TEXT: 1
  A One Sheet adventure for The Day After Ragnarok by Mitch Williams
  Hide and Seek
  This adventure occurs in Portland and Corvallis, Oregon. It 
  could be moved to any small West Coast town that fits into your 
  campaign. The heroes get involved when Sgt. Henry Stevenson 
  sends a letter to his old friend(s) asking for help. He thinks he 
  is being followed and he wants the heroes to figure out who is 
  following him and why. 
  A TALE OF WOE
  Henry, a typical farm boy of average height with wavy light brown 
  hair and a stocky build, was a mechanic in the U. S. Army. At 
  Serpentfall, Sgt. Stevenson was stationed in the Soviet Union. He 
  and his squad were helping Soviet mechanics maintain U.S. tanks 
  that were part of the ‘lend-lease’ program.
  According to Henry, he and his team were 
  locked up in a Soviet prison soon after 
  Serpentfall. They were not treated 
  badly, but were eventually used as test 
  subjects for “strange” experiments. 
  Fortunately for Henry, his only 
  experience as a test subject was to sit 
  in a room with a Red Army officer 
  who stared at him intensively for up 
  to an hour at a time. This went on 
  for several months.
  Henry’s time in the prison ended 
  unexpectedly one day when he woke 
  up in a small grove just outside the 
  prison with no knowledge of how he 
  got there. He made his way back to what 
  was left of the United States, taking over 
  a year to travel through China and across the 
  Pacific. No one else on his team managed to escape.
  When he tried to tell his story to the authorities, no one 
  believed him. Henry was discharged for “Combat Fatigue,” 
  effectively a declaration of cowardice as far as the Army was 
  concerned. Even though he makes a living as an auto mechanic, 
  he continues to suffer from nightmares, memory loss, and 
  blackouts. He is convinced that someone has taken an interest 
  in his story and is secretly following him.
  WHAT’S REALLY GOING ON
  Henry was the experimental target of Edvard Hynek, a 
  psionic trying to perfect a version of the puppet power. A 
  Czechoslovakian mentalist and pacifist, Hynek fled to the 
  U.S.S.R. when the Nazis occupied his homeland in 1939.
  On Edvard’s final attempt to control Henry’s mind, something 
  went wrong and his entire consciousness was transferred into the 
  American, leaving his own body. Before he could figure out how to 
  get back, his body died. The shock kept Edvard “submerged” long 
  enough for Henry to make it back to the States, but he has begun 
  waking up. By now, Edvard’s mind can control Henry’s body for 
  short periods of time: about 2 hours if Henry is awake or 4 hours 
  if he is asleep. Edvard perceives and remembers everything that 
  Henry knows and does, but Henry is not aware of Edvard or 
  Edvard’s activities when in control of the shared body.
  Edvard is not a villain per se, just trying to survive in a bad 
  situation. His current half-baked plan is to steal enough money 
  to have Henry (and himself) “kidnapped” and taken back to 
  Europe to find other psionics to help him out. His activities have 
  attracted the … assistance of Nicholas “Big Nicky” Stamos to 
  this end. (Big Nicky has his own plans.)
  Edvard has been using his powers to steal small 
  amounts of money by subduing gas station 
  attendants, drug store clerks, etc. in the 
  surrounding area. Now that Henry has 
  called for help Edvard plans one big, 
  final robbery: a bank job (with the 
  help of Big Nicky) to fund his escape.
  DELAYING TACTICS
  The heroes start (or meet up) in 
  Portland. It should take about 2 
  hours by train, bus, or private car 
  to reach Henry’s home town of 
  Corvallis.
  To gain enough time to complete his 
  escape plan, Edvard, using Big Nicky’s 
  connections, has assigned several thugs to 
  harass and delay the heroes. Although he has 
  strongly (even psychically) insisted that no one 
  be killed, the heroes may suffer pickpocketing attempts, 
  slashed tires, minor arson, etc. at the hands of the gonefs in 
  Portland. As a last ditch effort the goons attack at the train 
  station, bus station, or gas station as the heroes try to leave 
  for Corvallis. These bruisers, operating under Edvard’s psychic 
  orders, only carry clubs or brass knuckles. There are two thugs 
  for each hero.
  Being attacked with melee weapons in a public place, the heroes 
  hopefully resist the urge to escalate to a gunfight. The thugs 
  attempt to retreat if more than half of them are down. The only 
  information any captured foes can give is that “Big Nicky” wants 
  the heroes to stay away from Corvallis.
  INVESTIGATIONS IN CORVALLIS
  The town is abuzz with stories and rumors about a rash of 
  strange robberies. Anyone with a military or police background 
  can find out from the local authorities that the people robbed 
  do not remember how the robbery happened. They black out for 
  
  2
  Hide and Seek
  a short amount of time and the money is gone when they wake 
  up. Making an appropriate Investigation or Streetwise Roll also 
  reveals this information.
  Watching and following Henry is also an option. Henry is not 
  actually being followed by anyone else, since Edvard can bring 
  Nicky’s men running with a phone call. But anyone who spends 
  time with Henry may, once a day, make a Notice Roll (at -4) to 
  realize that sometimes he just seems “different”—eating with his 
  fork in his left hand, or whistling Dvorak instead of Glen Miller. 
  Different. After that successful Notice Roll, a Smarts roll reveals 
  that these “different” times correspond to Henry’s blackouts.
  BIG NICKY HAS HIS OWN PLAN
  Big Nicky Stamos is a tall, dapper man of Greek decent. He was a 
  low-level gangster in Los Angeles before his chance meeting with 
  Edvard. but Nicky knows he is destined for better things and 
  takes any chance to improve his lot. After he observed the effect 
  that Edvard had on people, Stamos assigned himself as Edvard’s 
  protector and criminal mentor. He devised the robbery scheme 
  using Edvard’s talents, and plans to keep the psychic around for 
  more of the same—a lot more, on a much bigger scale. Although 
  neither Nicky nor Edvard have realized it yet, Nicky is somehow 
  immune to Edvard’s psychic abilities.
  TIME TO GO
  After two or three days, or if any of the heroes gets too 
  suspicious, Edvard contacts Big Nicky and arranges his pickup. 
  Edvard picks a time when he can use his powers to incapacitate 
  any hero watching him, but his “kidnappers” leave tire tracks 
  and nosy neighbors behind. With quick action, the adventurers 
  can easily follow Edvard and Stamos back to the small 
  warehouse they use for a base. If the heroes lose Edvard and 
  Big Nicky, a few hours of legwork the next day (Investigation) 
  leads them to a recently rented warehouse where a man fitting 
  Big Nicky’s description is known to hang out. The warehouse is 
  a small 10” (60 feet) square building with a double loading door 
  on one side and regular doors on each of the other sides. It has 
  no windows or skylight openings.
  When the heroes enter, thugs (two per hero) attack them yet 
  again as Big Nicky gloats and Edvard watches passively. Ever 
  more powerful, Edvard projects a non-violent aura: any hero 
  (or thug) who wishes to draw a knife or gun (or other lethal 
  weapon) must make a Spirit roll or choose another action. Any 
  attack made with such a weapon is at -2.
  Big Nicky is immune to this aura but he keeps his gun holstered 
  as long as his side is winning. If things go bad, he tries to escape 
  with Edvard. Failing that, he shoots his way out. If they haven’t 
  pulled their own guns, Edvard could even be convinced to defend 
  his “rescuers” from Big Nicky once the shooting starts.
  FURTHER ADVENTURES
  Once the fight is over, the heroes still need to figure out what’s 
  going on, and find a way to help Henry and Edvard. If Big Nicky 
  got away, they may have to deal with him again. Stamos still 
  wants to rob the Corvallis State Bank, even though the heroes 
  messed that up for now.
  Henry Stevenson
  Use the statistics for Soldier, DAR, p. 82. Replace Edges, 
  Hindrances, and Gear as follows:
  Edges: McGyver
  Hindrances: Outsider (Believed to be a liar and coward)
  Gear: Wrench (club)
  Special Abilities: Henry has 3 wounds as if he were a wild card.
  Edvard Hynek (In the body of Henry Stevenson)
  Attributes: Agility d6, Smarts d8, Spirit d8,  
  Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge (Russian) d6, 
  Knowledge (English) d6, Notice d6, Persuasion d6, 
  Psionics d8, Shooting d4, Stealth d6
  Charisma: 0 Pace: 6 Parry: 4 Toughness: 5
  Edges: Arcane Background (Psionics)
  Hindrances: Blank Stare, Pacifist (Minor)
  Power Points: 10
  Powers: Puppet, Stun, Invisibility
  Special Abilities: Non-violent Aura. any character within 12” 
  of Edvard must make a Spirit roll to draw a gun, knife, or 
  other deadly weapon. Attacks with such weapons are made at 
  -2. This psionic ability is always on while Edvard is in control 
  of Henry’s body and costs no power points.
  Nicholas “Big Nicky” Stamos
  Use the Thug Boss (DAR, p. 83) with the following 
  modifications.
  Special Abilities: Null Psi. Big Nicky’s cherished 
  St. Nicholas medal stays around his neck at all times. (A 
  Notice roll catches him rubbing it unconsciously, or he might 
  kiss it theatrically.) While he wears it, he’s immune to psionics, 
  especially godless atheist Commie psionics. Whether it works 
  for the heroes, or gives them the Holy Roller Hindrance before 
  working for them, is up to the GM.
  Gear: Brass Knuckles, S&W Magnum (.357). 
  Thugs 
  Use the Thug (DAR, p. 83). Replace Gear as follows:
  Gear: Club or Brass Knuckles
  Credits
  Writing & Design: Mitch Williams
  Editing & Development: Kenneth Hite  Interior Art: Mike Vilardi
  Graphic Design & Art Direction: Hal Mangold 
  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.
  Hide and Seek is copyright © 2014 by Atomic Overmind Press. All rights 
  reserved. The Day After Ragnarok is copyright © 2008-2014 by Kenneth 
  Hite. All rights reserved. 
  
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