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0.1 Between Heaven and Hell

Synopsis: This initial episode was designed for two Heroes, two White Hats and a guest Watcher with the intent of testing the system and getting a feeling for the Buffyverse. The episode brings the cast together and introduces the supernatural in the city of Midway.


Previously in the Buffyverse ...

The episode is set sometime before Season 7 of Buffy the Vampire Slayer. Thomas Seymour has already walked out on the Watcher's Council and started a new life in the United States, unaware of the imminent fate of the council.

Cast Members

Mike McGuire
Andrew Daglish
Karen Langley
Sarah Greene
with
Thomas Seymour

Scene 1

Andrew Daglish, the young Knight Templar-in-training, has been sent on a mission by his master and judge, the retired knight Sir Derek Moore. Andrew has been given an address and told to deal with what he finds and put an end to its source. As usual, no further information is given. Andrew is expected to rely on his abilities and the Knight's Code to guide him.

The address leads to an abandoned apartment block in a squalid part of town. Two recently sired vampires are camped out at the apartment in question (number 66, although an extra 6 has been daubed on in blood)). The two vamps are hanging out inside (practicing their game faces while waiting for a later appointment). If Andrew is stealthy he may be able to eavesdrop or wait and follow to see what they get up to. Alternatively he may take a more direct (and violent) approach to interrogate them or search the room (and dusty remains) for clues.

Director's
Commentary 
Int + Crime / Notice is aware the area is used by gangs, homeless, etc. Per + Notice +2 realises there is absolutely nobody nearby. The building's front door is hanging open or Per + Crime / Notice and Dex + Crime can break in another way. Dex + Acrobatics vs Brains -2 can sneak up to the door. Per + Notice -1 can drop the eaves. Str x2 with 2 Successes or Dex + Crime with 3 Successes can break or pick the door.

Any fight against the novice vamps is likely to be brief (they will try to Grapple and squabble over who gets to Bite). After slapping them about for a bit Will + Influence vs Brains +/- 4 forces surrender.

Scene 2

Over recent weeks a number of family pets have been stolen from homes in Midway. The corpses of the pets usually turn up dead within a few days. The Midway Daily has asked Karen Langley to put together a short article on the piece. In her usual style Karen has turned this minor column-filler into a major investigative expose. She believes that what is probably random teenage cruelty, may actually be associated with a pet-kidnapping ring or some form of voodoo ritual. Through various sources she believes that she has identified the next pet to be targetted.

On her second night observing the potential target she has struck lucky. Two teenage boys will sneak into the garden of the home and grab the family's pedigree poodle. They stuff it into a pet-carrier then speed off in their van. Karen may try to confront the pair in the act or follow them as they drive across the town to an old warehouse.

Director's
Commentary 
Int + Journalism has recovered some of the following facts: all pets have been high pedigree cats and dogs, they all come from the same few neighbourhoods, they are all registered with the same vet, all the dead pets were drained of blood. Int + Crime / Occultism / Journalism also dug up similar stories about kidnapping rings or voodoo cults.

Per + Notice +4 + Situational Awareness vs Combat notices the boys grab the dog. Dex + Crime vs Brains can sneak up on them. They will try to flee if they win initiative or shove Karen then run. If they don't flee then Int + Influence (plus Successes from Int + Journalism) vs Brains can question them. If they get away then Per + Driving can tail them to the warehouse.

Scene 3

Mike McGuire is serving the last day of three-month suspension for violent behaviour when he gets called in by his boss Superintendent Gus Jefferson. A big drugs raid is taking place and McGuire is needed to make up the numbers. Jefferson first pulls McGuire into his office and gives him an angry lecture about the actions leading to his suspension, his attitude in general and his last chance to sort out his career. He makes it quite clear that McGuire will be under scrutiny and kept on light, administrative duties or routine investigations - this drugs raid being an exception.

About eight officers are transported in police vans under the command of the young, fast-track Lt. Travis. The raid is at a warehouse and based on a tip-off from a minor felon. Some light resistance may be expected and should be put down as quickly as possible. As part of a city policy any drug users who offer no resistance should be treated as victims and detained, but not arrested. A few officers go in with guns and others with batons. Lt. Travis forgets to block the rear doors.

When the front doors are smashed down the scene inside reveals a large figure brandishing a knife before three kneeling figures holding goblets full of blood. Other figures stand about as guards. (The tall figure is the Big Bad vampire. The three kneeling figures are teenagers drinking blood from stolen pets and hoping to be selected to be turned to vamps. The others are criminal thugs hired by the Big Bad until he has enough vampire followers).

Director's
Commentary 
A Fear test -1 should be made for the disturbing and unexpected sight. Two thugs open fire with pistols. Four others and the Big Bad engage in melee. The three teenagers cower in fear then try to do a runner. Mike will get shot at, face two thugs and have a chance to chase the teenagers. The Big Bad will be rendered unconscious by a lucky strike by several officers.

After the chaos of the raid there will be a chance to investigate the scene. The goblets of blood, a dead cat, arcane marks painted in blood and the ceremonial set up may be of interest. The unconscious Big Bad, an injured officer and a terrified teenager will be taken to hospital. McGuire will be sent with a couple of uniformed officers to baby sit the suspect and victim. At some point during all of this Karen Langley will turn up. By poking around she should be able to piece together something of what has been going on and follow up leads at the hospital.

Director's
Commentary 
Per + Notice / Crime can search the warehouse. Will / Int + Influence can ask the teenagers a few questions before they are taken away. Per + Journalism / Notice or Int + Journalism / Influence allows Karen to investigate and get directed to hospital. Per + Doctor diagnoses the Big Bad as dead.

Scene 4

The injured parties are taken to Midway General Hospital where they are placed in separate curtained areas in the ER. The hospital is very busy with road accident victims, domestic fire injuries and all manner of other cases. The hospital staff are kept extremely busy. The police officers will not be allowed behind the curtained treatment areas, but can wait close by until the doctors are done.

Sarah Greene, a medical student, will be given a ton of minor tasks by her supervisor Dr McKenzie (blood tests, completing charts, moving patients, etc). She may also find herself hassled by Detective McGuire and Ms Langley as they pursue their investigations.

Director's
Commentary 
Int + Doctor with six Successes over the night is needed for Sarah's duties. Per + Doctor diagnoses the Big Bad as dead and orders him tagged for later transport to the mortuary (four Successes indicates he has been dead for months). Per + Science can confirm the blood being drank was cat blood.

The hospital is a no-smoking facility. A stern nurse will ensure that McGuire does not light up on the premises. If he chooses to resist smoking he suffers -2 to mental tasks by the end of the busy night. If he goes outside for a cigarette then he is absent for some following scenes. Karen will get a phone call from her nephew, Danny. She was meant to be home to make dinner an hour ago. He can order pizza, but she should feel a guilt trip for the minor neglect.

Meanwhile, Andrew Daglish has been getting on with his mission. Either by interrogating the vamps or by finding a note in their room he can learn that they were to be at a warehouse to meet Victor at 9pm. The address of the warehouse is given and is, of course, that of the drugs raid. With a bit of snooping around he can realise a vampire cult was active here and get directed to the hospital. (Approaching the police or hospital with chain mail and a sword is probably a bad idea, so he may have to find somewhere to stash them). At the hospital he may be recognised by Thomas Seymour.

Director's
Commentary 
Will + Influence +4 can interrogate defeated vamps. Per + Notice finds note. Int + Crime, Per + Crime / Notice, Int + Influence can find out about the raid. Per + Occultism + Successes can deduce that vampire activity was involved.

Scene 5

Being dead isn't exactly a problem for a vampire. At some point the Big Bad will be back on his feet and looking to get out of the hospital. He should be able to do this when people are distracted (or burn a drama point to toss any interfering heroes aside). Losing corpses is not good for a hospital's reputation and Dr McKenzie will angrily order Sarah to find the body as quickly and quietly as possible. She should be able to trace a trail of a body bag, stolen laundry, and smashed door to a fire exit. The vampire will put on his game face then toss her aside (possibly stopping for a bite) before fleeing.

The young Knight Templar will be at the hospital by now. The coat-of-arms on his clothing will be recognised by Thomas Seymour, a former member of the Watcher's Council. He is in the hospital to visit a sick friend, but takes an interest in the knight and his mission.

The commotion of Sarah's attack should be noticed by all of the other Cast Members. The former Watcher should realise that they are dealing with a vampire. He will urge Andrew to help slay the creature, Sarah is needed to help locate it, Mike is responsible for his prisoner and Karen is unlikely to let this story go.

Director's
Commentary 
Per + Notice vs Brains -2 can locate the vampire initially. A Fear test -5 is needed when he attacks. Per + Notice + 0 to 4 is alerted to the commotion. Int + Occultism +4 by Andrew has heard of the Watcher's Council. Will x2 - Cowardice + Modifiers / Successes is needed to persuade Sarah to help track the vampire. Per + Notice +/- 2 with 3 Successes is needed to hunt the vampire down in the car park.

The climax of the episode should see all of the heroes facing down the vampire in the hospital car park. Decapitation by Andrew's sword is their only way to kill the vamp (unless they find stakes with Per + Notice / Mr Fix-It). The vampire will defend himself mainly against those attacking with swords or stakes. He attacks with punches or kicks when outnumbered or grapples and tosses if faced by only one threat. A couple of drama points will be spent to avoid dusting attacks, but one will be used to land a powerful kick an a hero. When reduced below 10 life points he will go on Full Offense against whoever hurt him most, using a final drama point.

When the dust settles (natch) the Watcher will try to explain what has happened. He explains the vampires are clearly real but urges the others not to talk about what they have seen (to avoid panic, to avoid attracting other vampires and because nobody would believe them anyway). He says it is likely that other undead or demons can be found in Midway and suggests that they keep in contact with Andrew. He won't be drawn further and walks off into the night, muttering something about 'no bloody escape from this business, typical'.

Featured Cast

Novice Vamps: Vampires; Motivation: Blood! Meet Big Bad; Life Points: 52; Drama Points: 1; Str 5 Dex 4 Con 4 Int 2 Per 2 Will 2; Muscle 16 Combat 12 Brains 9; Moves: Dodge (12), Punch (12, 12 Bash), Grapple (14, Break by Str x2), Bite (14, 18, Break -2), Chair Leg (12, 17 Bash); Abilities: Vampire, Gang Up (+2 to Combat, +1 dam)

Teenage Pet-Nappers: Human; Motivation: Steal pets, Become vamps; Life Points: 26; Drama Points: 0; Str 2 Dex 2 Con 2 Int 2 Per 2 Will 2; Muscle 10 Combat 9 Brains 9; Moves: Dodge (9), Punch (9, 5 Bash), Takedown (10, 3 Bash, Knocks down)

Midway Police Officers: Human; Motivation: Serve and Protect; Life Points: 34; Drama Points: 2; Str 3 Dex 2 Con 3 Int 2 Per 2 Will 2; Muscle 12 Combat 12 Brains 10; Moves: Dodge (12), Bullet-proof Vest (Amour 10 [5 vs Slash/Stab]), Baton (12, 11 Bash), Knockout (10, 5 Bash, Conx2 -1 or KOed), Pistol (12, 14 Bullet)

Thugs: Human; Motivation: Money, Violence; Life Points: 34; Drama Points: 1; Str 3 Dex 3 Con 3 Int 1 Per 2 Will 2; Muscle 12 Combat 12 Brains 9; Moves: Dodge (12), Punch (12, 8 Bash), Kick (11, 10 Bash)

Victor: Vampire; Motivation: Sire followers; Life Points: 69; Drama Points: 4; Str 6 Dex 5 Con 5 Int 3 Per 3 Will 3; Muscle 18 Combat 16 Brains 12; Moves: Dodge (16), Punch (16, 16 Bash), Kick (15, 18 Bash), Grapple (18, Break by Str x2), Bite (18, 23, Break -2), Toss (14, 9 Bash, Resist by Str or knock down), Knife (16, 16 Slash / Stab); Abilities: Vampire, Hard to Kill, Extra action from Dex

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