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  Rite Publishing Presents:  
   
  A Fly in the Ointment  
  A Game Master’s Supplement for The Demolished Ones  
   
  Agent Provocateur (Author): Robert N. Emerson 
  Meddler (Editor): Bill Collins 
  Knave (Illustrations): Brad McDevitt 
  Spoiler (Layout & Publisher): Steven D. Russell 
   
  Dedication:  
  Brian Engard—The mysterious and rich world of The Demolished Ones is so meaty and thick that it could not help but inspire 
  someone. As with any good jazz, I just hope that my addition riffs well off of the source. Thank you for the Dome and The Masters. 
    
  Rob Donoghue and Fred Hicks—Without the various instances of Fate and these two folk, I do not know how comfortable I 
  would have felt pitching this project nor following through on it. Although I have been a gamer since 1980, a fair amount of my 
  recent gaming and freelance work has been influenced by these two men, and I am pleased to be thankful for them. My hat’s off to 
  you both, good sirs. 
    
  Steven D. Russell—My good friend and publisher, who usually has to pester me to write dedications as I often do not want to do 
  one. Surprise, Steve, I did one without being asked. If not for meeting you, I would most likely still be someone who freelanced 
  sporadically with occasional work and even more hermit-like than I am today. Your trust in me, as well as your patience, has always 
  been appreciated, most especially with this work. Thank you. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content:  
  All trademarks, registered trademarks, proper names (characters, monsters, etc.), dialogue, plots, storylines, locations, characters (including proper names), artwork, and  
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Rite Publishing game product are Open Game Content, as defined in 
  the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as  
  Open Game Content may be reproduced in any form without written permission. 
   
  A Fly in the Ointment Copyright © 2015 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved. The Fate System Logo is 
  copyright 2003 Evil Hat Productions, LLC and is used here with permission. 
  
   
  Fly in the Ointment 
  By Robert N. Emerson 
   
  An adventure folio and outline for The Demolished Ones that 
  discusses three framework adventures of the mole and turncoat 
  options in game play. 
   
   
  Introduction 
   
  Welcome to A Fly in the Ointment, an adventure and companion 
  piece to The Demolished Ones (TDO). We will introduce you to 
  Murmuring Gullers, dupes of a Master who are 
  programmed counter to the experiment or mission of their 
  amnesiac group. They are known so because of the mnemonic 
  whispers, or murmurings, within their quilted minds that guide 
  them down deceptive paths for unknown reasons.      
   
  The Demolished Ones introduced us to the Dome and the 
  inhuman forces behind it known as The Masters: an amnesiac 
  noir within a Victorian steampunk dystopia of mysterious 
  creation and methodology. It is within this construct that the 
  stories of A Fly in the Ointment occur. Added to the mix is that 
  one of their own number, an ally of convenience, works against 
  the goals of the group, for weal or woe. 
   
  Each scenario presented is a fly in the ointment, an unexpected 
  occurrence that disrupts the hegemony in the cohesion of a 
  medium. In addition to the three outline scenarios, there are 
  liberal sprinkles of information that can help a Game Master 
  (GM) add to their toolkit, empowering them to craft their own 
  scenarios of betrayal and sabotage. A Fly in the Ointment 
  benefits from not only the instance of Fate as presented in The 
  Demolished Ones by Brian Engard, but it also benefits from the 
  work of Bill Collins within Amnesia. Various aspects, stunts, and 
  other tools from both of these books easily fit into the new 
  scenarios presented within this book. 
   
  With a modicum of fudging—sorry, that pun could not be 
  avoided—it should be easy to use this supplement, and others for 
  TDO, with Fate Core. If you, as a GM, wish to do it. At the core 
  of A Fly in the Ointment is a minimalist feel for the bait and 
  switch common to whodunits and swerve-based mysteries. Yet 
  the swerve is not directly from the Game Master, but instead 
  from the player of a Murmuring Guller. Such a player is an 
  assistant gamemaster whose focus directly connects to their PCs, 
  as opposed to the generalized control of the story which GMs 
  experience through their narratives and NPCs. 
   
  A Fly in the Ointment is about planting a mole or turncoat into 
  a group of player characters. Whether they cause things to go 
  horribly awry, or save people from making a catastrophic 
  mistake, all depends on the story and how it plays out. While it 
  can be a difficult set of circumstances within a game, adding an 
  extra layer of plausible betrayal into a scenario can also make for 
  memorable play. 
   
   
   
   
   
  Skill Changes 
    
  Skills listed correlate to the list in TDO (and please see that 
  manuscript for why skills like Contacts aren’t used): Academics, 
  Alertness, Athletics, Burglary, Deceit, Drive, Empathy, 
  Endurance, Engineering, Fists, Guns, Intimidation, 
  Investigation, Might, Rapport, Resolve, Science, Sleight of 
  Hand, Stealth, Weapons 
   
   
  Fate Core 
   
  has the following differences: 
   
  Contacts is not found in TDO. 
  Engineering is roughly equivalent to specialized Lore 
  Fight = both Fists and Weapons 
  Lore = Academics 
  Notice = Alertness (but Initiative is affected differently) 
  Physique = Might 
  Provoke = Intimidate 
  Shoot = Guns 
  Sleight of Hand is a specialized form of Deceit 
  Will = Resolve 
  Science may be considered a form of Lore 
   
  1 
  
   
  It is arguable that such scenarios are not for every group. It is 
  equally arguable that such tools are excellent additions to any 
  GM toolbox. It adds to the overall understanding of the narrative 
  and the concept of the unreliable narrator. Within that spirit, 
  welcome to A Fly in the Ointment. May it serve you and your 
  players as much as it can and you wish it to. 
   
   
  To Reveal,  
  or Not To Reveal? 
   
  A Fly in the Ointment presents scenarios about direction and 
  misdirection, about what is construed, misconstrued, and 
  manipulated to be one or the other. 
   
  It is also about knowing your players and what sort of license 
  that they offer you, the Game Master, and expect from each other 
  as players. Are your players the type who would be accepting of 
  unknowingly playing in a scenario that would pit one player 
  against the efforts of the others? Would they be willing to accept 
  such a scenario if they were never warned or do they need at least 
  some level of warning? 
   
  Basically, to borrow from the concepts within Christopher 
  Priest’s The Prestige, is the prestige (effect) of the scenario 
  something that they wish to have no knowledge of before the 
  presentation or during the setup, or should there be some level 
  of warning within the setup? It is always plausible that there 
  would be a reveal, or at least an inclination, during the 
  presentation, for that is the living body of the session and 
  anything is possible there. 
   
  Now this is definitely something that you should give serious 
  thought toward. It can affect the thematics of the campaign and, 
  to a degree, neuter some of the impact of the drama and 
  suspense. Additionally, if you mis-estimate your players it could 
  cause hurt feelings or a blase feeling toward the game. 
   
  If we look at the options objectively, there are merits and flaws 
  to each: 
   
  Lack of Pre-Game Reveal 
  Pros 
  ● 
  Suspense 
  ● 
  Twists 
  ● 
  Unexpectedness 
   
   
   
   
   
  Cons 
  ● 
  Potential Loss of Trust 
  ● 
  Potential Disruption of Player Harmony 
  ● 
  Plausibility of Derailment 
   
   
  Some Pre-Game Reveal 
  Pros 
  ● 
  Maintain Trust 
  ● 
  Controlled Player Disharmony 
  ● 
  Firming of Player Buy-In 
   
   
   
  The Prestige 
   
  The Prestige is a turn of phrase popularized by The Prestige as 
  the end cap to the following triumvirate: 
   
  The Pledge: This is the setup, the promise of what is to come, or 
  what is to be made special. 
   
  The Turn: Here is the actual performance or presentation, that 
  act of turning the pledge into something real, or seemingly real. 
   
  The Prestige: Lastly comes the payoff for a well thought out 
  idea or performance, where the well-crafted piece receives 
  adulation or the less-than-well-crafted needs further 
  explanation. 
   
  In summary, the Prestige is the third Act of something, be it a 
  magic trick or an exceptional piece of three act movie, stage 
  play, or television work. (As two of the scenarios presented here 
  are short, and follow a two Act structure, think of the payoff as 
  coming in shorter scenes, or in the second act immediately after 
  the turn.) 
   
   
   
   
  Cons 
  ● 
  Plausible Transfer of Otherness on saboteur 
  Player (once revealed) 
  ● 
  Erosion of Suspense 
  ● 
  Telegraphing of Twist 
   
  There are ways to gain player buy-in to subterfuge and treachery 
  within A Fly in the Ointment by way of your opening narrative 
  or pitch to them. 
   
   
   
   
  A Companion 
   
  A Fly in the Ointment is a riff off of The Demolished Ones, as 
  such this supplement uses the instance of Fate and the Dome 
  setting as presented within same said piece. 
   
  It is our intention for A Fly in the Ointment to be used as a 
  companion to The Demolished Ones, as you desire, whether 
  consecutively, concurrently, or as a wholly independent source 
  of stories within the Dome’s world and/or the machinations of 
  the Masters. 
   
  A Fly in the Ointment plays off of the concepts, system, and 
  tropes presented by The Demolished Ones, it adds to its parental 
  project yet it also needs its parent to play. 
   
   
  2 
  
   
  For Example: 
  “A Fly in the Ointment is a scenario where your world turns 
  upside down, memories go or get replaced, who you were is not 
  who you are, and what you plan to do might not be what you 
  expect. Is you mission truly your mission? Is theirs? What 
  follows might not be what you deserve, nor need, but it is 
  definitely what you are going to get…” 
   
  With such a preliminary narrative caveat, you not only set the 
  forthcoming elements of the campaign, but you seek passive 
  license from the players. Players will either ask for further 
  definitions or, if you have earnestly engaged them, they will 
  accept your offering and move forward. Experienced players will 
  read between the lines, while neophytes will reflect upon that 
  narrative during the presentation (if there is a reveal) or at the 
  prestige. 
   
  That said, there is one player who will know before the others. 
  There is one player who must know before the others, or at least 
  be more suspecting from the start. They can be known by many 
  monikers, but for our purposes they are Murmuring Gullers, and 
  their role is quite challenging, indeed.  
   
  As with the prior concerns about thematic suspense and player 
  license, the player selected (be it by randomness or GM choice) 
  may have the plot revealed to him throughout play or from the 
  beginning. However, augmenting the shared concern is that the 
  treacherous character’s player is an antagonist to their fellow 
  players. Regardless of when that is revealed, it is an extra stress 
  for that player. They have to work their sublime sabotage while 
  keeping their fellows in as much of the dark as possible. It is a 
  best practice for this player to think of themselves as an aide to 
  the GM. They help augment the story. Their role is not fully 
  antagonistic to the other players. This practice helps avoid a full 
  immersion in the ‘versus’ mentality that can often come with 
  such player. It is not about winning for the player of a 
  Murmuring Guller, but about how much they add to the story 
  suspense and its winding arc. 
   
  In many ways, the Murmuring Guller’s player is a scenario 
  specific GM, with their shared responsibility growing as you 
  reveal the machinations of their saboteur nature to them and 
  they shoulder some responsibility to aid the forward momentum 
  of the plot. With this in consideration, the GM should either pick 
  a partner in ‘crime’ who would enjoy the opportunity or one who 
  could be a dependable improviser. If your group has many of 
  those, then perhaps risking the GM-Player license on 
  randomness would be a good move. 
   
  At the end of the day, A Fly in the Ointment offers the 
  opportunity to share a narrative about creativity, hidden 
  agendas, subterfuge, and treachery in a tale best augmented by 
  knowing your players and their level of GM trust.  
   
   
  Secrets, Secrets, Who 
  Has The Secrets… 
   
  Running a game is about the control and management of 
  information. The way in which we reveal this information can  
   
   
  The Dome by 
  gaslight 
   
  As with any roleplaying game, it is a best practice to know your 
  players, their experiences, and preferences to what sort of 
  elements they wish to explore through the course of play. Our 
  work behind the screen, so to speak, is to adjust play when we 
  know that a player does not like extreme gore and violence, 
  erosion of personal power or efficacy, and other such elements. 
   
  Gaslighting, as both element of fiction and one of real world 
  psychology, is no exception. 
  Outside of the game, gaslighting is a common practice within 
  domestic violence and psychological torture. Be wary and 
  watchful of how its usage with your players, just as you would 
  about the level of description applied to other potentially 
  sensitive subjects of your players. In the best possible world, 
  such consideration would not be a concern, yet as we do not live 
  in the best possible world, take it into consideration for your 
  players. 
   
   
  build a foreboding atmosphere to a scene or a surprise twist that 
  leaves players stunned as they scramble their PCs to action. We 
  can share this information in many ways and fashions, be it 
  spoken through dialog or narrative, location specific maps or 
  through artwork, or handouts and notes. This fact is the same, 
  regardless of whether you put a fox in the hen house or not; it is 
  just the methodology that becomes more key. 
   
  Regardless of how you deliver messages to your players, do it 
  consistently and with misdirection, so as to protect the PC 
  working against the rest of the group. 
   
  Gaslighting is a concept that lends itself well to both The 
  Demolished Ones and A Fly in the Ointment. The manipulation 
  of one’s perceptions and memory, so as to lend itself toward 
  doubt of one’s own sanity, is a theme common to psychological 
  horror and thrillers. How sure can the PCs be about anything 
  when they are not even fully capable of being sure about their 
  memories and their perceptions? 
   
  The Masters by their very nature are practitioners of uncanny 
  ability and inhuman planning, whether it’s by placing PCs in 
  bizarre situations and events or by the denial of what happened 
  before due to adjusted memories. Using the scenario’s 
  Murmuring Guller to gaslight another PC can be an interesting 
  usage of the mechanism, although not without its danger.  
   
  Introduced as a term by the stage play Gas Light, gaslighting was 
  then popularized and conjoined by two films in the 1940s (the 
  British’s Gaslight in 1940 followed by the American’s Gaslight 
  in 1944). Thanks to those well-crafted works, gaslighting found 
  3 
  
   
  its way into various fictional works and non-fictional 
  psychological study. 
  Gaslighting can be a useful tool against the PCs, wherein you can 
  simply tell them that what they thought happened was not what 
  actually occurred. A truth is now a falsehood, a perception is now 
  a delusion, a fact is now a belief, and so forth.  
   
  Thankfully, The Demolished Ones built this into the world of the 
  Dome. It is an expectation which the players have already bought 
  into — amnesia and the recovered memory. Each player expects 
  to receive notes during a scene in which they get clues into their 
  past that trigger further character creation, adjustments, new 
  Aspects, and other key moments (see The Demolished Ones, 
  Anatomy of a Character). 
   
  With expectation comes opportunity; it is just a matter of 
  selection of a method, or methods of delivering this opportune 
  information and being consistent with it. 
   
  Delivery methods include, but are not limited to the following: 
   
  ● 
  Physical notes (hand-written or typed) 
  ● 
  Verbally (such as out of room conversations) 
  ● 
  Text messaging (be it cell phone, laptop, or tablet) 
  ● 
  Email in advance of a session 
   
  Whatever the means of delivery, keep it as organic as possible so 
  that an astute player does not pick up on a ‘guller’ being in the 
  flock too soon. Although you should expect that such a discovery 
  will happen, it makes for a better experience if it happens 
  through game-play. 
   
  Each scenario has reveals for the PCs, recovered or re-
  experienced memories that guide them along their development 
  at key points during the Acts. Your best excuse for “feeding the 
  murmuring gullers” is while you feed the PCs their prior lives, 
  and you can do it right out in the open. Whichever delivery 
  method you select, be consistent with it and concise. The 
  moment that you make a reveal to a Guller, add covering 
  revelations. Shift around from act to act, scene to scene. 
  Sometimes you pass information to the Guller first, before 
  switching the focus to another player while the Guller takes in 
  their new information. Other times you do it in the middle or 
  after other players receive their information. Such shifting focus 
  should help the Guller maintain their cover for as long as 
  possible.  
   
   
  Structure 
   
  As per The Demolished Ones, the first framework scenario 
  follows the three Act model. The second are more about 
  brief/short stories/narratives so they have two Acts. Within each 
  you will find problems, goals, and key scenes. As is common with 
  shared-narrative games, each was painted with broad brush 
  strokes to offer opportunities for information to be gained, 
  events to occur, and for the story to move forward. It is up to the 
  person running the game to see what are problems and key 
  scenes for the PCs, as these can often change with the 
  fluctuations that come with game play. 
   
   
  Shared-narrative games are a rewarding balancing act, as the 
  scenarios are quite player driven. This needs to be encouraged 
  without pressuring. Push, without shoving; offer, without 
  leading.  
   
  While it is possible to think of these parts as a formula (e.g. A + 
  B = C), they are not as thematically rigid. Instead, it is looser, 
  more like pinball or jazz. E.g. you wake up somewhere strange 
  without a clue to what’s going on (problem), so you look around 
  at your surroundings and notice strange folk and items 
  throughout the room. You need to find out what’s going on (goal) 
  and what to do next (goal), hopefully before something bad 
  happens (problem). Just as you get a handle on the trouble that 
  you and the other people are in, and how deep that trouble is, 
  someone kicks in the door and all hell breaks loose (key scene). 
  Now what? (Moving to the next Act.) 
   
  Within each Act you will find the problems, goals, and key scenes 
  for a scenario. Each of these parts of the story must occur, at 
  various points, in order for the story to move forward. Problems 
  and goals are the fuel that the characters provide in order to 
  move the Acts down the road or timeline. 
   
  Like the balls in a Pachinko machine, these elements can be in 
  play individually or all at once, depending on the actions of the 
  players and your actions/reactions as the GM. For weal or woe, 
  each action or reaction has further chains of action and reaction, 
  whether it is in a key scene for this Act or a later Act. It is all 
  cumulative, adding to the overall story possibilities as players 
  take advantage of an offered problem or goal, or miss out on 
  them. 
   
  4 
  
   
  One of the rewards as a GM is finding a probability chain that 
  allows for the players to trigger their problems, goals, or key 
  scenes. Experienced or neophyte GMs should take time in early 
  Acts to feel out this process. Let the players get more comfortable 
  with it, as it can help set the tone for a scenario. Whether it is a 
  manic thrill-ride stumbling down a steep hill into the river of 
  adventure or a slow arduous climb of suspension until you crest 
  the penultimate ridge into the final trek into the story’s climax, 
  finding the tempo of the interplay between problems, goals, and 
  key scenes is as important as it is reward. 
   
   
  Changes from  
  The Demolished Ones 
   
  First, this is a toolbox of ideas and adventures openings left 
  purposely open and incomplete. The Demolished Ones gave a 
  rich, extended design to explore the Dome and the player 
  character’s real backgrounds under the overlay of the false. 
  These scenarios play out differently, with an action base to them 
  for a different form of intense play. Aliens action horror instead 
  of the suspense horror of Alien.  
   
  Second, where The Demolished Ones provides detail for a long 
  campaign, A Fly In the Ointment provides the seeds for short 
  and medium length games. In particular, the second two 
  Scenarios adapt well to convention play or online and Hangout 
  games. 
   
  This leaves more work for the GM. If you have played once 
  through The Demolished Ones, you may want to return to the 
  setting with your players via one of these. Consider reading 
  through Chapter Two: Anatomy of a Character and making notes 
  about how you would adapt it for these scenarios. Perhaps have 
  the players begin with one or two Skills pre-chosen (or all of 
  them for a convention game). During Act Two for Scenario Two 
  and Three, choose the skills, aspects and stunts early so when the 
  PCs get to the Finale they are fully fleshed out. For a single 
  session game, consider limiting or omitting True Aspects 
  entirely, unless your players have some familiarity with this 
  already. 
   
   
  The Plan is the First 
  Victim… 
   
  …of any encounter. 
   
  It’s often the first thing a neonate Game Master notices, or a 
  flashback triggers for an experienced GM. As a GM you’ve 
  provided your players with plenty of doors and windows 
  through which to look and travel, yet they suddenly ask you 
  about the sturdiness of the floors or ceilings or even something 
  from the narrative that you described with a flourish yet was a 
  throwaway thought. 
   
   
   
  Handouts 
  Handouts are useful, however whether or not a given handout 
  is useful can largely be dependent on knowing your players and 
  your license with them. 
  Unlike a simple adventure piece, A Fly in the Ointment is both 
  an outline of adventures for you to run for your players and a 
  toolbox for you as a GM. Thus, handouts are left to you, the 
  GM, and your discretion. 
   
  Mind Seeds 
  Remember, each PC is under the influence or a previously 
  implanted mind seed that has manipulated their memories and 
  motivations for these scenarios. The murmuring gullers, 
  especially, have had triggers set inside their minds by one, or 
  more, Masters depending on the scenario. 
   
   
  It is inevitable, it is highly probable, and it is surmountable since 
  it is an opportunity to roll with your role. 
   
  It is easy to rebuke a player when they offer you an unexpected 
  thought; one might say that it is an example of the paternal 
  aspect of the GM’s role. But, if you accept that the plan is often 
  the first thing that the players revolt against then you can focus 
  on improvising your way past their tangent. It is an opportunity, 
  not an obstacle.  
   
  When a player offers an unexpected twist, a GM has a chance to 
  reward the player, or players, by working it into the framework 
  of the story. A door becomes a trapdoor in the floor, a window 
  becomes a hatch in the ceiling. A needed right turn because a 
  necessary left turn. For a Fate Point, with the right aspect a 
  player can make a declaration. 
   
  Bruce Lee talks about a segment of the Tao Te Ching and its 
  commentary about the power of adaptability and flexibility: “Be 
  like water…”. As is often the case when looking at the works of 
  Laozi, the concepts are not bound to one expression of the 
  human condition and translate well to running a roleplaying 
  game scenario. Within Fate this is regular shown by the 
  ‘Yes/Roll/Compel’ paradigm. 
   
  When something unexpected comes at you it is easy to block it If 
  you redirect it, instead, then you use its momentum to keep the 
  story going. A simple misdirect or redirect allows you to 
  capitalize upon, or even improve the license that players grant a 
  GM, as well as each other, when they participate in a roleplaying 
  scenario. It adds to the greater story, instead of removing 
  something from it. 
   
  Even if the fork in the path doesn’t lead to the next key scene, or 
  resolution to a problem or goal, it can still be leveraged to get the 
  players into a more investigative state of mind, to pique their 
  inquisitiveness. Sure, it might be a collaborative wild goose 
  5 
  
   
  chase. It is also an opportunity to offer up more clues toward the 
  key aspects of a story, of a PC’s nature, toward the subjective 
  truth of a story, or any other story element that a GM might need 
  an opportunity to guide. 
   
  In the end, if a GM observes what is going on, adapts to what is 
  before them, and improvises a way to weave a better story, then 
  that is an overall positive thing. 
   
   
  Scenario One 
   
  Synopsis 
   
  Startled awake by the acrid scent of interacting chemicals, the 
  PCs find themselves within the control room of a water reservoir 
  that feeds one of the major waterworks for the Dome. Scattered 
  around them are various KITS and NOTEBOOKS - over time, 
  and with the trigger of memories, it will become obvious that 
  these belong to the PCs — that contain information about the 
  waterworks, its equipment, access points, and places to interact 
  with its pressurized systems. Additionally, there are various 
  notes about water soluble poisons, ranging from the classic 
  arsenic oxide to the more recent thallium sulfate. 
   
  It becomes evident to the PCs that they have poisoned the water 
  supply. Deadly concoctions are soon to flow their way to 
  unsuspecting people (aka residents of the Dome). (To the 
  player’s perspective, the city that they are in.) Notes on top of the 
  pile mark that several poison packets strewn throughout the 
  local waterworks will release their deadly cargo. The nearest 
  packet will dissolve into the water supply within the next half an 
  hour. At least if the time piece found amongst the scattered 
  baggage is to be believed. 
   
  The PCs did not poison the water supply. Instead they are 
  victims of two of the Masters number — an oily shadow known 
  as Dr. Black and the shrouded Ma Puess. Initiated by Dr. Black, 
  the poisonous plot is an observational experiment on the nature 
  of human empathy and whether the lack of memorable malice 
  effects the human commitment toward harmful action. Ma 
  Puess, however, seeks to use Dr. Black’s experiment as a cover to 
  corrupt sections of the waterworks for her own infectious 
  experiments.  
   
  With forethought and purpose, Ma Puess arranged to insert a 
  Murmuring Guller into the good doctor’s research sample. The 
  Guller’s purpose is to make sure two of the seven packets erupt 
  into the waterways to poison a segment of the Dome’s populace. 
  The number must be two in seven exactly, not one more nor one 
  less. That ratio would release enough poison into the system to 
  kill at-risk populations, such as infants and the elderly and the 
  sickened, without leading to an overkill that could ruin the 
  experiments of others. While many bodies will be found, initially 
  not enough will be found to allow for a pestilence study. 
   
  As recovered memories trigger, the PCs find themselves on a 
  race against time to neutralize the doses of poison within the 
  waterworks. For some it may be the lack of motivation to kill 
  people, for others it could be that innocent life should be 
  protected, and for some it might be the lack of reward for such a  
   
  A guller’s Ratio 
  The Murmuring Guller’s instructions about the ratio are so 
  specific that if it seems like the ratio will end up too high then 
  the saboteur must start to aid the PCs efforts. However, simply 
  because a packet was removed from the system does not mean 
  that the Guller can no longer make use of it. An intact packet 
  can be deposited into the waters at a later date and spot. It will 
  take some guile or stealth, as well as knowledgeable placement. 
  A Good success at redepositing a packet counts for half a ratio—
  0.5 out of the 2.0 of 7.0 needed to poison the water supply—
  while a Great success or higher would count for a full ratio. 
  Which skill applies is best left up to the GM, the Guller’s PC and 
  the scene. 
   
   
  high risk. But, for the Guller in the mix, it is about finding the 
  key packets to ensure some modicum of poison disperses within 
  the waters and find its way out into the Dome. 
   
  In addition to the race against time for all the PCs, there is also 
  risk from working denizens of the waterworks. From the 
  discovered notebooks, the PCs gain a fairly accurate and 
  intimate knowledge of the waxing and waning of the local 
  workforce. Whether this is from one of their own number being 
  a worker here or knowing one or more workers is open to 
  discovery. At any moment any of the twenty or so workers could 
  find themselves in the path of the wandering group’s 
  machinations. [See Appendix A: Minions for statistics.] 
   
  Over the course of the next eleven hours the PCs have to navigate 
  an underground labyrinth of twisted pipe works, sealed cisterns, 
  unexpected interruptions, and a traitor in their midsts. All of this 
  before lethal concoctions find their way to corrupt the local 
  waterworks into a deadly brew. Rushing carefully along, hurried 
  stealth, and sheer luck are likely to be their greatest allies and 
  worse enemies. 
   
   
  Key Characters 
   
  In addition to Dr. Black and Ma Puess, found at the end of this 
  scenario, the various workers within the waterworks themselves 
  are key players. The aspects and abilities of the workers should 
  be ad hoc and depended on the needs of the GM, as they are 
  encountered. The worker could be a supervisor who does not 
  recognize the PCs, a roaming boss watchful for workers shirking 
  their duties, or even someone who realizes that the PCs are up to 
  no good or something less-than-good. 
   
  Their movements, sounds of their work, and constant chance of 
  discovery by them are key to the ambiance of this scenario. 
  Whether they stumble upon the PCs due to their own volition, or 
  through the machinations of the hidden Masters is entirely up to 
  how the story plays out and what the GM wishes. 
   
   
  6 
  
   
  Act One - Hard Pill to 
  Swallow 
   
  Here in the first act the PCs awaken to their new reality, become 
  aware of their situation, and will carve the beachhead of their 
  story. It is where they know the least, need to learn the most, and 
  set the players set the tone for their characters: heroes or villains. 
  Will they be courageous or craven?  
   
  Remember, although the following is in a plausible order it 
  doesn’t mean that it is the only order, or even the best order. It 
  is important that the players learn the information, important 
  that key scenes occur, as it is the fuel for the story and their 
  experience within. 
   
  It is here that the rickety mine cart is set upon the tracks, given 
  a push, and hopefully gains enough momentum to make it 
  through the dilapidated mine full of calamity and hazards. 
  Which of Dr. Black’s theorems shall hold true? Will Ma Puess’s 
  fine line be walked, or shall it snap out of control for better or 
  worse? It is here where the Guller first moves to manipulate the 
  group. Are they effective? How long can they go undiscovered 
  before happenstance pushes the PCs toward action? 
   
   
  Key Scene—The Setup 
   
  Sprawled about an underground workshop, the PCs awaken in a 
  dank room, softly illuminated and with damp air. Dream or 
  memory, sporadic insight and sensory information stutters the 
  PCs into consciousness.  
   
  Prior to the game you may wish to prepare handouts, and/or 
  work through how you’re going to share key information with 
  players as the GM. Pass on the following bits and bops to the 
  players: 
   
  1: Passages in a manuscript flash before your mind; the pages are 
  filled with knowledge about water-soluble poisons. 
  2: I just wanted the bullies to leave me alone…not die. 
  3: Hot fire lances through your left arm, yet when you look at it 
  you see an old scar running upward from your pinky to your 
  elbow. 
  4: Acrid odors fill your nose, quickly turning to the sickening 
  smell of burnt hair. 
  5: Intermittent thoughts of cascading doubt, of being able to stop 
  this instead of letting it happen. Dissolved fear kept you from 
  acting before. 
  6: Pitched voices, not angry nor said, just steady talk about 
  making everyone pay, young, old, and all in-between. 
   
  The Murmuring Guller: A feminine voice, soft yet scratched with 
  command: “Five in Seven must be stopped, free to fizzle or be 
  popped. Two in seven must be free, ignore the rest listen to me.” 
  [The GM should consider taking the Guller aside post-session to 
  explain at this point.”You have to make sure that at least two of 
  the seven water conduits gets poisoned. Without them 
  noticing.”] 
   
  Not-So-Random 
  Encounters 
  If you, as the GM, ever feel that there is a lull in the 
  development of the story, one that needs a shot of adrenaline to 
  push it forward, then a handy compel that attracts the attention 
  of one of this wandering workers should be the go to “kick” to 
  the door of plot development. Anywhere within the waterworks 
  is an equally likely place to run into a worker, or workers. 
  Think of them as not-so-random encounters. 
  To up the tension and plausible worry of the scenario, you can 
  always point out to the players that some of the pipes sound as 
  if the “water” inside of them changes directions, as well as 
  speed of flow. Time this to go with the proximity of the PCs and 
  what their conversations are about. Whether this is a truth or a 
  falsehood depends wholly on where you would like the scenario 
  to go, and how it impacts the story. 
   
  Imagine the potential consequences of placement of a poison 
  package in the wrong spot or pipe, with the sudden revelation 
  of an inhuman nature to the Masters and Ma Puess’s plan 
  falling apart so observably. 
   
   
  Stagger the PCs into their awakened state, either through 
  randomization or through your own scripted reasons, thus 
  allowing them each a handful of moments to investigate things 
  in their own way. Without prior knowledge of who they are, or 
  why they are here, it is an excellent time to grant the players 
  opportunity to start initial discovery of who their characters are 
  and how they now think. Skill challenges, role-playing, and other 
  aspects are an excellent engine for this discovery. 
   
   
  The Workshop 
   
  If the workbenches, tool chests, fixtures, and the dank smell of 
  grease-tainted water, or water-tainted grease are any indication 
  - this room is a workshop. The lack of natural sunlight, replaced 
  by flicking lamplight, hints: either the room is deep within a 
  building or underground. The floor is a worked stone or tile, 
  while the ceiling appears to be a maze of pipework running here, 
  there, and anywhere. The sound of rushing liquid, of various 
  pressures, speeds, and consistencies comes from the plethora of 
  pipes. 
   
  There are two heavy doors of plated metal: each is set in two 
  adjacent walls. One wall is short and the other is long. The other 
  two walls of this seemingly rectangular workshop appear to be 
  without an exit portal.  
   
  The workshop entrances are 50 feet long, by 20 feet wide, and 
  easily 15 feet tall. Each of the PCs is scattered about the room, 
  7 
  
   
  away from the doors, in various states of consciousness. Each 
  has some form of container near them, be it a satchel, a field bag, 
  a backpack, or a carpetbag. Within each bag are the tools of 
  saboteurs, burglars, and other ne'er-do-wells. There is a 
  lingering familiarity to each PC: the bag nearest to them rings 
  true, as if it is their own personal kit. 
   
   
  What’s Here? 
   
  Each of the PCs has a feeling of YOU DO NOT BELONG HERE 
  as they look at the seven workbenches and ten metal stools that 
  are scattered about the room. Although the floor is well tiled, 
  possessing drains every six feet or so, it seems to be QUITE 
  SLIPPERY when walked upon. It’s as if the PCs lack the proper 
  footwear. In one corner of the room, where a long wall with a 
  door meets the short wall without a door, is a bank of lockers set 
  against the shorter wall. These lockers are LOCKED TIGHT and 
  require modest effort to open (either Might of a Fair (+2) 
  difficulty or a Burglary of Average (+1) difficulty). These aspects 
  follow the PCs throughout the waterworks. 
   
  As each of the PCs awaken and notice each other, their gear, and 
  their surrounds, feel free to test them as they inspect themselves 
  and their personal bags. An Investigation success (difficulty of 
  Modest (+1)) if they’re dumping their bags or an Alertness 
  difficulty of Fair (+2) to notice that the bags have an odd heft to 
  them because of tools or secret pouches. 
   
  If they inspect their bags, the PCs find the remnants of various 
  items used in the poisoner’s craft, or some other form of 
  saboteur. The Murmuring Guller’s bag has a map with seven 
  locations throughout what must be the waterworks that they and 
  the other PCs are within.  
   
   
  Act Two - Flush or 
  Flushed 
   
   
  Key Scene - Discovery 
  or lack thereof 
   
  If the Murmuring Guller did their part, then the PCs are all in 
  pursuit of stopping the poison, whether for selfish or selfless 
  reasons. The second act should be the heftiest, as much of the 
  action and anticipation are built up and experienced in the 
  scenes of this act. It should be a discordant carousel, with 
  unexpected ups and downs that challenge the PCs and ramp up 
  their wariness.   
   
  As the PCs make their way from station to station, there are 
  plenty of opportunities for them to be discovered and deal with 
  waterworks laborers. Whether it is by disclosure, guile, violence, 
  or some other means, this is the actions act where the  
   
   
  Problem 
  If the players start to hammer their way into each of the 
  lockers, it could attract the attention of laborer or a group of 
  laborers.  
  This might be an excellent kick-in-the-door motivator, if the 
  GM uses the YOU DO NOT BELONG HERE aspect and makes a 
  Fair (+2) difficulty on an Alertness challenge.   
  It could also be an object lesson, both by using the compel and 
  making the players nervous, without having anyone actually 
  hear the players in the workshop. As always, it is up to the GM’s 
  discretion and the story’s need. 
   
  Suicide Pact  
  As an extra motivation toward undoing the mayhem, one of the 
  other PCs, at random or at the GM’s wish, might find evidence 
  that the PCs may have been poisoned themselves, either 
  accidentally or as some form of pact. 
  However, it is best to use this option with care, as it could feel 
  like a “ring through the nose” motivator. Although, if you gifted 
  the guller with WHAT’S THIS then they could find the 
  information about a possible suicide pact attached to the 
  poisoning. 
   
   
  momentum from the first should carry things on through to the 
  last. 
   
  Additionally, this is also the act of mechanical risks, dangers in 
  the design of a working water works, and quizzical pondering 
  that might have the PCs question how various poison packets 
  were placed in the first place. It is also where some of the 
  encounters should be tailored to allow the Guller opportunity to 
  perform mayhem and mischief. If the PCs succeed easily against 
  external threats like the laborers, consider making them 
  stronger by upgrading their quality or numbers. The 
  environment itself can also contribute. 
   
  Environment Ideas: DEEP DARK TUNNELS, DRIPPING & 
  SLIMY or CONSTANTLY WET, SUDDEN FLOODS 
   
   
  8 
  
   
   
  Act Three - Out in the 
  Rinse 
   
  Key Scene - The 
  Outcome 
   
  Act Three is the end game, where the PCs actions that fall along 
  the gradient of positive or negative outcomes shall be 
  determined and witnessed here.  
   
  How effective was the Murmuring Guller at subverting the 
  actions of the other PCs? Are all of the Dome’s inhabitants safe 
  from poisoning or are the most at risk slain? 
   
  Were Ma Puess’s actions covert enough to skirt Dr. Black’s gaze 
  or will the Guller pay the price? 
   
  It is here where the PCs actions all come to a head. It is also here 
  that the other PCs learn of the Murmuring Guller’s betrayal. It is 
  a place where you’ll know, as a GM, if you served up the story 
  well enough that your players will accept your twists or rebel. 
   
   
  Dr. Black 
   
  Empirical evidence and observable science are key to the Master 
  known as Dr. Black, a cold detached practitioner studying the 
  human subject and its actions. Nature versus nurture are a key 
  focus to this formless ebony being, thus his experiments at 
  memory manipulation and removal. Dr. Black feels that the lack 
  of self-reference is key to showing the nature of a human, as it is 
  the utter removal of confirmation bias and observer bias. 
   
  Dr. Black is an obvious proponent of great reward coming from 
  great risk, in that most of his experiments involve tests that could 
  end up with dire outcomes should the negative potential 
  behavior of his subjects win out over the positive. Whether it is 
  poisoners in the water plant, the impact of ritual or serial murder 
  upon community morale, or infant mortality fluctuations 
  correlation to increases/decrease in conception rates, Dr. Black 
  is quite open to testing both the darker and lighter impulse of the 
  human mechanism. 
   
  However, Dr. Black is of a neutral opinion, with respect to what 
  expectations he has from the human subjects within the Dome. 
  The good doctor has no negative or positive opinion of the 
  species, and simply desires to enact the most empirical studies 
  possible with as little observer bias or other potential testing 
  errors upon them. As feasible, Dr. Black would prefer to do mass 
  biological resets to the Dome or use multiple Domes in his 
  experiments. Whether or not this has been done before, or could 
  be done soon, is entirely speculative and most likely a common 
  discussion point amongst the Masters. 
   
   
   
  At the end of the day, Dr. Black is a calculating scientist whose 
  ethics are as dark as his shadowy form, a form that is equally 
  flexible if rumors are to be believed. 
   
  Aspects 
  My Maze Matters, Bait and Switch, Deductive Forethought, 
  Oddly Flexible 
   
  Skills 
  Superb (+5) Academics, Engineering, Science 
  Great (+4) Alertness, Deceit, Investigation, Resolve, Stealth 
  Average (+1) All others 
   
  Special Abilities 
   
  ● 
  Inhuman Toughness: Dr. Black has six health stress boxes 
  instead of four. He can take an additional physical 
  consequence. 
  ● 
  Mind Control: Dr. Black can use a Deceit maneuver to place 
  a “Mind Seed” aspect on a character. He can compel this 
  aspect to force the target to take any action he wants them 
  to. The aspect goes away when the character succeeds at a 
  Resolve roll at Good (+3) as an action, or at the end of the 
  scene. 
  ● 
  Inhuman Elasticity: He possesses absolute control over the 
  elasticity of his physical being. Once per scene, Dr. Black 
  can elongate his form into shapes that could easily travel 
  through the smallest of hydrological piping and under even 
  the slimmest of portal base plates. For a fate point, he may 
  use this ability a second time in a scene. 
   
  Fate points: 5 
  9 
  
   
  Ma Puess 
   
  Ma Puess is one of the more indifferent of the Masters. She sees 
  the humans of the Dome as more material components than 
  sentient beings. Humans are delivery systems, statistics, 
  incubation machines, self-propagating components in a grand 
  experiment of entropy versus order. 
   
  Basically, Ma Puess has utter objectification of the human 
  species, and looks at them in the same manner in which she casts 
  her gaze upon a beaker of solution or the burner below it. If one 
  breaks during an experiment, or in breaking destroys other 
  materials, then that is simply more data to be collected and 
  examined for useful theorems and other implications. 
   
  Indifference is not neutrality, however, so Ma Puess would be 
  more accurately labeled as being inconsiderate toward the 
  human species. She seems them as another organic with which 
  to experiment and subject to her studies and theoretical tests. 
  Unlike Dr. Black, Ma Puess is not as hesitant to allow her 
  experiments to grow outside of their limitations and confines. 
  She is just secretive about her work and prefers covert studies 
  instead of overt ones. Her matronly ways often piggyback upon 
  the studies of others, looking to run concurrent studies within 
  the works of the other Masters, such as within Dr. Black’s poison 
  experiment. Perhaps she might test out the effects of mercury on 
  the mental health of subjects within a hospital environment, or 
  chemical reactions within increased environments rich in 
  carbon monoxide? 
   
  Whatever the reason may be, if it is possible to twist the work of 
  another for her own purposes, Ma Puess shall find a way and an 
  opportunity.  
   
  Aspects 
  Beyond Indifferent, Let’s Tweak a Few Things Here, Means to 
  an End, …is Simply a Tool, Only Fools do no Harm 
   
  Skills 
  Superb (+5) Deceit, Rapport, Science 
  Great (+4) Academics, Alertness, Investigation, Resolve 
  Average (+1) All others 
   
  Special Abilities 
   
  ● 
  Inhuman Toughness: Ma Puess has six health stress boxes 
  instead of four. She can take an additional physical 
  consequence. 
  Mind Control: Ma Puess can use a Deceit maneuver to place 
  a “Mind Seed” aspect on a character. She can compel this 
  aspect to force the target to take any action she wants them 
  to. The aspect goes away when the character succeeds at a 
  Resolve roll at Good (+3) as an action, or at the end of the 
  scene. 
   
  Fate points: 5 
   
   
   
   
  Misplaced Spectacle: 
  The Alternate 
  Mastermind of 
  Vah Le Ma 
   
  If one were to ponder the Masters, they would come to the 
  uncomfortable realization that they are as the heavens and the 
  sky. A part of the firmament of reality, they are an ‘always have 
  been’ not a ‘then they became.’ All save for one. 
   The Master known as The Vah Le Ma is most unusual, a being 
  that showed that there was a power inherent in repetition. A 
  crucible that showed that limitless testing could produce 
  unexpected results, proof that the plausible could come to be in 
  spite of the improbability of it. 
   
  By agreement blame was left claimed or lain, it was simply 
  understood that there was a limit to the number of times a 
  subject could be used in the experiments. Within the mind of 
  mankind vigor could be found, strength equally to its inability 
  to understand what lies beyond mortal ken. 
   
  With repetition lines of power could be drawn. With laden 
  experience lines could be woven. Within the weave a path to the 
  firmament existed, and for a price it could be claimed. 
   
  Childhood friends and a faithful animal companion seemed so 
  steep, yet so readily paid if justice was to be gained. 
   
   
   
   
   
  Scenario Two 
   
  Synopsis 
   
  It is less than a quarter of an hour before the bank - in which the 
  PCs awaken - opens. One of their number— Laurel a person with 
  larger than average ears and buck teeth—tells the other PCs that 
  they have just locked the bank employees within an airtight 
  VAULT. A vault that is large, with approximately an hour’s worth 
  of breathable air for those locked within, maybe less. 
  Additionally, there are two hired guards laying dead in the grand 
  lobby, which were supposedly slain by some of the PCs. They 
  leave unsaid but obvious that they are bank robbers. 
   
  The Bank in question, Bloch, Derleth, & Howard Loan Services, 
  is known to service landlords, moneylenders, and those who 
  work with commodities and other venues that need immediate 
  cash stores at the start of each day. Said cash stores are currently 
  spread out between several CARPET BAGS found among the 
  various pieces of equipment, including ARMAMENTS, that 
  seem to belong to the PCs. The weapons are a mix of EDGED 
  10 
  
   
  BLADES (knives and swords) and several REVOLVERS, as well 
  as a modicum of the EXPLOSIVE compound trinitrotoluene 
  (commonly known as TNT) in stick form. 
   
  Unbeknown to the other PCs, Laurel the PC who seems to not be 
  a bank robber is actually a Murmuring Guller placed to dissuade 
  and mislead the PCs away from the choices that would lead to 
  them surviving their current experience. Whether it is one of 
  them, or all of them, the Guller is here to ensure that the PCs fail 
  and die. An amnesiac execution with manipulated memories 
  that implicate, rightfully or wrongfully, the other PCs in the 
  deaths or harm of the Guller’s kith and kin. 
   
  However, the reality of the situation is that the Guller is actually 
  a killer, and each of the kith and kin from his memories were 
  strangers slain previously by the ritualistic murderer in their 
  previous life. Facts that point to this are spread throughout the 
  memories of the other PCs. Can they find those memories in time 
  to stop the Guller from killing themselves or their fellows? 
   
  Backstory 
   
  The PCs are all criminals who have had their memories removed 
  to see how much of their prior actions were because of their 
  collective experiences and how much was because of their own 
  physical potential. If they steer away from their criminality, then 
  each PC who does so shall start a new life within the construct 
  known collectively as The Dome. But if they choose to continue 
  being criminals, then they shall be punished in a most 
  permanent and lethal fashion. 
   
  The Murmuring Guller is there to insure that the other PCs meet 
  a most painful demise, as a permanent cessation of recidivism.  
   
  The Master behind both aspects of the unfolding event is within 
  the sealed vault, under the pseudonym of Vern D. Ahnt, chief 
  loan officer of the bank. Unlike his fellow Masters, Mr. Ahnt feels 
  that the odds should be stacked against the PCs and included a 
  Guller for just such a purpose. Although Mr. Ahnt is not fully 
  against the plausibility of rehabilitation, he does not feel that it 
  should just be given away by happenstance.  
   
   
  Mr. Ahnt 
   
  Known for his loamy scent and unusual pallor, Mr. Ahnt often 
  surrounds himself with twitchy, energetic sycophants of a 
  rabbit-like visage.  
   
  By ensconcing himself with the other hostages, Mr. Ahnt has 
  insured more direct influence over the situation. Additionally, 
  due to his extraordinary nature, this plant-like Master provides 
  increased oxygen for the vault and engorges himself on the 
  exhalation of his “fellow” employees. And, if the PCs turn most 
  selfish, or incompetent, and the hostages all die…then a most 
  rarefied meal shall be had by Vern. 
   
   
   
   
   
  Player Killer 
  This scenario is by far the more adversarial. It has one PC 
  actively leading to the demise of a fellow PC. In common 
  parlance, it is player killing, pure and simple.  
  It takes the license of trust between GM and player the most for 
  granted. Not to beat a dead horse, but this scenario should raise 
  the issues discussed in the To Reveal, or Not Reveal section of A 
  Fly in the Ointment. While it can definitely take the shared-
  storytelling experience to an intense level, it could also damage 
  the group dynamic if presumptions were made incorrectly. 
  Building in an extra layer of distrust expectation, where each 
  player knows or feels they know that a twist to the story can 
  come from any direction, from anyone, might be a good idea. 
  Akin to the dinnertime murder mystery boxed set, or other 
  such treachery games, it is perhaps best practice to make the 
  players aware of the plausible traitor in their midst. 
   
   
   
  For the PCs, this bank job gone awry places them on the forking 
  path, where one direction leads to redemption and the other 
  leads to the ultimate punishment. Added to such choices are the 
  facts the bank’s clientele who are about to come to the 
  establishment, expecting access to their money and familiar 
  faces. They likely raise an alarm if they are unable to do so. With 
  impending constabulary intervention likely, shall this rush the 
  PCs to action, shall they flee or shall they entrench themselves 
  and try to save the hostages within the vault? Then there is the 
  unknown murderer posing as their ally to contend with. 
   
  While it is likely that the PCs choose to stay and liberate the 
  hostages, if they do choose to flee with their ill-gotten gains, then 
  the scenario shall turn into an improvised chase and evade. The 
  reason for this? It falls right into Mr. Ahnt’s tertiary plan—the 
  PCs were not worthy of rehabilitation and should be executed. 
  The police circulate their images within The Dome as bank 
  robbers. They are wanted men and women now. The GM should 
  point this out by offering a Fate Point. “Would you like the sticky 
  Aspect WANTED FELON?” 
   
   
  The Hound 
   
  “It went sideways, right down the hill and off a cliff…” 
   
  If the PCs take the money and run, then the traitor PC shall turn 
  into a hound among the foxes. He shall be on borrowed time, as 
  memory revelation with the other PCs increases the chance of 
  remembering that this Murmuring Guller was most recently a 
  known ritual murder. He or she had a proclivity for endearing 
  themselves to their victims as a confidant and friend before 
  killing them. 
   
  Not only will the hound be against them, either with them as they 
  flee—posing as a hostage-turned-ally, for example—but the 
  11 
  
   
  citizens of The Dome shall also see them as murderers and 
  thieves. By leaving the bank early, without letting the hostages 
  out of the vault, the PCs engage in murder most foul. The 
  hostages suffocate and died most horribly, in part due to Mr. 
  Ahnt’s participation, because of the PC’s callous actions. 
   
   
  Key Characters 
   
  In addition to Vern D. Ahnt, whose information is at the end of 
  this scenario, the various bank workers within the vault, and the 
  early morning account holders, and the potential constables they 
  may alert, are key to the initial scenes. 
   
   
  Constable Manahan 
   
  Additionally, if things go horribly wrong, there is a constable 
  who is prone to visiting the bank. Constable Manahan is an 
  overly familiar friend of the bank’s, often found flirting with a 
  teller or telling tales with an account manager. Manahan is 
  useful for steering faltering characters or jump starting stalled 
  ones. He is also useful as a narrative device for encouraging 
  dialog or negotiations. He can be triggered using MERCURIAL 
  MANAHAN, either by a player needing a friendly face when 
  dealing with the constables or as an inquiring one when the 
  scene demands moving the narrative along.  
   
  Aspects 
  Flirts Too Much; Mercurial Manahan 
   
  Skills 
  Good (+3) Empathy 
  Fair (+2) Rapport, Stealth 
   
  Equipment 
  Revolver, Truncheon 
   
   
  Mr. Nymm 
   
  Should the players invade the vault violently, Mr. Ahnt may have 
  a sturdy henchman, Mr. Nymm, with him. You may turn him 
  into a Monster from the Dome once the PCs invade, or use these 
  statistics: 
   
  Aspects 
  Loyal to a Vault; Thick as a Brick 
   
  Skills 
  Sleight of Hand +4 
   
   
  Endurance +3; Might +3 
  Fists +2 
   
  Stunt 
  Bone Breaker (see The Demolished Ones; turn a mild 
  consequence into moderate 1/scene) 
   
  Fate points: 1 
   
   
  Act One, Scene One - 
  Oh So Late 
   
  The first scene determines whether you have “crooks” with a 
  heart of gold or a survival horror campaign. 
   
  Now this scene should get a lot of room to chew up the scenery, 
  both for the PCs and the Guller, since it will allow them the most 
  flexibility to decide their paths. If any urgency is offered to them, 
  it should be internal to the bank and their motivations. 
   
  Do we take the money and run? Do we leave those people to die? 
  What about the police? Hostage taker or murderer? 
   
   
   
  12 
  
   
  Key Scene - The Setup 
   
  The PCs awaken within the lounge of Bloch, Derleth, & Howard 
  Loan Services, a modestly posh financial institution. They smell 
  cordite in the air, as well as the coppery taste of blood and the 
  bitter offal that follows a murder. Confused, lacking context, and 
  lying with dead bodies is never the best of circumstances to 
  become aware of. 
   
   
  The Bank 
   
  Akin to a cathedral, the PCs find themselves in a place of vast 
  openness, wooden obstacles, and leathery furnishings. While 
  there is plenty of opportunity for cover and concealment, there 
  is NO WHERE TO RUN. Unless, that is, an athletic PC finds 
  comfort in vaulting over the Fair (+2) difficulty counters. 
  However, the bank provides PLENTY OF COVER for PCs and 
  NPCs wishing to hide from one another, or make difficult an 
  opponent’s ability to strike a successful blow. Whether it is 
  counter, catalog, chair, sofa, desk, shelf, or other common 
  furnishing to a bank, there is no lack of hiding places within this 
  institution.  
   
  The floors are MARBLE and do not help silence footfalls or 
  movements. DID YOU HEAR THAT? is an open ended Scene 
  Aspect that can be used against a character whose movement 
  was faster than a crawl. 
   
   
  What is Here? 
   
  There are enough weapons for each of the PCs to arm 
  themselves, however less than half of the PCs shall be in 
  possession of a revolver. There are enough long knives for each 
  of the PCs to be armed, thusly. There are a number of carpet bags 
  equal to the number of players, each filled with more cash than 
  any of the PCs have ever seen. Last, there is a demolition kit with 
  TNT, blasting caps, cord, and a plunger. There seems to be 
  enough explosives to blow a bridge. 
   
  Unknown to the PCs, the Murmuring Guller has a straight razor 
  with the gear aspect of SHARP ENOUGH TO SPLIT HAIR. 
  When using it the Guller treats their Weapons skill as if it were 
  one (+1) higher than it normally is.  
   
  *one REVOLVER for every two PCs 
  *one LONG KNIFE apiece 
  *one CARPET BAG per PC filled with CASH 
  *one DEMOLITION KIT 
   
  Guller: RAZOR (see above) 
   
   
   
   
   
  Problem 
  Time is of the essence, at least for the PCs. The weight of time 
  passing should never be allowed to slip their minds.  
  They have half an hour to decide upon a course and set  
  about their business. 
   
  At the end of that half an hour, the PCs shall either be 
  entrenched as bank robbers and hostage takers or be set  
  upon by the citizenry of the Dome itself as the murderous 
  brigands that they now seem to be. 
   
  Either way, NO TIME TO WAIT is a hefty aspect that shall 
  follow them around throughout this Act, and the others. A  
  sand timer or suitable timing device placed upon the  
  table - which you may stop for appropriate out of  
  game discussions - may add weight to the Aspect. 
   
   
  Act One, Scene Two - 
  Gotta Hurry  
   
  This part of the Act should be manic, without much time to slow 
  down or think. Regardless of the choices made, PCs should look 
  back at this scene with dread about if the right choice was made 
  or ignored. HINDSIGHT IS 20/20 is a Boost that each PC may 
  access once, in reflection upon this scene. It should aid them 
  with a choice based on what they could have done differently 
  here or a realization about how they had no real choice. 
   
  Snap-snap-snap! Pop-pop-pop! 
   
  Like fireworks, it should be action and reaction. Doors should fly 
  in, get kicked in or blown up, and people should be rushing to 
  handle three problems at once, whether it’s securing the bank 
  from outsider rescuers or fleeing across town from hounds, 
  angry mobs, and various other folk with torch and pitchfork. (If 
  the PCs flee, scenes and guidance from The Demolished Ones 
  may apply here. See p.28 Fighting the Police, and p.34 Police 
  Patrols.) 
   
   
  Key Scene - The 
  Downhill Race to a 
  Decision 
   
  This is the rushing around of the PCs, the rapid weighing of 
  options, and the alacrity of choice, good or bad. It is less a scene 
  and more an experience, as the PCs should feel unsure of the 
  rushed decision, regardless of their sticking to it.  
  13 
  
   
  Act Two - Now is the 
  Time 
   
  Key Scene - The 
  Happenstance 
   
  Does selfishness and fear send the PCs on a speedboat to hell? 
  Did selfless action earn them a reprieve? Recidivism or 
  rehabilitation? 
   
  Act Two is the pay out: one way or another the PCs will see the 
  fruit of their labors. Mr. Ahnt’s cruel intentions will play out, one 
  way or another, but how much wiser will the PCs be for it? 
   
  It is here that the PCs either find themselves on the run from the 
  whole populace of the Dome or they hold off bystanders and the 
  police while they attempt to extract the hostages from the vault. 
  Trick, treachery, or temerity, the PCs shall use all of their skills 
  and aspects to accomplish their goals and/or, per Ahnt’s desires, 
  die at the hands of the Guller. The PCs may, once in this Act, use 
  the HINDSIGHT IS 20/20 Aspect, per Act One, Scene Two. You 
  could drop them into Old Bollard’s Ale House (see The 
  Demolished Ones) when they think that they have a moment to 
  breath, and spin that scenario out as they seek someone to help 
  them escape, only to run into the Monsters in the Cellar and the 
  other Masters. 
   
  Anything is possible in this Act. DESPERATE TIMES… is a scene 
  aspect for the final scene, however any PC seems fit or able to 
  justify. For this moment, regardless of direction, is a desperate 
  time with desperate measures. In addition to the police and 
  potentially the whole of the Dome out to get the PCs, there is also 
  the Guller and their plan to slay the PCs. 
   
   
  Vern D. Ahnt 
   
  Mr. Ahnt is of the opinion that the other Masters coddle the 
  humans of the Dome with undue concern and consideration. 
  Guilty until random happenstance implies the possibility of their 
  innocence is the most accurate example of Ahnt’s feelings on the 
  matter. It is through their guilt that humans give service to the 
  Masters, and it is through this service that these humans will 
  have a chance to show the potential for innocence within 
  themselves. 
   
  Vern D. Ahnt is quite set in his ways, not only as they apply to 
  his selection of assistance and henchfolk, but also in the areas 
  within which he runs his experiments. Financial institutions, 
  high stress environments, areas with common manipulation of 
  commodities, and the like are the rarefied air that feeds Ahnt. It 
  could be Ahnt’s own confirmation bias showing. He prefers to 
  test his theories out on populaces with more likely sociopaths. 
  Whether this is unconscious or purposeful, Ahnt seems prone to 
  selecting test subjects from those least likely to change his 
  opinions of humanity. 
  In the end, Mr. Ahnt looks at human beings as a source of food, 
  intellectual curiosity, and as useful instruments. If any of the 
  Masters could be said to need the human species, or have some 
  level of positive consideration for them, it would be Vern D. 
  Anht. 
   
  Aspects 
  Spare the Rod and Spoil the Child, Play the Long Game, What 
  Happens Happens, And What Do You Taste Like? 
   
  Skills 
  Superb (+5) Alertness, Deceit 
  Great (+4) Empathy, Engineering, Rapport, Resolve 
  Average (+1) All others 
   
  Special Abilities 
   
  ● 
  Inhuman Toughness: Vern D. Ahnt has six health 
  stress boxes instead of four. He can take an additional 
  physical consequence. 
  ● 
  Mind Control: Vern D. Ahnt can use a Deceit 
  maneuver to place a “Mind Seed” Aspect on a 
  character. He can compel this Aspect to force the 
  target to take any action he wants them to. The Aspect 
  goes away when the character succeeds at a Resolve 
  roll at Good (+3) as an action, or at the end of the 
  scene. 
  ● 
  Plant Physiology: Although superficially an average 
  human being, Vern D. Ahnt is actually comprised of 
  plant matter. His systems are adept at mimicking a 
  wide variety of humanoid appearances, skin tone, and 
  forms. When attempting to disguise his true nature, 
  Ahnt’s Deceit skill is treated as two (+2) higher than 
  its normally Superb rating, thus making it Epic (+7). 
   
  Fate points: 3 
   
   
  Scenario Three 
   
  Synopsis 
   
  The PCs awaken to a scolding by Sigmund, a psychologist at the 
  Sanitarium for the Criminally Insane, at least if the sign outside 
  the window is to be believed. They fell asleep in the Day Room, 
  a practice that is frowned upon greatly, instead of using the room 
  for its purpose of creative outlets that help establish a normal 
  routine to their day. There is talk of removal of privileges, 
  medication and treatment changes, or worse yet isolation. 
   
  All of these seem to be quite serious, an infraction of the highest 
  order and not to be taken lightly. 
   
  However, there is one major problem with all this whole 
  situation—the PCs are seemingly not insane, at least as far as 
  they can tell. (The GM following TDO may wish to grant each the 
  Persona Aspect NOT INSANE RIGHT NOW to all characters.) 
  They realize that such a denial is unlike to be met with much 
  belief, nor sympathy. The PCs are currently not medicated, 
  14 
  
   
  either. The staff of the Sanitarium initially act as if their charges 
  are drugged to the gills (just as all the other patients are), yet the 
  PCs are quite lucid in thought and quick of mind, regardless of 
  the lack of memory. 
   
  With this dawning revelation, Sigmund continues. The PCs find 
  out that this most recent infraction was the last in a supposed 
  series of infractions that automatically volunteered them for an 
  experimental 
  treatment. 
  The 
  application 
  of 
  directed 
  electroshock to a person’s brain has shown to bring about 
  personality changes from disruptive into a state of placidity. In 
  an effort to turn more disruptive patients toward the latter over 
  the former, the application has been approved for use with these 
  patients. The risk of death is modest, and with each test they get 
  closer to an acceptable number. ”Escape attempts will put you at 
  the beginning of the line!” the psychologist says. 
   
  The PCs are likely to be disinclined to undergo such a procedure. 
  The alternative is to escape the Sanitarium, because any vocal 
  objection is met with unfriendly reactions, up to hefty doses of 
  medication administered by strong orderlies. 
   
  None of this is true, though. Within the group of PCs is a 
  Murmuring Guller who knows the real truth: the other PCs are 
  insane, criminally so, and the Guller is in fact their psychologist. 
   
  While it is unknown which of The Masters attempts to thwart the 
  plan of Dame R. Leem (another Master), whose lipstick is so red 
  it grants the seeming of blooded lips, a Guller has found a way 
  into the group of killers that she wishes to unleash on the Dome. 
  That is no good. 
   
  Dame R. Leem is an emaciated woman of corpse-like pallor, with 
  lips so garishly red that it is as if she had recently fed on a steak 
  rare enough that it still chewed cud and made noise. 
   
  For Sigmund’s statistics, use the Insane Patient from Appendix 
  A: Minions, with an extra Fate Point, and the Vicious Lie stunt 
  from The Demolished Ones. 
   
  Leem “owns” the Sanitarium, and has for quite some time. 
  Recently she noticed a dwindling in her population; folks were 
  dying off faster than they were coming in. This fact was 
  unacceptable, and needed to be corrected immediately. Thus the 
  plan: manipulating some of the more predatory patients into 
  thinking that they are sane and need to escape before they are 
  “improperly” treated. Either the patients would escape, thus 
  returning to their true nature and drumming up more subjects 
  to observe, or they would die trying and alleviate the boredom 
  that comes from no new subjects. 
   
  The PC playing the Guller knows the truth. The Guller not only 
  needs to protect the public from the threat that the other PCs 
  would be once they escape, but also needs to protect the PC’s new 
  state of sanity. The threat of treatment by electroshock is empty, 
  for the facility does not have such a device. The psychologist 
  making the threat is just another patient. In time, the Guller 
  knows that the ruse will fall apart and they shall take back their 
  position of authority. 
   
   
  Problem 
  It goes without saying, the difficulty for the PCs is that this 
  scenario is a death trap. What they feel is in their best 
  intentions is actually the opposite of what is best for them. 
  A GM should be careful with this scenario, as you do not Want 
  it to feel like contemporary torture porn. It is not the Saw 
  series, nor should it be. Instead it should be handled more like 
  The Prisoner or even Big Trouble in Little China’s escape scene 
  before the major showdown. 
  In the end, the PCs who survive should feel like they saved 
  themselves, while the PCs whose characters died should feel 
  like they did their best and missed their chance to survive. 
   
   
   
  But, can the PCs be delayed long enough, and well enough, for 
  the machinations of the Dame to fall apart and what passes for 
  order to return to the Sanitarium? 
   
  In many ways this scenario will turn GM and the PC playing the 
  Murmuring Guller into the shoulder riding angel and devil of 
  popular culture. They will be oppositional forces pulling at the 
  nature of the other PCs. Oppositional, shared-storytelling with 
  the angel seemingly talking out of their backside and the devil 
  pushing the direction that you already want to go. 
   
  Basically, it is the old adage of whether or not the easiest path is 
  the best or if it leads to destruction. 
   
  By design, only one or two of the PCs should survive any escape 
  attempts. Nearly all of the routes to the outside—at least those 
  that make themselves available to the PCs—are death traps 
  designed to return the PCs to insanity or kill them while trying. 
  Yet, as the Guller has deduced, the window for the attempt is 
  finite. The attention of the other Masters shall be drawn to the 
  sanitarium, again. It is their way, and purpose, to keep those 
  touched by their minds in a safe place (whether it is for future 
  use, or simply memorializing the end results of their 
  experiments). The response can range from a simple, overheard 
  phone call “Ah, good the experts are on the way then?” to 
  Monsters loose on the grounds to a dozen orderlies corralling the 
  survivor to take to the real Electro-shock Device.  
   
  It is the Murmuring Guller’s purpose to save the lives of their 
  prior charges, regardless of the sum of their previous lives. They 
  are now charged by their memory loss, and subsequent potential 
  recovery, and this experience might lead them down a path of 
  rehabilitation. However unlikely, the slimmest plausibility is, in 
  and of itself, a bright bit of optimism in a bleak world, akin to the 
  glow of the lantern fish’s bait. 
   
   
  15 
  
   
  Key Characters 
   
  Dame R. Leem, her staff, and the other patients are all key 
  players. They can be used to propel the PCs down the path of 
  realization that not only are they supposedly sane people 
  trapped with the insane, but they can also be used to subtly direct 
  the PCs down one of the death trap exit paths.  
   
   
  Act One, Scene One - Is 
  that not what a Crazy 
  Person would say 
   
   
  Key Scene - What is 
  Coming… 
   
  Aspect  
  Coming Doom 
   
  At the opening of Act One, this scene should impart on the 
  players the clinical, definitive foreshadowing of what shall 
  happen to them on the morrow. It should be made in such a 
  fashion that even with the PCs knowing that they are sane, they 
  equally know that this place will follow through with the 
  COMING DOOM of electroshock. This Aspect is one that the GM 
  should feel free to compel each of the PCs with at least once, 
  whether it is what the guller is worried about or that of the other 
  PCs. 
   
   
  The Sanitarium for the 
  Criminally Insane 
   
  Clean, yet worn. Institutional colors, yet torn and chipped. 
  Foreboding, yet oddly comfortable. SAFE, YET NOT EVEN 
  REMOTELY SAFE. 
   
  That is the Sanitarium of Dame R. Leem, a place of contradiction 
  and compulsion. A place purportedly of healing, yet the seeming 
  of the place that forgotten people go to die. 
   
   
  What is Here? 
   
  With a modicum of thought and suggestion, the PCs should be 
  able to find whatever they would need to escape. As the Dame 
  wishes for them to escape into the death traps, the Sanitarium is 
  seeded with useful things. However, these items would also be 
  useful to PCs wishing to stay and hide from the supposed 
  ‘therapy’. UNIFORMS, TOOLS and MATERIALS that could be  
   
  16 
  
   
   
  used to make weapons, lock a person in a room, break or bypass 
  a lock, and more are about. So many WONDERFUL TOYS can 
  be found, it is just a matter of the PCs’ purpose and reasonable 
  creativity, although no direct weapons (guns, explosives) are to 
  be found within the Sanitarium. 
   
  The opening act could have the most alacrity, in that the PCs 
  know that they’re sane, do not wish to receive electro-convulsive 
  therapy, and begin to form plans at avoiding it. 
   
  However, try and keep a governor applied to the act because it is 
  here that PCs will most-likely determine whether they will 
  attempt to escape the torture or attempt to evade and elude it. It 
  will also be the scene where various alliances will be established 
  for the PCs, especially the Murmuring Guller. If the scene is too 
  rushed then opportunities will be missed, and things could turn 
  real nasty. 
   
  Nasty for the PCs. 
   
  Nasty for the Dome. 
   
  Nasty for the Guller. 
   
  Keep the feeling of impending doom and foreboding at the ready. 
  Give all the PCs a chance to find their problems and goals, as well 
  as hit the high points needed to aim for the most optimal 
  outcome. Have the Guller help split up the party to move about 
  more “efficiently”. 
   
  Environment Ideas - BARRED WINDOWS, HIDDEN DEATH 
  TRAPS, A MAZE OF CORRIDORS, SAFETY DOORS, 
  TREATMENT ROOMS 
   
  Act One, Scene Two 
  and Beyond - You must 
  trust me… 
   
   
  Key Scene(s) - 
  Conspiracy 
   
  This should be a series wherein the PCs conspire among one and 
  other. Note regularly who is close to who in which location, who 
  can overhear what is being said, who might not be able to hear 
  what is said, and who cannot hear what is said. In fact, it might 
  be a good practice for PCs to take discussions out of the room, 
  with the GM, so as to add to the suspense. 
   
  Fretting or unripened fruit, that will be a hallmark of the second 
  act. BUT I AM NOT CRAZY is another possible trigger for GM 
  and PC alike, whether it helps or hinders the plotting is up to the 
  manner in which it is used.  
   
  PCs will begin to either come together as a group or decide on 
  whether they’re going their own ways, or in smaller teams. Will 
  they risk being found and electrocuted or will they take a chance 
  on escape? 
   
  The PCs shouldn’t have too much free reign to organize, though, 
  as they are in a sanitarium and under observation. It should be 
  an excellent opportunity for clandestine movements and 
  meetings, secret conversations, messages left in paper craft, and 
  other such creative methods. 
   
  In many ways, think One Flew Over the Cuckoo’s Nest, with a 
  plausibly more hopeful moment. 
   
  In fact, it might be a good idea to read or watch One Flew Over 
  the Cuckoo’s Nest. It’s a good thematic source, even with its less 
  than accurate psychological model. Girl Interrupted would also 
  be a solid thematic source, especially for the covert relations and 
  other aspects of plotting within a sanitarium. The surreality of 
  Sucker Punch may also inspire. 
   
   
  Act Two - …come hell 
  or high water 
   
  The climactic act, the final countdown, might be the longest 
  scene of this scenario. It is where the outcome of the PCs’ choices 
  will bear fruit, it is where truths are revealed, and it is where 
  there will be blood, either in small amounts or infinite. 
   
  HELL OR HIGH WATER is the aspect for this Act, and fitting for 
  pushing through with a difficult choice. PCs and the GM should 
  be more than able to find a good usage for just such an aspect, 
  either in their escape or in the intestinal fortitude that comes 
  with the risk of electroshock therapy and hope that someone will 
  be coming to stop it. 
   
   
  Key Scene(s) - Come 
  What May… 
   
  It is at this point that you will either have a drawn out series of 
  individual and/or collaborative attempts at escape and evasion. 
   
  Many of the escapes will lead to death, whether it is the death of 
  a PC or the deaths that come from the unhinged murderer loose 
  upon the Dome. It is totally up to the PCs and their actions. 
   
  The evasions have the potential to lead to the more positive of 
  results, in that it will show that even the worst offender has the 
  potential for rehabilitation once their memories are wiped and 
  no new triggering events are inserted into their lives.  
   
  This act will also be the the more memorable, as the players will 
  have numerous opportunities at development, positive and 
  negative, and a fair amount of obstacles and puzzles to solve on 
  17 
  
   
  their way out of the sanitarium or deeper within it to hide from 
  unjust punishment. 
   
   
  Dame R. Leem 
   
  Selfishness and boredom, Dame R. Leem currently embodies 
  both of those states in her current form of being. She will make 
  all those in her charge pay for such feelings. Dearly, truly pay. 
   
  For no discernible reason, R. Leem hates humanity and feels 
  trapped by their existing in the observable universe. It is as if 
  their mere presence requires her reciprocal presence, thus her 
  ire turned to outrage turned to hatred. Whether it is an actual 
  power over her or a compulsion, the rosy lipped one is less than 
  pleasantly inclined toward humanity and has little to no 
  compulsion against charging them a bloody price for her 
  perceived, required attendance.  
   
  That said, while Dame R. Leem’s glower and glare are obvious, 
  they are not out of control or an inclination of a seething pit of 
  emotion. Her disdain for humanity is as sharp and precise as a 
  scalpel, and as accurate in its methodical usage. She does not fly 
  off the handle, nor roar in outrage, but instead adjusts and 
  controls a situation so that the most damage can be done with 
  only a modicum of effort, and accountability, on her part. 
   
  Dame R. Leem’s malevolence is akin to a capricious predator 
  playing with their foodstuff, more so because the predator is 
  likely full yet cannot keep themselves from slaying their prey. 
  The human species is the latest in entertainment, nothing more 
  nor less. 
   
  Aspects 
  Always In Control, My Way or No Way, Those Dead Red Lips, 
  Tell me about your Trouble 
   
  Skills 
  Superb (+5) Intimidation, Science 
  Great (+4) Academics, Alertness 
  Good (+3) Engineering, Resolve 
  Average (+1) All others 
   
  Special Abilities 
   
  ● 
  Inhuman Toughness: Dame R. Leem has six health stress 
  boxes instead of four. She can take an additional physical 
  consequence. 
  ● 
  Mind Control: Dame R. Leem can use a Deceit maneuver to 
  place a “Mind Seed” aspect on a character. She can compel 
  this aspect to force the target to take any action she wants 
  them to. The aspect goes away when the character succeeds 
  at a Resolve roll at Good (+3) as an action, or at the end of 
  the scene. 
  ● 
  Clinician’s Rapport: Dame R. Leem may substitute her 
  Intimidation skill for Rapport when she is within the 
  confines of any mental health institution. This is due to her 
  implied authority in such environs, as well as how these 
  environs often require stern demeanors.  
   
   
  Appendix A: Minions 
   
  This selection of standard minions keys to where they typically 
  appear. For additional minions to insert into a given scenario, 
  modify these or create your own. Each minion will have Stress 
  appropriate to their Quality (e.g. a Fair physical Minion will have 
  two physical Stress). Stunts have not been assigned; if your 
  scenario warrants them, any from The Demolished Ones, 
  Amnesia or Fate Core may be appropriate. As in TDO, if the PCs 
  succeed in besting opponents like the police easily in a given 
  scenario, escalate the capacities and fate points of the minion 
  type at their next appearance. 
   
  Minions Table 
  Minion Type 
  Location 
  FP 
  Quality 
  Relevant Skill(s) 
  Equipment 
  Citizens 
  any 
  0 
  Average 
  one at +1 
  n/a 
  Hounds 
  outside any 
  0 
  Fair 
  Athletics +2,  
  Teeth (Weapons) +2 
  n/a 
  Insane Patient 
  Sanitarium 
  1 
  Good 
  Deceit +3,  
  Intimidation +2, 
  Teeth (Weapons)+2 
  variable 
  Laborers 
  Waterworks 
  0 
  Fair 
  Engineering+5,   
  Weapons +2 
  HUGE WRENCH 
  Mob Member 
  Outside, any 
  0 
  Fair 
  Fists +1,  
  Weapons +1 
  BRICKS, IMPROVISED WEAPONS 
  Police 
  Bank 
  1 
  Good 
  Guns +3,  
  Weapons +3 
  REVOLVER, NIGHT STICK 
  Psychiatrist 
  Sanitarium 
  2 
  Fair 
  Intimidation +2,  
  Science +1 
  ETHER 
  Orderly* 
  Sanitarium 
  1 
  Good 
  Might +3,  
  Fists +3 
  GURNEY, STRAIGHTJACKET 
  Security  
  Sanitarium 
  1 
  Fair 
  Weapons +2 
  NIGHT STICK 
  Bank Teller 
  Bank 
  0 
  Average 
  Alertness +1 
  n/a 
   
  *Under rare circumstances an orderly may have a) Empathy and b) related stunts. 
  18 
  
   
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  and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You represent 
  that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, 
  Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional 
  material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer 
  Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven 
  Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge 
  Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter 
  Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, 
  William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke 
  York, Dmitri Zagidulin 
  Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 
  2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and 
  Fred Hicks. 
  Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. 
  Authors Robert Donoghue, Fred Hicks, and Leonard Balsera 
  The Demolished Ones Copyright 2013 Steven D. Russell; Author 
  Brian Engard.  
  Amnesia Copyright 2013 Steven D. Russell; Author Bill Collins.  
   
  A Fly In The Ointment Copyright 2015 Steven D. Russell; Author 
  Robert N. Emerson  
   
   
   
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/A Fly In The Ointment.pdf