the sharks, of course. 
  There is no way to stop the Sharkicane! itself … unless 
  your players come up with some crazy pseudoscientific 
  idea that appeals to you as the GM. If so, let them go 
  for it. After all, sharks are falling out of the sky, so why 
  not? The focus on this scenario is surviving both the storm 
  and falling sharks – maybe one of the ‘Parkers with the 
  McGyver skill has a brainstorm to match nature’s storm.
  The Final Course
  To end the Sharkicane! scenario, your Big Bad shark 
  makes one final attempt to eat the ‘Parkers. We 
  recommend using the Belly Flop scene from the Stuff 
  That Can Happen At The Trailer Park section, but other 
  options will surely come to mind depending on which 
  incidents you introduce in earlier scenes. 
  For example, if the antagonist Bragg was eaten by 
  the Big Bad in Shark Hunters II: Human Bait earlier in the 
  game, now his bandolier of grenades hangs from a 
  tooth in the creature’s mouth, just waiting for a ‘Parker 
  to make one last heroic leap to grab the explosive 
  devices. Or the ‘Parkers manage to scavenge some 
  serious weapons, such as the pump-action shotgun, a 
  chainsaw, some gasoline, homemade Molotov 
  cocktails – and now the climax turns out to be an over-
  the-top bloody mess. 
  Whatever you choose for your ending of the 
  Sharkicane! scenario, make sure it’s exciting and 
  dramatic, setting up the ‘Parkers to become heroes … 
  or die trying.
  
  13
  Trailer Park ShARK ATTACK!
  Mutant Sharks!
  Government experiments have gone awry, as 
  scientists were foolish enough to tinker with shark DNA in 
  an effort to develop a super-soldier serum. The 
  heightened-intelligence sharks have escaped and 
  found their way into the trailer park valley. Once they 
  sink their teeth into a human, they turn the poor sap into 
  a mutated Sharkman! 
  The Premise
  In Mutant Sharks!, the government lab that is located 
  upriver has exploded and broken apart the dam (or 
  levee), flooding the trailer park. The genetically modified 
  and super-smart sharks are loose in the flood waters, 
  looking for their next meal. 
  Sharks to Use
  In this scenario, it’s fitting to use Mutant Great White 
  Sharks, Mutant Sharks, Mutant Piranha Shark Swarms, 
  Mutant Sharkmen, or a Sharktopus. Use some of them, 
  only a few of them, or all of them, until the players use 
  up the character cards … or escape. 
  This time, we suggest waiting for the final scene to 
  bring in the Sharktopus. Perhaps the Sharktopus has 
  been stalking the ‘Parkers for most of the game, with the 
  GM providing hints about its presence during play. 
  Perhaps a tentacle here and there reaches out and 
  grabs an NPC victim and drags them under – or almost 
  drags them under. Later, when the ‘Parkers get a means 
  to escape the flooded park, they catch a glimpse of a 
  trailer home with chunks bitten out of it and tentacle 
  sucker marks left in the blood stains of the past victims, 
  evidence that there is some sort of giant tentacled shark 
  in the water!  Just enough advance notice to panic 
  before the Sharktopus launches its full attack.
  The Guts
  At some point in the middle of this scenario a scientist 
  from the governmental S.H.A.R.K. program (Super Hybrid 
  Advanced Ruthless Killers) is seen floating away from the 
  ruined lab on a piece of debris. His hand is missing, bitten 
  off by a shark. He is extremely frightened and shaken up. 
  Assuming the ‘Parkers rescue him or at least get close to 
  him, the scientist warns the group that they need to stop 
  the sharks, explaining, in between labored breaths and 
  groans of pain, all about the S.H.A.R.K. program. 
  Dr. Burke’s Story
  “My name is Dr. Burke. I’m a scientist at a secret 
  government lab up river near the dam. The program 
  was called S.H.A.R.K., Super Hybrid Advanced Ruthless 
  Killers. We were experimenting with shark DNA for the 
  perfect military killing machine. I know it sounds like 
  science fiction, but, well, you’ll see for yourself. Not only 
  did the sharks get stronger, bigger and more resilient, but 
  they got smarter ... so smart they plotted an escape and 
  somehow destroyed the dam, flooding the valley.” 
  “The highly intelligent sharks are more than just 
  laboratory-bred killing machines. They serve a higher 
  purpose, genetically programmed into their DNA. 
  Namely, the destruction of everything in their path. Now 
  that they are loose … global domination. We bred this 
  desire into them, thinking we could control them, tell 
  them where and when to kill. The perfect global assassins. 
  We were wrong! We were wrong to try to play God.” 
  “With all our work on these creatures we unknowingly 
  created more … so much more. The sharks have an 
  unexpected side effect from the mutation gene we 
  introduced.” As he says this he looks at his stump where 
  a hand used to be and his muscles move from under the 
  bloody bandage. He mumbles, “Unstable … mutations.” 
  With his remaining hand he reaches into his lab coat 
  and pulls out a small phone-like device with buttons, an 
  antenna and a screen on it. Struggling to speak, he 
  manages: “This … device … tracks the S.H.A.R.K. 
  mutagen … you must stop them … before they reach … 
  open sea. Stop … them.”
  As he turns the device on it starts to beep and blink, 
  signaling a huge mass of red dots on the screen heading 
  down river to open waters. The thing then suddenly blinks 
  brighter and beeps louder as the map on the screen 
  shifts to the ‘Parkers’ current location. That’s when Dr. 
  Burke goes into convulsions. His body twists and morphs 
  into a Mutant Sharkman right before your eyes. Of 
  course, he attacks the group!
  
  14
  The Final Course
  To end the Mutant Sharks! scenario, your Big Bad 
  shark and Mutant Sharkmen are heading down river for 
  open waters, just as Dr. Burke said with his last unmutated 
  breath. The recommended way to play this out is to use 
  the Lock, Stock And Peril scene from the Stuff That Can 
  Happen At The Trailer Park section. That scene adds the 
  River Lock map to the game board, as well as providing 
  several specific challenges for the ‘Parkers to conquer 
  in order to save the day.
  Of course, there are other ways to conclude the 
  adventure, including some follow-ups to previous 
  incidents or ‘Parker activity. Perhaps, the ‘Parkers 
  acquired weapons from The Spring Tree Meadows 
  Mafia scene or they acquired the ski boat from the Ski 
  Trip scene. Now they are itching to launch a massive 
  attack at the Big Bad shark and Mutant Sharkmen, 
  rather than trying to secure the River Lock.
  Maybe the ‘Parkers picked up a group of NPC 
  ‘Parker survivors that are ready to help defeat the 
  Sharktopus. Extras can help with any Support actions 
  the players take, such as blowing up the lock controls, 
  or even distracting the Sharktopus. 
  If the opportunity to adapt a compelling ending 
  arises because of the ‘Parkers actions, then go with the 
  flow.
  Whether you use the River Lock map and the full 
  Lock, Stock And Peril climax or you invent some other 
  mutated resolution, the important thing is to make sure 
  the ending is memorable, action-packed and fun.
  GAME SCENARIOS
  
  15
  Trailer Park ShARK ATTACK!
  Alien Shark Attack!
  Aliens have crashed into the levee, flooding the 
  trailer park. If that’s not bad enough their payload of 
  sharks has gotten loose, sharks that have been subject 
  to alien experiments! Multi-Headed Sharks, Electric 
  Sharks, swarms of tiny Piranha Sharks and even a 
  Cyborg Shark!  
  The Premise
  Alien Shark Attack! involves an alien flying saucer 
  that has crashed into the nearby levee, causing it to 
  burst and flood the trailer park. The alien vessel ripped 
  open, spilling out the sharks that the saucer was hauling 
  back to its home planet.
  Unlike the other two scenarios, this one doesn’t need 
  to start with the ‘Parkers treading water. Instead, the 
  GM may ask the players:
  What were you doing on this lazy Sunday afternoon 
  at the trailer park when you saw that large, unidentified 
  falling object streak across the sky and crash into the 
  levee that is up river from your park?
  As they all announce what they were doing, no 
  matter what, the GM should describe how each of 
  them end up treading water and trying not to get 
  swept away in the gushing flood. 
  Sharks to Use
  For this scenario, we recommend using Electric 
  Sharks, Mutant Great White Sharks, Mutant Sharks, 
  Mutant Piranha Shark Swarms, Mutant Sharkmen, and a 
  Sharktopus, a Multi-Headed Shark, or a Cyborg Shark. 
  As usual, make it challenging enough for the players to 
  cycle through most of the character sheets. 
  Again, it makes good sense to save the Sharktopus, 
  or Multi-Headed Shark, or Cyborg Shark for the final 
  scene(s). Be creative with how these Big Bad sharks are 
  revealed. For example, maybe a red laser beam shoots 
  out of the water and burns a huge whole into an NPC 
  victim and he falls into the water. Or maybe something 
  large and made of metal grabs the NPC from below, 
  pulling him down as he fights for only a few mere 
  moments. Maybe when the surviving ‘Parkers find a 
  way to boat out of the flooded area, they witness a 
  trailer home with a clean triangular slice cut out of it, 
  providing some evidence that there is some sort of 
  giant robot shark with laser beams in the water!   Of 
  course, they will get all the evidence they need if the 
  Big Bad decides to attack.
  The Guts
  At some point in the middle of this scenario – after 
  some of the lesser sharks are defeated, revealing that 
  they are mutants and abnormal in some way – a body 
  is seen floating in the murky water. As it gets closer, to 
  the amazement of everyone, they see that it’s not of 
  this earth, but an alien, just like in all the conspiracy 
  shows on cable TV. Its huge, bulbous head and large 
  round eyes are in much contrast to its small, bright 
  green-skinned 4’ frame. It’s bobbing in the water, held 
  afloat by a spacesuit that includes a clear glass 
  lightbulb-like helmet. If they investigate and fish out the 
  body, the ‘Parkers find that the alien is bitten almost in 
  half, while a pale green ooze seeps from the nasty 
  wound.
  Someone with the Repair skill can tinker with the 
  buttons and knobs on the front chest piece of the 
  space suit. Any such attempt will uncover a recorded 
  message. The message plays as a projected movie 
  coming from the suit. A flat piece of debris or even 
  someone’s back can be used as the “movie screen.”
  As they watch the looped projection they hear a 
  hideous sound coming from the recording. It sounds like 
  someone is coughing up a lung. The ‘Parkers realize 
  that this is how the aliens must sound when they talk. 
  Almost instantly everyone gets an extreme migraine-
  level headache. Vigor rolls must be successful, or they 
  suffer one level of fatigue. As they watch and listen, the 
  strange sounds slowly transform into words that they 
  can understand. No doubt, this translation must be 
  happening in their heads, because the continued (but 
  now more faint) sound of the alien dialect still floats in 
  the air around them.
  The message content, in two voices, follows. The Dog 
  House Gang suggests that you read the quoted 
  sections in your best British accent (‘cause ‘Parkers think 
  British accents sound smart so that’s how the translator 
  pushes the message into in their noggins). And then 
  read the unquoted text in your regular GM narrator 
  voice.
  
  16
  GAME SCENARIOS
  UFO Crash Map
  
  17
  Trailer Park ShARK ATTACK!
  “Greetings Supreme Leader, our reconnaissance of 
  the third planet from the class G star, designation 1971.5 
  has proven effective.”
  What you see is outer space footage of the alien 
  flying saucer approaching Earth.
  “The Earthlings have shown little to no knowledge of 
  our comings and goings throughout the Earth years. We 
  have been able to prod, probe and study the planet 
  without any interference. Those that have witnessed 
  our activity and lived to tell about their encounters are 
  met with mockery and thought of as ‘nutters’.”
  Now you see footage throughout time of these 
  aliens visiting Earth: overseeing the construction of the 
  Egyptian pyramids; observing the installation of 
  Stonehenge; dancing backstage at the Elvis concert in 
  Honolulu, January 13, 1973; and most recently, making 
  mischief in the bedroom of one of the ‘Parkers!
  Just pick one PC at random for this purpose, or if a 
  player was already role-playing that the character had 
  suspected all along about aliens, use that PC in the 
  bedroom narrative! The aliens seem to enjoy the kind of 
  pranks and hijinks seen on TV hidden camera programs, 
  so the incident could be as simple as drawing a 
  mustache and glasses on the sleeping character with 
  permanent marker. Whatever you choose to describe, 
  have fun with it and give a benny to the PC you choose. 
  “Earth is primed for invasion and sub-sequential 
  experimentation. We have already started the 
  rudimentary testing on a species of fish that will bring 
  you much pleasure and entertainment in your fighting 
  arenas. These formidable creatures have adapted to 
  our mutations with ease.”
  You ‘Parkers now see the aliens capturing sharks in 
  some sort of anti-gravity beam from the bottom of their 
  flying saucer. The scene changes to a bloody surgical 
  theatre where the alien scientists (their jobs obvious 
  because of their lab coats) start splicing heads together 
  on one shark, while electrocuting another, taking its 
  brain out and putting it into the body of a mechanical 
  shark with laser beam eyes. Once activated the Cyborg 
  Shark enacts revenge on the alien doctor, slicing him in 
  half with its eye beams as the other aliens mockingly 
  laugh at their dead colleague.
  “As they say on Earth, let’s get cracking. Tally ho, 
  invasion fleet.” 
  Now, you witness the alien looking directly into the 
  camera as he speaks. He is giving the ‘thumbs up’ 
  signal and presses a button on the console of the ship. 
  On the viewing screen of the ship, a digital progress bar 
  appears. It looks like the message is being uploaded … 
  as the bar crawls across the screen under alien words 
  that they can now read: “Invasion Progress Bar”.
  After the video is over, the screen shows the same 
  alien progress bar as seen in the movie, still working its 
  way towards the end. Hard to guess how long the 
  ‘Parkers have until the bar does reach the end … an 
  hour or two maybe, possibly just minutes. If the ‘Parkers 
  destroy the device, thinking that will stop the upload of 
  the message, they will quickly realize how wrong they 
  are. The message must be stopped at the source, that 
  is, the crashed flying saucer. To get this point across, the 
  GM may employ a bitten off alien hand that shows up 
  in the next scene, floating in the water. Or a shark 
  upchucks it onto someone after the characters kill the 
  alien-enhanced beast. They will notice that a wrist 
  device now shows the progress bar and it is almost to 
  the end! Maybe you can drop a hint to someone with 
  some kind of knowledge in building things or mechanical 
  in nature, to send a message like this they might need 
  a bigger power source and equipment … something 
  an alien ship might have!
    If they go to the crashed saucer the characters will 
  see the alien craft that has crashed into the levee. The 
  ship has plowed into the large embankment and the 
  entire undercarriage is gone. A thick purplish black oily 
  substance drips from the craft. Purple smoke that burns 
  the ‘Parkers throats spews from the ship. The heat is too 
  intense to enter the ship from below but the edge of the 
  craft is level with the levee. All they need to do is to 
  dock their boats or rafts onto the embankment and 
  walk onto the top of the alien vessel to see if they can 
  get inside to stop the alien invasion upload.
  If the ‘Parkers devise a plan to get inside the ship to 
  stop the upload, the GM should give them some good 
  opposition. Maybe a few Piranha Shark Swarms are in 
  
  18
  the area along with a couple of Mutant Sharks or the 
  Cyborg Shark that has been stalking the group decides 
  to make its move. It’s up to the ‘Parkers to stop the 
  upload and save the world from an alien invasion!
  The Final Course
  To end the Alien Shark Attack! scenario, the ‘Parkers 
  need to stop the alien invasion upload or the entire 
  alien fleet will descend upon Earth and enslave the 
  human race … no pressure. Use the Cancel The 
  Invasion scene from the Stuff That Can Happen At The 
  Trailer Park section, with the additional UFO Crash Map. 
  And feel free to add some other color to the final 
  scenes, based on what happened earlier in the game. 
  Perhaps the ‘Parkers acquired some alien weapons 
  from scavenging in the Scavenging Hunt section or 
  they have assembled a small army of Extra ‘Parkers that 
  they have saved along the way. However they got to 
  this point, it’s clear that the goal is to stop the alien 
  invasion.
  Whatever decisions you make for your ending of the 
  Alien Shark Attack! scenario the key is to keep it a 
  suspenseful race against the clock to Cancel The 
  Invasion.
  GAME SCENARIOS
  
  19
  Trailer Park ShARK ATTACK!
  These are various scenes that you can add into your 
  game. Not all of these will fit into one game session and 
  not all are appropriate for every scenario. Pick and 
  choose what you want. Remember to keep in mind the 
  pacing of the game (see the Three-Act Structure & 
  Scene Order) and avoid putting any like-minded 
  scenes back-to-back. 
  The Spring Tree Meadows Mafia
  A rival trailer park’s gang, the Spring Tree Meadows 
  Mafia, shows up on the scene using the current disaster 
  to pick off what’s left of their rivals. They, of course, 
  come from the Spring Tree Meadow Trailer Park. They 
  attempt a do a boat-by shooting. This is a perfect 
  scene to insert if the Juggalo, Meth Cook, Weed Dealer, 
  Redneck or Outlaw Biker are in the group. The Mafia 
  could want revenge for a fallen gang member, or they 
  intend to assert trailer park superiority, or they could be 
  owed a shipment of drugs that is already late, thereby 
  easily making a connection to one of these ‘Parkers. 
  The group hears an oncoming outboard motor and 
  sees the bass boat of thugs speeding through the 
  water, fast. The PCs can take one action before the 
  Mafia are upon them and start shooting. What do they 
  do? Take cover and fire back at the thugs or hunker 
  down and try to talk to them?
  This is an opportunity for the PCs to get a boat and a 
  possible means to escape from the flood. If this scene 
  plays out too early it could be a short game, so consider 
  these options. What if the engine sputters dead and 
  needs to be repaired but the part they need is in Old 
  Man Kendrick’s tool shed which is currently under 15’ of 
  water? What if the boat was so severely damaged in 
  the gun fight that it explodes in a cinematic fashion 
  sending shrapnel and thug limbs everywhere? What if 
  the real owner of the boat shows up on another 
  rooftop, armed with a hunting rifle and a distinct desire 
  to get his boat back, come hell or high-water? 
  Use the Thugs stat block for the gang members and 
  the Redneck stat block for the real owner of the boat, 
  both located in the TPSA_SW_StatCards_Minis.pdf. 
  Shark Hunters
  A group of drunken shark hunters show up and start 
  chumming the water around the trailer park rooftops, 
  trying to use the ‘Parkers current predicament to bag 
  some sharks. These idiots have rifles and grenades that 
  they are using to blow the Sam Hill out of these sharks. 
  This scene isn’t specific to any ‘Parker, the hunters don’t 
  care who is up on the rooftops, although as an added 
  twist maybe the lead hunter knows one or two of the 
  ‘Parkers. Maybe they owe the leader money and he 
  tells them that if they pay up he’ll help them (of course 
  the hunters won’t help the characters even if they are 
  paid-off … they are a group of drunken bullies, after all). 
  Maybe the ’Parkers insulted the leader in some way, or 
  maybe there is bad blood between families, or the 
  leader is a scorned suitor or even a participant in an 
  inner family rivalry of some kind.
  These shark-hunting numb-nuts are extremely 
  intoxicated and it shows. They are loud and obnoxious, 
  which in turn, attracts more sharks. Well, that or the 
  chum they’ve been dumping into the muddy flood 
  waters. All the shark hunters have a level of Fatigue 
  already and suffer the usual –1 to every action they 
  take because of their drunken state.
   Use the Shark Hunter stat block located in the TPSA_
  SW_StatCards_Minis.pdf. 
  Stuff That Can Happen At The Trailer Park
  
  20
  Shark Hunters II: Human Bait
  This scene is exactly like the previous Shark Hunters 
  scene except that the leader is the wealthy trailer park 
  owner, Stonewall Bedford Bragg, with a bunch of shark 
  hunter flunkies. Bragg is a glutton in every way; he loves 
  money almost as much as he loves food. Once he saw 
  this current disaster unfolding, and then witnessed  
  the horrific Sharktopus, Multi-Headed Shark or 
  GargantuShark (which ever Big Bad shark you are using 
  in your scenario), he figured he could make a buck out 
  of this. Bragg assembled a team of his usual muscle, got 
  a couple of bass boats, some guns and grenades … 
  and off to chumming the water they went.
  Bragg’s been at this for some time now and all that 
  he and his men seem to attract are the smaller, 
  “normal” sharks. Bragg wants to bag the big one, so 
  he’s stepped up his fishing efforts with live bait. That’s 
  where the ‘Parkers come in. Bragg and his men heard 
  them fighting off the sharks, so he knows he could use 
  them as bait, but he wants more. Go big or go home, 
  he always says (like he made it up himself).
  Bragg has taken a couple of the residents that he’s 
  rescued from treetops and the like and has bound 
  them up and duct-taped life preservers to them. His 
  plan is to use them as human bait and it’s up to the 
  ‘Parkers to stop him. He’s hoping the collection of more 
  live bait (namely, the PCs), will attract the big one. A big 
  fish always goes for a medium sized fish chasing a 
  smaller fish. Bragg thought that one up, too, he believes.
  This scene can be used with any of the ‘Parkers, they 
  all could have some sort of terrible story to tell about 
  Stonewall Bedford Bragg. As a matter of fact, when 
  they see him approaching in the distance, read the 
  following text – or something like it – aloud to the 
  players, getting them involved in the backstory with a 
  benny in the offing.
  You hear the hum of a boat motor in the distance 
  and then see a couple of bass boats coming your way. 
  Finally, help is on the way. Until you realize it isn’t. The 
  boat is guided by none other than the trailer park 
  owner himself, Stonewall Bedford Bragg, perched on 
  the bow of the lead boat like Washington crossing the 
  Delaware, in his signature powder blue suit, cowboy 
  hat and pipe dangling from his large mustached face. 
  Bragg is the greediest and meanest man in the entire 
  county; the man raises the rent like people change 
  underwear. The man’s picture is in the dictionary under 
  the word “corrupt.” The man is … well … you get the 
  picture.
  How has Bragg affected you in your life? Tell me a 
  story about your character’s first-hand knowledge of 
  Bragg’s greed and callous behavior. Let’s hear those 
  stories and I’ll give you a benny.
  After the stories are passed and Bragg gets closer, 
  they see that he has a couple of the trailer park 
  residents trussed and duct-taped into life preservers 
  with ropes tied around them. They look like human 
  fishing lures. Sure enough, Bragg pushes one in the 
  muddy water, and she starts screaming for help! That’s 
  when you realize it’s your neighbor, Mrs. Ira Ogletree. 
  And her granddaughter, Dixie, is next! Bragg is using 
  them as human bait.
  What do the players do? Start shooting at Bragg and 
  his men, hoping not to hit one of the bound victims? 
  Jump from rooftop to rooftop, fighting Bragg and his 
  men in hand-to-hand combat? Or do they try to 
  persuade Bragg to let the women free for something – 
  or someone – in return?
   Use the Shark Hunter and the Stonewall Bedford 
  Bragg stat block located in the TPSA_SW_StatCards_
  Minis.pdf. 
  STUFF THAT CAN HAPPEN AT THE TRAILER PARK
  
  21
  Trailer Park ShARK ATTACK!
  Ski Trip
  In this scene the ‘Parkers hear the sound of a boat 
  motor and see a ski boat with someone skiing behind it! 
  Looks like a group of rich kids from down the river. 
  Apparently, they didn’t get notified of the flood and set 
  out skiing this afternoon. They are too stoned to notice 
  that they veered off the course of the river into the 
  valley of trailer park grounds. This scene would work 
  best in Mutant Sharks! or Alien Shark Attack!. Seems that 
  even these dazed and confused kids would be hard 
  pressed to miss the fury of a hurricane, so using with 
  Sharkicane! isn’t recommended.
  The kids could be jerks and just wave at the ‘Parkers 
  on their rooftops and laugh it off. Or in their inebriated 
  state they might not realize that the ‘Parkers are in 
  trouble and think they are on pontoon boats or 
  something but still just wave and smile, continuing to 
  water ski, drink and have fun. Heck they might even get 
  so close that they spray the ‘Parkers with a rooster tail 
  from the skier.
  No matter what the kids do, they are doomed. You 
  see, this scene is not about the ‘Parkers getting saved, 
  but it’s about saving themselves. As the rich kids ski, the 
  ‘Parkers see shark fins in the water following the skier. 
  They might want to try to warn the boat or the skier and 
  tell them about the sharks in the water. After finally 
  seeing the fins, the skier either panics and falls into the 
  water only to get eaten alive or some sharks jump out 
  of the water and tear him into pieces (or whatever 
  hideous death you can come up with). That, in turn, 
  makes the ski boat crash, ejecting everyone aboard 
  into the water. Or, maybe the ski boat stops to help the 
  skier and sharks jump out and attack everyone in the 
  boat.
  In the end they leave behind a damaged and 
  bloody, but operational, boat. But getting to it might be 
  a challenge in itself. The boat might be in such a 
  precarious position that the group has to risk danger in 
  getting to it. Maybe they need to climb up a tree onto 
  a telephone pole and shimmy their way across some 
  wires onto another tree and make a quick swim to get 
  to the boat. Or maybe they could just swim for it. 
  Regardless, this would be a great time for a Dramatic 
  Task.
  If one ‘Parker is attempting the Dramatic Task we 
  recommend it to be Challenging or Difficult as described 
  in Savage Worlds, collecting 4-6 Task Tokens, however 
  you see fit to play it out.
  If the ‘Parkers take this on as a group effort use the 
  Multi-Person Tasks rule in Savage Worlds, 3-5 rounds 
  seems appropriate with the group now collecting 15 
  Task Tokens.
  This Dramatic Task could involve different skills, some 
  of which need more than one success to accumulate 
  tokens. Maybe Athletics is needed to swim from a 
  rooftop to the boat, to climb a tree, or to scale a 
  telephone pole. Maybe one of the ‘Parkers uses Taunt 
  to distract the sharks from the swimmers and climbers. 
  Maybe another character uses Notice in order to alert 
  others when he sees nearby sharks. Maybe a Notice 
  check for scavenging a spare part or a necessary tool 
  is required. And finally, at least one Repair roll is needed 
  to get the boat started.
  There should be no wrong answer to team up in a 
  Dramatic Task as long as it makes sense and is possible 
  with the tools and knowledge the ‘Parkers have.
  
  22
  Help Arrives
  The roof sign worked! In this scene with all hope 
  almost lost the ‘Parkers hear the sound of a helicopter. 
  They look to the skies and see a Coast Guard helicopter 
  coming in to rescue the survivors. They day is saved! Or 
  maybe not.
  At this point deal out Action Cards to everyone and 
  then deal one card face down in front of you. Don’t let 
  the players know what the Big Bad’s card is just yet ... 
  keep them in suspense. Make sure to ask the players if 
  they would like to draw a new card for a benny if they 
  are unhappy or nervous of what they have. That 9 of 
  Spades might not be high enough!
  Peek at your card because that is when the Big Bad 
  shark jumps out of the water and thwarts the rescue 
  attempt. Turn over the card when the shark appears.
  As a Coast Guard response team member is being 
  lowered on a cable to the ‘Parker’s or a nearby NPC 
  group’s rooftop, a GargantuShark, a Sharktopus, a 
  Multi-Headed Sharks, or even a Cyborg Shark jumps 
  out, pulling the rescuer and the helicopter itself down 
  into the flood water. Blades fly everywhere, there is 
  massive water spray all around. The players had better 
  duck for cover. 
  The ‘Parkers who saw the danger coming, those that 
  had a higher card than the GM’s Action Card, get an 
  Athletics roll to jump out of the way and avoid the 
  damage. Those that had a lower card get the full brunt 
  of the crashed helicopter and take 4d10 points of 
  damage.
  Shark Attacks
  Pepper the game with random shark attacks. Not so 
  many that the combats and attacks start to get old 
  and tiresome to the players but enough to make them 
  realize that they are in a game where sharks are the 
  main antagonists. These attacks should be quick and 
  deadly.
  If the sharks attack the group and no one is injured or 
  dies, then maybe somewhere near them an NPC 
  succumbs to an attack. The player-character Wild 
  Cards aren’t the only ones around, it was a fully 
  occupied trailer park right before the flood. There 
  should be other people clinging to life on nearby 
  rooftops, trees, and telephone poles and an occasional 
  scream from one of them being munched on by a 
  shark should let the players know that there is always 
  danger close by.
  Another perfect time to throw in some shark attacks 
  is when an NPC attacks the group. Maybe the sharks 
  unknowingly help out the ‘Parkers by biting the foot off 
  of a thug looking for his money or even attacking 
  Bragg, the trailer park owner, right before he throws a 
  victim in the flood waters. Just because the Spring Tree 
  Meadows Mafia are making a boat-by shooting doesn’t 
  mean the sharks will stop attacking. And the sharks ain’t 
  really taking sides. Dinner is dinner.
  When the sharks do attack, use bennies to reroll 
  missed attacks rolls and also use bennies to reroll 
  damage; those benny rules aren’t just for the players to 
  exploit. The Dog House Gang advises against just sitting 
  on bennies and using them only to soak damage. 
  That’s boring and predictable. Make good use of those 
  bennies against the players. It’ll make them think twice 
  before they plunge head first into the water.
  Also remember that not every shark attack is to the 
  death. If the PCs can Shake an Extra shark or a Wild 
  Card shark, that particular beast might swim off. The 
  sharks don’t have to fight to the death every time. They 
  have the advantage of being able to swim away, so 
  do it. If the fish do disengage from combat, make sure 
  they use the Defend combat maneuver. See Savage 
  Worlds rules for more information.
  The sharks in these scenarios aren’t necessarily stuck 
  in the water. They can jump out of the water to attack. 
  Great whites often hunt seals and can jump 8 to 10 feet 
  out of the water to capture their prey. Mako sharks are 
  believed to make even higher jumps upwards to 20 
  feet out of the water. In most of these scenarios you’ll 
  be dealing with genetically modified sharks so who 
  knows how far they can jump, we’ll leave those 
  particulars up to your GM style and play.
  In the end, just staying up on the roof tops to wait for 
  help to arrive is a losing battle for the ‘Parkers. The super-
  smart sharks will find a way to get to the ‘Parkers. They 
  could leap out of the water to attack, landing safely on 
  the other side of the trailer roof, or landing safely in the 
  water with a piece of its victim in its mouth. Or the 
  persistent fish start chomping at the trailer itself from 
  STUFF THAT CAN HAPPEN AT THE TRAILER PARK
  
  23
  Trailer Park ShARK ATTACK!
  underneath the water, destroying it piece by piece, 
  until it collapses and sinks below the waterline. Don’t 
  forget the mutated Sharkmen, who can walk out of the 
  water and attack, or use their bulk to attempt the Push 
  combat maneuver to force a ‘Parker in the water. See 
  Savage Worlds rules for more information.
  Above all, remember to employ details such as the 
  grasping tentacles of the Sharktopus, the shear mass 
  and size of the GargantuShark that can flatten a trailer 
  home or the freakin’ laser beams of the Cyborg Shark! 
  These deadly Big Bad sharks have all the leaks plugged 
  when it comes to attacking the ‘Parkers underwater, on 
  land, or on the roof of a trailer.
  Water Rising
  Another thing that the GM could leverage to cause 
  more tension is the rising of the water all around the PCs. 
  What if the players hear another loud boom off in the 
  distance – such as the sound of another levee breaking 
  and the waters around them slowly start to rise? This 
  complication is particularly perfect for the Sharkicane! 
  scenario. The rain from Hurricane Bruce hasn’t stopped, 
  pouring more water on an already flooded area. The 
  water rising is just a good thing to keep in your back 
  pocket if you want the action to move along. It’s a 
  great incentive for the ‘Parkers to get the heck out of 
  there, rather than waiting on help from the Coast 
  Guard or other do-gooders.
  Stuck In A Tree
  In this scene the ‘Parkers get to be heroes by saving 
  a kid, an elderly person or a spouse/lover stuck in a tree. 
  The person can be a neighbor, a cousin, a son or 
  daughter, a little sibling, a high school sweetheart, a 
  grandmother, a grandchild, another child that the 
  babysitter was supposed to be watching, or whatever 
  you like. Use this to motivate the players to save this 
  person.
  Maybe the person is barely hanging onto a branch 
  and hypothermia is setting in. The ‘Parkers can see that 
  their fellow ‘Parker will soon be some shark’s lunch. 
  Perhaps the poor soul is even weakly calling for help 
  and gets the group’s attention before trying to leave 
  the tree – and is now stuck on a telephone pole wire 
  that is starting to give way. Make your narration as 
  dramatic as possible to encourage a rescue.
  The rescue offers another chance to play a Dramatic 
  Task with a series of skill tests to get the victim and the 
  PC back to safety. You can use the same Dramatic Task 
  in the previous scene, Ski Trip, or something similar, 
  depending on where the stranded person might be in 
  your narrative. Although, if you already ran the Ski Trip 
  Dramatic Task then we wouldn’t suggest doing another 
  Dramatic Task. Instead the Dog House Gang would just 
  have the PCs play it out with one or two Athletics 
  checks to get to the person, followed by a Persuasion 
  or Intimidation check to convince or frighten the person 
  to go with them (e.g., for some reason the person is 
  
  24
  reluctant or just plain scared). Then require another 
  Athletics check or two to return – but this time, because 
  of the person hanging on the back of someone, the 
  sheer awkwardness and weight of it all causes a –2 to 
  the check. Perhaps some sharks get within range (e.g., 
  they jump out of the water at the climbers) during the 
  return climb and you deal out Action Cards until the 
  climber and the saved Extras are out of harm’s way.
  Belly Flop
  This is a scene that you can use if you choose the 
  GargantuShark option for your Big Bad shark. It will work 
  particularly well for the climatic end scene for 
  Sharkicane!
  The GargantuShark dives under the water and 
  comes up in a big jump. Soaring through the air and 
  landing right on a trailer home rooftop, crushing 
  everything and everyone underneath. 
  Immediately after you describe the GargantuShark 
  leaping through the air and spraying the ‘Parkers with 
  water, but before he comes down, draw out some 
  Action Cards. Much like in Help Arrives, deal out 
  cards to everyone and then deal one card face 
  down in front of you; that’s the GargantuShark’s 
  card. Peek at your card and 
  put it back face down. Now start calling out high cards 
  to low cards, everyone with a higher card than the 
  shark gets to react before it comes down on the 
  rooftop. Those with a lower card than the leaping shark 
  get crushed. Keeping the shark’s card a secret until the 
  last second will bring some good tension to the table.
  The ‘Parkers who had a higher card than your secret 
  shark Action Card get an Athletics roll to jump out of the 
  way and avoid the damage of being crushed. Those 
  that had a lower card get the full brunt of the belly-
  flopping shark. Each victim suffers 4d6 damage.
  As if that’s not bad enough the shark can roll back 
  into the water and try it again, although this will take up 
  his entire action to do so.
  STUFF THAT CAN HAPPEN AT THE TRAILER PARK
  
  25
  Trailer Park ShARK ATTACK!
  Lock, Stock And Peril
  This is intended for use as a final scene in Mutant 
  Sharks!. In this scenario, the ‘Parkers have discovered 
  that genetically modified sharks are heading for open 
  waters. Everyone in the trailer park knows that the river 
  empties into the open sea but only by a series of locks. 
  The locks are used to raise and lower boats and ships 
  between the different levels of waterways, in this case, 
  the river and ocean (or gulf). With all the flooding, the 
  river is almost up to the ocean level but the sharks still 
  need some help to get through all of the locks. In both 
  cases some Sharkmen will come out of the water and 
  work the devices. We said they were intelligent didn’t 
  we?
  When the ‘Parkers arrive, the Sharkmen (1 for every 
  Wild Card ‘Parker plus 3 extra ones that continuously try 
  to open the locks) are right in the middle of figuring out 
  the mechanisms; they have just now started opening 
  one of the locks. Perhaps the Big Bad of your scenario 
  is currently in the lock (the Sharktopus, the Cyborg Shark 
  or a Multi-Headed Shark). This is a great time for a big 
  battle, the ‘Parkers against the sharks. Remember, the 
  Sharkmen are just as deadly on land as they are in 
  water. They will stop what they are doing to finish off the 
  ‘Parkers.
  The Big Bad shark in the lock isn’t helpless: a Sharktopus 
  has tentacles, a Cyborg Shark has laser eyes and the 
  Multi-Headed Shark can leap. All of them are constantly 
  chomping, while waiting for someone to fall in or for one 
  of the Sharkmen to push a ‘Parker into the water. There 
  might also be shark swarms or other types of full-sized 
  sharks in the lock, ready to engage the ‘Parkers. Although 
  the sharks in the lock suffer negative modifiers for medium 
  cover because they are lower in the lock at the beginning 
  of the combat, as the water rises those minuses will go 
  away.
  For a tense climactic scene, have three of the 
  Sharkmen continue working on opening the lock while 
  the rest (again, 1 Sharkman for every ‘Parker) go to 
  attack the group. The 3 Sharkmen are involved in a 
  Dramatic Task, trying to open the lock’s doors. Their group 
  gets an Action Card every round, but instead of attacking 
  they all make unskilled Repair rolls, aiding one Sharkman 
  in the Dramatic Task. When they get 2 Task Tokens, the 
  water has risen and the sharks in the lock can attack the 
  group more easily. When they get 3 Task Tokens the 
  group can hear the loud banging sound of the lock’s 
  doors getting ready to open and a red alarm light starts 
  to flash from the top of the lock, signaling the opening. 
  When and if the Sharkmen get 4 Task Tokens the locks 
  start to slowly open and can be navigated through by 
  the sharks in the next round.
  An option for the PCs to stop the lock from opening is 
  to blow it up, leaving the lock doors in their current closed 
  position. It just so happens that right next to the lock 
  house is where the county vehicles come to fuel up. 
  There are a couple of very large above-ground fuel tanks 
  just ready to blow up with 4d8 points of damage in the 
  area of a Large Blast Template! This will require the 
  ‘Parkers to come up with some incendiary device or 
  smaller bomb to cause the initial explosion; just shooting 
  it won’t work. Anyone with Repair (or McGyver) and the 
  right components can make a bomb with a simple 
  success. Making a timer or a trigger is another thing which 
  requires a Repair check at a –2. Getting it to the fuel tanks 
  will require Stealth tests against the Sharkmen’s Notice, as 
  they have a good view of the tanks from the pump 
  house.
  It is possible that the ‘Parkers have picked up some 
  Extras along the way and with a success on a Persuasion 
  roll they can be enticed to help out.
  
  26
  STUFF THAT CAN HAPPEN AT THE TRAILER PARK
  River Lock Map
  
  27
  Trailer Park ShARK ATTACK!
  Cancel The Invasion
  This is intended for use as a final scene in Alien Shark 
  Attack!. In this scenario, the ‘Parkers have seen a UFO 
  crash into the levee that is upriver to their trailer park. 
  The payload of modified sharks that the aliens were 
  taking back to their home world has spilled out into the 
  flood waters. Anything from the Cyborg Shark, Multi-
  headed Sharks and even Mutant Sharkmen may have 
  been attacking the ‘Parkers.
  As if to make matters worse, the ‘Parkers discovered 
  that the crashed alien ship is currently uploading a 
  message to their home world stating that Earth is prime 
  for invasion. It’s up to the ‘Parkers to stop this message 
  before it’s too late.
  As noted in Alien Shark Attack!, the ship has crashed 
  into the levee and is partly sticking out of the water. 
  Toxic chemicals pour out from underneath the craft. 
  The only way to get inside is to see if there is a door on 
  the top of the ship. Access to the top is easily made by 
  docking their boat or rafts onto some fallen trees and 
  climbing onto the levee and then onto the ship.
  The shiny metal disc-shaped ship isn’t that big, only 
  about 60’ in diameter with a 15’ tall dome protruding 
  out of the top. The classic flying saucer-shaped ship has 
  no visible doors or seams.
  If the ‘Parkers kept the alien video device that they 
  found earlier they notice a window on the screen pop 
  up. It reads (remember the gizmo is still translating the 
  alien language into something they can understand in 
  their minds): “Open Doors, Yes or No?” A ‘Parker figures 
  out that this gadget works very similar to a computer 
  tablet.
  Once inside, the domed space craft is much bigger 
  on the inside than it appears to be from outside. It must 
  be some sort of inter-dimensional pocket because the 
  inside is the size of about a football field. The ‘Parkers 
  see an area of holding tanks for the shark specimens. 
  They are all busted and have spilled out into the river 
  below. They also see the surgical area that they 
  witnessed in the video; the lights are dimmed in that 
  section. The robot surgical arms hang limp, ready for 
  another surgery. Severed shark parts litter the various 
  tables in this area.
  If any wounded ‘Parkers decide to try to fix themselves 
  up in this area the robot arms spring to life as soon as an 
  injured ‘Parker steps a foot inside. The armature grabs 
  the “patient” and slams the poor fool onto a surgical 
  table. Metal straps spring out and strap the character 
  to the table. Needles inject pain numbing liquids into 
  the ‘Parker. Saws begin cutting as the sprays of blood 
  hide what the robots are doing to the ‘Parker from their 
  friends.
  When all is said and done the ‘Parker emerges with 
  shark parts attached to their body! Possible “fixes” 
  include getting a shark head! Maybe the ‘Parker was 
  damaged in the head at some point and the robots 
  took over. It transmuted the ‘Parker’s brain inside a 
  shark head and attached the head onto the ‘Parker! 
  The character now can breathe under water and in the 
  open air – and even deliver a shark bite that does 
  Str+d6 damage.
  If the ‘Parker was missing an arm or two the robot 
  attaches a shark head to the end of one or both of the 
  character’s shoulders! These shark-head arms do Str+d6 
  damage. If both arms are replaced, the ‘Parker also 
  gets the Improved Frenzy Edge but only when attacking 
  with their shark arms.
  Also inside this huge area is a space with little desk-
  chairs fitted with monitors for scores of aliens to sit in as 
  the ship travels. A hidden weapons locker (Notice 
  check at –2 to find the hidden cache) holds a stash of 
  laser swords, pistols and rifles. Stats can be found in the 
  Scavenger Hunt section.
  The biggest thing the ‘Parkers see in this room is the 
  ship’s main view screen. It’s the size of a movie screen, 
  showing the same readout that the ‘Parkers have on 
  their alien tablet. As they take in this scene, the progress 
  bar jumps to read “30 Seconds Until Alien Invasion!” The 
  sounds of cheering can be heard as digital balloons 
  and confetti appear on the screen, waiting in the 
  corners until the clock reaches 0 seconds to be 
  released. These aliens seem to be very excited about 
  the invasion.
  
  28
  This is when you should draw Action Cards for 
  initiative. Stopping the alien invasion is going to require 
  a Dramatic Task per the Savage Worlds rules. The 
  ‘Parkers can use whatever skill you deem suitable in this 
  situation. If a ‘Parker is alone in the task then the 
  Dramatic Task is Difficult and needs 6 Task Tokens in 4 
  rounds to stop the invasion! If two or more ‘Parkers try to 
  work together the GM should adjust the amount of Task 
  Tokens accordingly. One ‘Parker will average one 
  success per turn. In order to heighten the tension the 
  amount of Task Tokens should go up with less time to do 
  it. There is no real formula for this but we suggest 2-3 
  ‘Parkers might require 8-10 Task Tokens in 3-4 rounds, 4-6 
  ‘Parkers might require 12 Task Tokens in 3 rounds. You be 
  the judge according to how many bennies the players 
  might have at the time and what their skill levels might 
  be in the Dramatic Task.
  A ‘Parker with the Repair skill might be trying to splice 
  wires together to run interference, someone with the 
  Hacking skill can be trying to hack into the system to 
  stop the upload and someone with the Electronics skill 
  might be trying to do all of that. Anything to stop the 
  upload. It might be helpful to place one large die in the 
  middle of the table, to act as a countdown for the alien 
  computer. It’s a race against the clock at this point.
  To make matters worse, the ship senses the humans. 
  It executes a counter attack, releasing Mutant Sharkmen 
  to battle the ‘Parkers. The alien ship releases one 
  Sharkman per ‘Parker, plus one more. Then the Big Bad 
  of your choice for the scenario makes itself known.
  If it’s the Cyborg Shark, it uses its laser beam eyes and 
  almost cuts the ship in two as a huge chunk of the wall 
  falls from the ship. The Cyborg Shark then jumps out of 
  the water each round and shoots at a random ‘Parker 
  if it’s not engaged in melee combat. 
  If the Big Bad is a Sharktopus then it crawls out of the 
  waters, rips a hole in the side of the ship and tries to 
  wrap its tentacles around the ‘Parkers, pulling them into 
  its maw.
  In the end this scene should be pretty intense with 
  everyone doing something, whether it be stopping the 
  computer, fighting Sharkmen or defending the others 
  from the Big Bad.
  If the ‘Parkers save the day and stop the upload the 
  digital balloons pop and the confetti disappears as the 
  text reads, “Alien Invasion Canceled … Bugger.” Some 
  sad alien emojis litter the screen as it shuts down. The 
  ‘Parkers saved the Earth!
  If the ‘Parkers fail and the upload completes the text 
  on the screen reads, “Alien Invasion On Its Way! Thank 
  you and have a nice day!” The digital balloons and 
  confetti drop all over the screen, while smiling alien 
  emojis pop up all over the joyous display. What do the 
  ‘Parkers do now? Nothing left to do but pop a cold one 
  and get ready to kick some alien ass!
  STUFF THAT CAN HAPPEN AT THE TRAILER PARK
  
  29
  Trailer Park ShARK ATTACK!
  
  30
  Scavenger Hunt
  This section contains lists of items that the ‘Parkers 
  can find if they take time to scavenge during the 
  game. Scavenging requires going underwater to 
  explore a submerged trailer home to look for things. 
  When characters state an action to scavenge, they 
  make a Notice roll. The scavengers draw a card for a 
  success and a card for each raise on the Notice roll, 
  then consult the tables that follow. They get to use all 
  the cards earned, so they might find multiple items. 
  And any item on the table can be found more than 
  once (imagine ending up with two chainsaws, resulting 
  in a mad search for gasoline!). Consult the tables for 
  each drawn card and roll a d20 to determine what the 
  ‘Parker finds.  Build the finds into the game narrative 
  (e.g., “you see a cooler wedged under a beat-up 
  sleeper-sofa – yanking out the styrofoam container 
  breaks it into pieces, but you find a six-pack of beer 
  inside . . . not your brand but it will do”).
  Use your best judgement and scene pacing (see the 
  Three-Act Structure & Scene Order) to provide 
  opportunities for scavenging. This is a good activity 
  during a lull between stressful scenes and attacks. A 
  good time for the players to catch their breath while 
  gaining something of value to use in the adventure – or 
  bequeath to the next set of ‘Parkers. 
  Avoid discouraging the players from looking for items 
  that can help the group, because scavenging is 
  important for them to advance the plot. For example, 
  if you send sharks to attack every time the group tries to 
  explore underwater, they might take it as a hint to try 
  something else. Or they will just get bored and 
  frustrated with the idea. 
  Items And Complications
  Chainsaws, hedge trimmers, brush cutters 
  and the like are all great shark killing weapons … 
  if they work. Any item that has a motor, or 
  mechanism that could be messed-up by 
  submersion in water has a drawback. 
  First, any such item that has been completely 
  soaked in water will need someone with tools 
  and a mechanical sense about them to get it 
  started. A successful Repair check has to be 
  made to start the item and keep it running. Tack 
  on additional modifiers if the group doesn’t 
  even have a simple screwdriver or wrench, a –2 
  should be enough. 
  When using the motorized tool in combat, if a 
  Club is drawn for that ‘Parker’s Action Card, a 
  complication occurs at the beginning of the 
  PC’s turn. The motor sputters and runs out of gas, 
  or if they were diligent enough and filled it up 
  with gas, it inexplicably dies on them, requiring 
  another Repair roll to start it up again, which is 
  an action. 
  Don’t tell the players this complication rule is 
  in effect, let them find out the hard way and 
  when it does happen don’t tell them why. Don’t 
  clue them in that it’s because they drew a Club 
  during initiative. It’s more organic and fun to just 
  narrate the drawback and see how the players 
  deal with it.
  SCAVENGER HUNT
  
  31
  Trailer Park ShARK ATTACK!
  If the scavenging starts to get out of hand and the 
  game turns into a shopping spree, that’s when the 
  ‘Parkers start seeing dorsal fins in the water circling their 
  mobile home rooftop. If that doesn’t get the point 
  across, then it’s time for a shark attack while a greedy 
  ‘Parker attempts to loot an entire trailer. 
  Two – Five: Mundane items that could be useful in 
  the right player’s hands.
  1. 50’ Garden Hose
  2. 50’ Extension Cord
  3. Air Mattress (self-inflating)
  4.  Bottle of Drugs (antibiotics, analgesics, weed, 
  meth, suppositories, vitamins, etc.)
  5.  Beer Helmet, the kind that can hold two cans on 
  each side (Armor +1 to the head)
  6. BBQ Lighter
  7. Box of Nails
  8.  First Aid Kit in water tight box (Bandages, tape, and 
  antibacterial spray. This adds +1 to Healing rolls for 
  four uses.)
  9. Flashlight (with batteries)
  10. Frozen Steaks (10 lbs)
  11. Gasoline Can (1 gallon of gas in it)
  12. Grain Alcohol (1d4 bottles)
  13. Lava Lamp
  14. Lawn Chair
  15. Mannequin Torso with Head
  16.  Propane Tank from BBQ Grill (4d6, Medium Blast 
  Template, with the usual chance of the fire 
  spreading, see Savage Worlds.)
  17.  Road Flares (3) in a waterproof case (last for 15 
  minutes each)
  18. Six Pack of Beer (Bottles)
  19. Bottles of Cheap Whiskey (2)
  20. Spam (1d4 cans) 
  Molotov Cocktails
  All you need is a breakable bottle, some fuel 
  and a rag, light it with a flame and throw. 
  Molotov cocktails burst upon impact, setting 
  sharks ablaze. A miss means that the rag got 
  wet and fizzled out, or the bottle bounced off 
  the target and didn’t break. (Range 3/6/12, 
  2d10, Medium Blast Template, with the usual 
  chance of the fire spreading, see Savage 
  Worlds.)
  Six – Ten: Mundane items, most of which can be 
  used as weapons. Perfect for fighting off sharks.
  1. 2x4 Wood Board (Str+d4)
  2.  Acoustic Guitar (Str+d4, Acing on damage destroys 
  the guitar)
  3. Baseball Bat (Str+d6)
  4. Boat Paddle (Str+d4)
  5.  Box of Ammo 2d6 bullets (whatever caliber the 
  group can use)
  6. Box of Shotgun Shells (1d6 shells)
  7. Butcher Knife (Str+d4)
  8.  Can of Aerosol Hairspray (Makeshift flamethrower 
  if held to flame, Range 1/–/–, 2d4, with the usual 
  chance of the fire spreading, see Savage Worlds.)
  9.  Can of WD-40 (Makeshift flamethrower if held to 
  flame, Range 1/–/–, 2d4, with the usual chance of 
  the fire spreading, see Savage Worlds.)
  10. Cast Iron Pan (Str+d4)
  11. Cigarette Lighter
  12. Claw Hammer (Str+d4)
  13. Crowbar (Str+d4)
  14. Electric Guitar (Str+d4)
  15.  Flare Gun, in a waterproof case with 3 flares 
  (Range 12/24/48, 2d6+1, RoF 1, with the usual 
  chance of the fire spreading, see Savage Worlds.)
  16. Machete (Str+d6)
  17.  Pack of 6 Round Saw Blades that can be thrown 
  (Range 3/6/12, Str+d6)
  18. Screwdriver (Str+d4)
  19. Utility Knife (Str+d4)
  20. Wrench (Str+d4) 
  
  32
  SCAVENGER HUNT
  Jack – Joker: Guns, garden tools, and flea market 
  purchases … all make great shark-fighting weapons. 
  Add in the tool box, the waterproof satellite phone and 
  … well, just about any other item … this list is just plain 
  hard to beat.
  1. Bladed Brush Cutter (2d4, two hands)
  2. Bladed Hedge Trimmer (2d4, two hands)
  3.  Box of Ammo 2d10 bullets (whatever caliber the 
  group can use)
  4. Box of Shotgun Shells (2d10 shells)
  5.  Chainsaw (2d6+4, Critical Failure hits the user)
  6. Cordless Nail Gun (2d4–2)
  7. Cordless Power Drill (2d4–2)
  8. Flea Market Nunchucks (Str+d4)
  9.  Flea Market Generic Fantasy Two-Handed Great 
  Sword (Str+d10, two hands)
  10.  Flea Market Generic Fantasy Great Axe (Str+d10, 
  AP 2, Parry –1, two hands)
  11. Flea Market Katana (Str+d6+1, two hands)*
  12.  Fully-loaded Glock (9mm) (Range 12/24/48, 
  Damage 2d6, AP 1, RoF 1, Shots 17)*
  13.  Fully-loaded Pump Action Shotgun (12g) 
  (Range 12/24/48, Damage 1-3d6, RoF 1, Shots 6, 
  See the Savage Worlds rules for more on 
  shotguns)*
  14.  Fully-loaded Sawed-Off Double-Barreled Shotgun 
  (12g) (Range 5/10/20, Damage 1-3d6, RoF 1, 
  Shots 2, See the Savage Worlds rules for more on 
  shotguns)
  15. Motorcycle Helmet (Armor +3 to the head)
  16. Pitch Fork (Str+d4, two hands)
  17.  Self-Inflatable Six Man Raft, complete with 2 small 
  paddles
  18. Shovel (Str+d6, two hands)
  19.  Tool Box (Screwdrivers, crescent wrenches, nails, 
  duct tape, a hammer, etc.)
  20. Waterproof Satellite Phone
  *If you are running the Alien Shark Attack! scenario, 
  consider replacing the Katana, Glock and the Pump 
  Action Shotgun on this list with alien laser weapons that 
  they find on a dead alien body!
  11. Laser Sword (Str+d6+8, AP 12)
  12.  Laser Pistol (Range 15/30/60, Damage 2d6, AP 2, 
  RoF 1, Shots 50, See the Savage Worlds rules for 
  more on Laser fire)
  13.  Laser Rifle (Range 30/60/120, Damage 3d6, AP 2, 
  RoF 3, Shots 100, See the Savage Worlds rules for 
  more on Laser fire) 
  
  33
  Trailer Park ShARK ATTACK!
  This is a small list of the shark movies, and a few other monster movies, that were inspirations for this adventure. 
  Most of these movies fall into the category of B-movie horror and haven’t even reached the local movie theater, 
  but that doesn’t mean they aren’t fun to watch … in their own special cheesy way. Watch a few to get the 
  absurdity level of how Trailer Park Shark Attack! should be played. 
  2-Headed Shark Attack, Christopher Ray, The Asylum, 2012
  3-Headed Shark Attack, Christopher Ray, The Asylum, 2015
  5-Headed Shark Attack, Nico De Leon, The Asylum, 2017
  6-Headed Shark Attack, Mark Atkins, The Asylum, 2018
  Avalanche Sharks, Quaid Brinker, Titan Global Entertainment, 2014
  Bait 3D, Kimble Rendall, Paramount Pictures, 2012
  Croc, Stewart Raffill, RHI Entertainment, 2007
  Deep Blue Sea, Renny Harlin, Warner Bros., 1999
  Dinocroc, Kevin O’Neill, New Concorde Home Entertainment, 2004
  Dinocroc vs. Supergator, Jim Wynorski (as Jay Andrews), New Horizons Picture Corp., 2010
  Dinoshark, Kevin O’Neill, Syfy, 2010
  Ghost Shark, Griff Furst, Syfy, 2013
  Hammerhead: Shark Frenzy, Michael Oblowitz, Syfy, 2005
  Jaws, Steven Spielberg, Universal Pictures, 1975
  Jaws 2, Jeannot Szwarc, Universal Pictures, 1978
  Jaws 3-D, Joe Alves, Universal Pictures, 1983
  Jaws: The Revenge, Joseph Sargent, Universal Pictures, 1987
  Jersey Shore Shark Attack, John Shepphird, Syfy, 2012
  Jurassic Shark, Brett Kelly, Brett Kelly Entertainment, 2012
  Lake Placid, Steve Miner, 20th Century Fox, 1999
  Lake Placid 2, David Flores, 20th Century Fox Home Entertainment and Sony Pictures Home Entertainment, 2007
  Lake Placid 3, Griff Furst, Sony Pictures Home Entertainment, 2010
  Lake Placid: The Final Chapter, Don Michael Paul, Sony Pictures Home Entertainment, 2012
  Lake Placid vs. Anaconda, A. B. Stone, Destination Films, 2015
  Land Shark Skit, Saturday Night Live, NBC,1975
  Lavalantula, Mike Mendez, Syfy, 2015
  Malibu Shark Attack, David Lister, Syfy, 2009
  The Meg, Jon Turteltaub, Warner Bros. Pictures, 2018
  Mega Piranha, Eric Forsberg, The Asylum and Syfy, 2010
  Mega Python vs. Gatoroid, Mary Lambert, The Asylum and Syfy, 2011
  Mega Shark Versus Crocosaurus, Christopher Douglas-Olen Ray, The Asylum, 2010 
  Mega Shark Versus Giant Octopus, Jack Perez (as Ace Hannah), The Asylum, 2009
  Mega Shark Versus Mecha Shark, Emile Edwin Smith, The Asylum, 2014
  Mega Shark vs. Kolossus, Christopher Douglas-Olen Ray, The Asylum, 2015
  Mega Snake, Tibor Takács, Sci Fi Pictures, 2007
  Ozark Sharks, Misty Talley, Syfy, 2016
  Piranha, Joe Dante, New World Pictures, 1978
  Piranha II: The Spawning, James Cameron and Ovidio G. Assonitis, Columbia Pictures (Sony Pictures  
   
    Entertainment), 1982
  Piranha 3D, Alexandre Aja, Dimension Films, 2010
  Piranha 3DD, John Gulager, Dimension Films, 2012
  “Killer” Shark Movies
  
  34
  “KILLER” SHARK MOVIES
  Piranhaconda, Jim Wynorski, Syfy, 2012 
  Raging Sharks, Danny Lerner, Nu Image Films, 2005
  Red Water, Charles Robert Carner, New Line Television and Sony Pictures Television, 2003
  Sand Sharks, Mark Atkins, American World Pictures, 2011
  The Shallows, Jaume Collet-Serra, Columbia Pictures, 2016
  Shark Attack, Bob Misiorowski, Martien Holdings A.V.V., 1999
  Shark Attack 2, David Worth, Lionsgate Home Entertainment, 2000
  Shark Attack 3: Megalodon, David Worth, Millennium Films, 2002
  Shark in Venice, Danny Lerner, First Look International, 2008
  Shark Night, David R. Ellis, Rogue, 2011
  Shark Swarm, James A. Contner, Larry Levinson Productions, 2008
  Sharkansas Women’s Prison Massacre, Jim Wynorski, CineTel Films, 2016
  Sharknado, Anthony C. Ferrante, The Asylum and Syfy Films, 2013
  Sharknado 2: The Second One, Anthony C. Ferrante, The Asylum and Syfy Films, 2014
  Sharknado 3: Oh Hell No!, Anthony C. Ferrante, The Asylum and Syfy Films, 2015
  Sharknado: The 4th Awakens, Anthony C. Ferrante, The Asylum and Syfy Films, 2016
  Sharknado 5: Global Swarming, Anthony C. Ferrante, The Asylum and Syfy Films, 2017
  The Last Sharknado: It’s About Time, Anthony C. Ferrante, The Asylum and Syfy Films, 2018
  Sharktopus, Declan O’Brien, Syfy, 2010
  Sharktopus vs. Pteracuda, Kevin O’Neill and Roger Corman, Syfy, 2014
  Sharktopus vs. Whalewolf, Kevin O’Neill, Syfy, 2015
  Snakes on a Plane, David R. Ellis, New Line Cinema, 2006
  Snow Shark, Sam Qualiana, Independent Entertainment, 2012
  Spring Break Shark Attack, Paul Shapiro, CBS Television Network, 2005
  Super Shark, Fred Olen Ray, CineTel Films, 2011
  Swamp Shark, Griff Furst, Syfy, 2011
  Trailer Park Shark, Griff Furst, Syfy, 2017
    
  fin.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Trailer Park Shark Attack/Savage Worlds - Trailer Park Shark Attack - Adventure.pdf