Thursday, 16 November 2017

Zaibatsu Hermes Small Trader

Here is a small trader I created for an adventure for Stars without number I am attempting to write. I eventually wrote the small trader out of the plot but I might as well post it. It is a bit of a strange ship because I needed an escape craft that could maneuver.

The Hermes is an older light trader launched in 3155 by Zaibatsu Corporation on Comarid. It proved very popular in the Comarid region and some of them made there way to the Unity of Suns region. The Zaibatsu corporation went bankrupt as part of the coup that installed a military government on Comarid ub 3169.  This has made it very hard to get parts for the spike-1 engines on the Hermes which were proprietary technology of the shipbuilder.

A battered Hermes Light Trader that has seen many owners

No new Hermes light traders are available. The vast majority of them are about 35 years old and have seen multiple owners. Resale prices depend on condition and can vary from 300K to 360K. The most important part of the ship to set resale price is the condition of the engines. Thirty plus year old spike drive engines can become a little quirky, especially if they have seen a lot of use.

The Hermes is configured for atmospheric entry and has a large cargo bay that could hold a standard 30 foot by 10 foot Medium container but normally it is filled with a few dozen small containers.The Hermes has extended stores and can support up to three full time crew. Some captains have turned the crew quarters into a few cabins for passengers.

Hermes Trader fueling on Tyr

One peculiar feature of the Hermes is the escape module. The entire nose cone of the Hermes is designed to separate from the main hull and has a pair of single jump spike-1 engines. Most Hermes traders never have to use this feature and the escape engines are often cannibalized for parts for the larger main engines.

The Hermes Escape Module

Hermes Light Trader Key Characteristics
Speed 4, Armour 2, Hit Points 12, Crew 1-3, AC 7, Power 5, Free Mass 4, Hardpoints 1.
Atmospheric configuration, Spike drive-1, Lifeboat, Cargo Space, Extended Stores, Mult-focal laser.

Cut Away view of the Hermes Light Trader

Wednesday, 15 November 2017

Once more into the Void Session 16

“Agut rak Nungblatz!”
This is not going to work I thought. Twenty feet in front of me Mukah is standing in front of a large, wooden door set in the side of a hill. He appears to be yelling insults at the door.
“Agut rak! Angbla Gat Zan!”
I shake my head, this is really not going to work. I pull myself up straight trying to hide my large frame behind the bare tree between me and the hill. To my right Thyrell is ducking behind a bush and Talrek is edging behind a rock. Ahead of me to Mukah’s left, Alcor is creeping up toward the door from the side.
It looks like Mukah is frustrated, wait he is leaning forward like someone is yelling from behind the door.
The door comes flying off its hinges toppling into Mukah. I look past Mukah and see a giant-like creature with two heads! Nodding I mutter: “Now the fun begins.”

Once more into the Void Session 16: Two heads are not better than one.

We have missed a few weeks, so we decided to play two weeks in a row. Which was a little strange (I forgot) but welcome.  When last we left our heroes were wandering about the mountain valleys looking for clues to the necromancer behind attacks against Winterton. As the night fell we had come across a wooden door set in the side of a hill. Smoke was curling up from the hill into the sky suggesting someone was home.

We waited to get a good night's rest and more before heading out before noon to the nearby mysterious hill. The heroes made some clumsy attempts to stealthily approach the door in the woods. However, as the heroes approached the hill both Talrek and Mukah set off bear traps hidden in drifts of snow. Mukah is actually caught in the trap but he manages to pry it open and extract his foot. Trying to be more careful, Mukah makes it to the door and notices there is an eye slit about 6 feet up the door. Mukah opens the eye slit but does not see anything. However, he can hear indistinct voices in the distance.

Mukah signs to the other heroes that his has a plan and he motions for everyone to take cover. Then, incredibly, Mukah walks up to the door and loudly knocks. Then Mukah proceeds to shout out in Orcish demanding to be let in.

“It’s cold out here, let me in! It’s cold out here and my party was ambushed by humans! Let me in!”

Mukah hears voices and dogs barking. There is a pounding noise and then, with little warning, the door explodes off its hinges crashing down on Mukah who scrambles to get out of the way. Framed in the doorway is a two-headed giant (ettin) and two mastiffs.

The Door in the Hill opens

Talrek immediately attacks the ettin with Guiding Bolt and his Spiritual Hammer. Oto casts Magic missile striking the ettin as well. Mukah leaps to his feet in a rage and strikes the ettin with his sword. The monster is staggered by the fury of the sudden attack, but it recovers and attacks Mukah with a battleaxe in one hand and a morning star in the other. The two mastiffs also move to attack Mukah.

Thyrell directs his wolf Tinda to attack. The wolf grabs one of the mastiffs and tears its throat out quickly killing it. Alcor joins the melee missing the ettin with his spear but punching it right in the left heads mouth.

Thyrell shoots the second mastiff with an arrow in the head killing it. Talrek and Oto attack with magic again. Mukah then stabs the ettin with his sword in a mortal wound. The dying ettin strikes Mukah with his battleaxe before dropping dead.

The heroes take stock after the battle. Only Mukah is seriously injured so Talrek casts Cure Light Wounds on him. Oto had stumbled into a bear trap during the fight but he has suffered only a minor injury.

The heroes make their way into the ettin’s cave. They find a crude kitchen, eating area and bedchamber. A search reveals a hidden dog door leading from the bedchamber to the front entrance of the caves. In the dog run Thyrell discovers the ettin’s treasure. A pouch containing 19 gold pieces, a vial of liquid and a scroll case. Oto is handed the scroll and he discovers it is just a cantrip spell that he already knows.

It is still early in the afternoon so the heroes set out again following the river to the south. After walking for a few miles they notice a pathway or unnatural clearing heading through the forest. It is just before sundown so the heroes set up camp and standard watches. Again they hear the screech at night, now sounding close and to the south. The next morning a vote is taken, and it is decided to follow the path. Beneath the snow the they see evidence that the path is an ancient roadway. Since the trail is wide and flat, Oto puts on his skies. The heroes are able to make really good time and travel a good distance into the mountains. The path gradually begins to rise into the mountains.

The heroes make camp just off the roadway. Around midnight they again here a distant, screeching cry. Now it sounds more distant and to the southeast. The night otherwise passes without incident.

Tuesday, 7 November 2017

Once More into the Void Session 15

So cold, shivering, can’t get comfortable.
What was that? It cannot be my turn at watch already. My feet are frozen, I should have kept my boots on. I pull back the blankets from over my head and look about the camp. It was still too dark to get up but someone was screaming and thrashing about and growling.
“Alarm! Alarm! We are under attack!”
Thyrell’s yells pierce through my sleepy brain. Attack. Again. Looking over to my right I see Alcor run by yelling and leaping through the air attacking a large, furry white shape the size of a mountain.
I drag myself to my feet. In front of me, not fifteen feet away Alcor is stabbing a HUGE white-furred wolf creature.
Fury boils inside of me and I pull up the words for the first spell that I can think of.

“Manibus stuppea Flamma!”

Flames boil up in my hands and I spread them out directing the flame in a funnel towards the wolf. Looking up I see a startled Alcor in the path of the flames yelling.

Once More Into the Void Session 15: Trouble with Wandering Monsters

After a few weeks off we are back at it again.

The last session ended with a long rest after we successfully killed a family of basilisks in a cave near a lake high in a mountain valley. We are still searching for clues to lead us to the sorcerer who is behind the attacks on Winterton. Before setting out again we harvest some basilisk fluids from the corpse of the largest creature. Oto’s readings suggest the group might be able to make a cure for petrification from the fluid. After some discussion of where to head next we decide to keep following the shore of the lake deeper into the mountains.

After stomping for miles through the snow the group comes to a tributary flowing into the lake from the north. It is a rapidly moving mountain river with no possibility of being crossed so the group turns and follows the river upstream. Eventually, we find an area where it could be crossed between the frozen edges and a downed tree. However, we decide to keep moving north. The river leads to another lake in the foothills of the mountains. Not sure where to head next we decide to make camp as darkness is falling. Watches are set.

During the night, on Thyrell’s watch, an enormous white furred winter wolf sneaks up on Thyrell. Rushing out of the darkness, Thyrell does not see the wolf until it is nearly upon him. He tries to defend himself but is grabbed in its jaws and flung across the campsite in a loud crash. Thyrell yells to wake the other heroes from their slumber.

Alcor is the quickest to react, he charges the wolf stabs it and delivers a bone-crushing round house kick to the ribs. Otrivush fires off a cone of flame at the wolf using burning hands, directly at the wolf and Alcor but using his skill with Evocation he makes the flames miss Alcor and only strike the wolf.

The wolf, stops, angrily bares it teeth and blows out a cone of bone-chilling cold enveloping Alcor, Mukah and Otrivush Oto. All of whom are shaken and take damage. Mukah goes berserk and attacks recklessly with his sword but it bounces off the hard pelt of the wolf. Finally, Talrek gets up and attacks first with Guiding Bolt and then his Spiritual Hammer. The hammer crushes the wolf in the head and it collapses in a heap. Alcor leaps at the prone wolf and attacks but it is already dead.

A Winter Wolf attacks in the middle of the night

Out of the woods come dashing two more white furred wolves. But these wolves are the size of normal wolfs. Oto blasts the leading wolf with Magic Missile while Mukah swings and misses the other wolf with his sword. The lead wolf crashes into Oto biting him in the shoulder.

At this point Thyrell uses his beastmaster skills and calms the second wolf. It whimpers and comes to his side. Thyrell has found his beast companion who now accepts him as its pack leader. The first wolf, howls and runs away. Mukah takes the time to cut the pelt off of the dead winter wolf.

Talrek casts healing on the most gravely injured but we decide to go back to sleep for long enough for a full long rest. Refreshed in the morning we decide to head back in our tracks to where we saw a possible crossing of the river. The group makes it to the crossing and does manage to cross without any mishaps. Even Oto stays dry for the most part. Evening is falling so we make camp inland a short distance from the river.

In the morning the group heads west following the river valley again. After a few hours, Thyrell claims he can smell woodsmoke. His snuffling wolf companion seems to confirm he is correct. Thyrell and the wolf venture quietly into the woods away from the river by themselves. As dusk falls they come upon a rocking outcrop with smoke rising from cracks in the rock. In the face of the rock is a crude door. After watching for a short period of time and seeing nothing, they head back to the rest of the group to report.

By the time Thyrell returns to the group, night has fallen and the others have set up camp so it is decided to investigate the door in the hill in the morning. During the night the group hears occasional airborne screeches far in the distance.

Monday, 30 October 2017


Zephyr Medium Scout

Last week I posted a scout ship useable by a small group for starting players. This week I post about the Zephyr Scout which is newer and larger but less adaptable to the needs of players.

The Zephyr Scout is primarily found in the service of Silverlight Express, a mail and information service based out of Sangus on Kaitos. Silverlight is post Scream information and mail company founded on Kaitos that delivered packages on Kaitos before reaching into the interstellar market. They are a trusted name in delivery. At start up Silverlight Express used discarded Fighter hulls purchased as surplus. The Zephyr is a more recent development and was designed by Imani Partnership with direct input from Silverlight Express. As such its design is highly specialized for package and information delivery and is not perfectly suited to independent use. Some hulls have found their way into private service nonetheless.

A class B Zephyr docking at TenGo Station

The Zephyr scout has large fuel bins to allow for 2 jumps before the fuel for spike jumps runs out. There is a hardpoint but in its use for Silverlight Express the hardpoint is not utilized. There are no lifeboats as because the ships travel regular, carefully mapped spike routes between major settled planets.

A Cutaway view of the Zephyr Hull

Speed 4
Armour 5
Hit Points 16
Crew 2/4
Armour Class 5
Power 4
Free Mass 4
Hardpoints 1

A early Zephyr Class A hull

Monday, 16 October 2017

Scout Ships

The smallest useable class of ship players are likely to encounter in my Wolf Sector Stars without Number setting is the Scout Ship. Scout ships were built by many different sizes and configurations by the emerging worlds in Wolf Sector to discover Spike drive routes to nearby systems. After the expansion in Wolf Sector was complete most of these Scout ships found their way into civilian service. The Confederations of the Comarid, Unity of Suns and Compact all still maintain a number of scouts in service. But far more scouts are found as independent owner-operated starships.

Rapier Class C Spike-2 Scout

An example detailed here is the Rapier Class Scout hull developed on Kaitos by Scheuerman-Thiesen Limited. The class A Rapier was a Spike-1 drive scout first launched in 3170. The class C Rapier with a Spike-2 drive detailed here is a more recent starship first trialed in 3190.

There is no scout class in the Stars without Number rules so I have developed one of my own slotting in between the Fighter and Trader. The armour and speed of the scout reflect its origin as a Military scout. The scout has a single hardpoint that usually had a multifocal laser in military use but now is usually left empty. In the case of the ship shown here it has been upgraded with a simple railgun the cheapest available starship weapon.

The scout class is still fairly expensive at a starting cost of 450 to 500 thousand credits fully upgraded. This is about on par with a base model Free Merchant with no upgrades. The reason for going with a scout for independents is the ease of operation, lower cost and operating expenses. But it cannot haul cargo. Some small operators remove all of the living area outside of the cockpit and install a small cargo hold capable of holding six XM class cargo containers.

Centerfold of the Promotional Pamphlet put out by STL.

Shown below is the “Talent for Trouble” spike-2 drive Rapier Class C scout owned and operated by Captain Irina Donskoi. Donskoi is a former UOS Naval officer originally from Tyr. She pays for the operation of the TFT2 by delivering private, high priority shipments. She has a reputation for being willing to deliver just about anything with no questions asked. So far she has managed to stay one step ahead of her payments with Frontier Alliance.

The "Talent for Trouble" and Captain Donskoi delivering mail to Tyr

Sunday, 15 October 2017

Delivering the mail in Stars without Number

Communication between the Stars

It has been a few months since I read my Stars Without Number rules but I believe there is not a lot mentioned about communication between star systems (and I just did a quick perusal again). Even psychics at the height of the Terran Mandate were unable to communicate between worlds.

This fits in perfectly with how planets became completely cut off during the silence that followed the scream. With my Wolf Sector setting there are a few confederations of planets that have pulled together for mutual protection or trade (or have been overwhelmed by stronger worlds).  These confederations of planets will want to stay in close communication. Something that is not possible by at the light year distances between systems.

A logical idea would be small drone ships with jump drives that jump from system to system and transmit and receive the latest information. News, financial transactions, legal documents and entertainment could be transmitted in a few hours while the drone refuels then jumps again. In this case planets could get weekly or even daily updates. This idea has some merit but I have envisioned that the Spike Drive engines are newly rediscovered technology. The latest versions are still massive, even when only a small mass needs to be moved.

Information is transmitted from system to system in Wolf Sector via small, scout starships. Naval ships come daily with government information and news, commercial line mail ships arrive every few days (if you are in the UOS systems) and independant scout ships arrive on a random schedule.

The Rapier Class scout "Talent for Trouble" approaching the planet Tyr.

This communication allows beginning players to buy a small scout ship and supplement their income by hauling the mail. In this case most mail is going to be digital but there is always going to be things that cannot be transmitted.

Ten ideas for items moved by a Mail Ship

  1. Financial documents requiring hard documents.
  2. Gold, gems other hard currencies used to legitimize credits.
  3. Corporate secrets that are too risky to transmit.
  4. Top secret new technology.
  5. Personal gifts.
  6. Illegal pharmaceuticals.
  7. High end luxury foods.
  8. Bottles of Esgari Redwine.
  9. That must have component for a machine that can only be found on the originating planet.
  10. Small animals (pets).

This was just off the top of my head. I am sure I will be able to think of all sorts of small items that could fit on a small starship. The size of scout ship I am thinking of would be 80% spike drive engines and fuel tanks with no room for cargo or even living quarters.

Tuesday, 10 October 2017

The Mystery of the Wailing Ghost

I created an image in Blender on the long weekend that is reminiscent of Scooby-Doo, where are you? An adventure immediately came to mind based on the image. I had to decide in what game system to set the adventure.  I happen to have had a copy of Meddling Kids for a number of years and never used it so I dug it out and read them again. Meddling Kids rules are very simple and really designed for kids. But I think any age group could have fun with these rules as a one off.  Campaign style play I think might be a little more trying.

Quick Overview of the Meddling Kids Rules
The system expects the characters to be kids or young adults in the today’s world. But there is really little reason why any modern era could not be used and any age group.

Players create characters using a point method. Split 24 points amongst the four stats in any manner (Strength, Moves, Smarts, Health), an average human would be 6 in all four. Then the character gets 26 points in abilities which are essentially skills. Players also need to pick an archetype which adds one free ability.

The rules are simple, roll 3d6 total the result, add the base Stat and any bonus for an ability. If this number exceeds the Target number then the character succeeds at the task. Target numbers are set from 4 to 34. With 17 being an average task and 25+ difficult.

There is no combat. Player characters cannot harm adversaries. Characters can get “bonked” if they fall down the stairs or get hit by something. The damage is compared to the Health Stat and if it exceeds the Stat the character is unconscious for the amount exceeded in minutes.

Creatures that are encountered can only be defeated by being captured in a Trap. Traps must succeed against the creatures Target Number which is its Health plus Strength. The level of the trap is based on the Smarts of the person putting it together. The roll is 2d6 + Level of the trap.

There is an optional rule for Chase scenes which seems like a natural to use for this style of game. When characters meet a creature they have to make a Smarts roll. If they fail they run and the creature chases them until they can outsmart or distract the creature. Each successive time they meet the creature the Target Number should drop significantly.

There are a few other rules, but that is essentially it.

The Wailing Ghost of Serene Bluff

How to start
The player’s characters are in a vehicle returning from a concert in a nearby big city. It is in the early evening (4 pm) and they are travelling along a deserted stretch of single lane highway taking a shortcut to get home. They have car trouble and luckily see a sign pointing down a dirt side road to Serene Bluff, last gas for 20 miles. Turning down the road they make it to the village of Serene Bluff.  Serene Bluff seems pretty deserted. But there is an open Stop ‘N Go gas station and repair shop.

Serene Bluff was a fairly popular place for people from the big city to come and enjoy the fresh country air and stay at the many local inns. The diner, grocery store and gas station all did brisk business up until the 1990s when people started going to the Caribbean for their holidays and not upstate. Now just the gas station, diner and one bed & breakfast remain and none of them are doing much business.

The Ghost
To add to the troubles of Serene Bluff, it has always had the reputation of being a spooky place. The Ghost of Clayton Barnes, better known as the Wailing Ghost scaring cottagers away with its blood curdling wailing late at night. Clayton Barnes was the mayor of the town in the 1930’s who was involved in a scandal and hung himself vowing revenge of the community that turned its back on him.

Buddy and Scruffy meet the Wailing Ghost of the Old Mill

Scene 1
The characters arrive at the Stop ‘N Go Gas Station. The problem with their vehicle is the starter and the gas station attendant Hunter Ford does not know how to fix it. They will have to wait for the mechanic and owner Charley Green to come in the next day and look at it. In the meantime Hunter suggests they can get a meal at Mel’s Diner.

Entering the diner the characters encounter Melinda (Mel) Law behind the encounter serving coffee to an old man named Corey Stone (the owner of the Applewood Inn). In the kitchen preparing food is Mel’s husband Felix.

If the characters stay for a meal (the apple pie is not homemade but still pretty good) a state police car shows up after an hour. Felix scampers to the kitchen out of sight. A state trooper named Damian Cooper enters. He likes to drop in and talk to Mel.

If the characters relate their car trouble to the State Trooper or Mel they will suggest that it is a good thing that Stone is here because he runs the best (only) Inn in town. Mr Stone crumbles about out of towners being such a pain and so noisy to look after but he will agree to put the characters up for the night. His Inn has six rooms and only one is currently occupied. Mel will caution the characters not to wander around town at night. If asked why she will reluctantly mention the Wailing Ghost of Clayton Barnes. This is something that makes Officer Cooper laugh.

Have the character’s make Smarts rolls at a target number of 27 to notice that Felix makes sure he is not around when the State Trooper enters.

Scene 2
Assuming the character stay at the Applewood Inn (after all there is no where else to stay) Corey Stone brings guides them to the Inn a few door up and across the street. The Applewood Inn is a somewhat cozy (run-down) manor house with a wide veranda. Upon entering the lobby they meet the other resident of the Inn. A Mr. Bob Nansen, who is a large cheerful fellow full of enthusiasm for the new guests. Bob will ask where they are from, where they are going, how long they are staying. He will avoid answering questions about his own background saying only that he is renovating a nearby building.  Mr Stone or Mel at the Diner know that he is supposed to be renovating the Old Barnes Mill near the river.

Mr Stone will not want to talk about the Wailing Ghost, mumbling something about out-of-towners minding their own business. Bob if asked well just laugh nervously. He has only been in town a short time and has not seen anything.

Scene 3
Later that night, hopefully when everyone is asleep they are awakened by a noise in the hallway. Going to investigate they will find that the door to Bob Nansen’s room is open and a light is on. The room is a mess with clothes and papers and magazines scattered on the floor and a chair knocked over. There is a handwritten note on the night table.

At first I thought it was just my imagination but soon I became aware something was watching me at the Old Mill. I stayed late one night working in the kitchen and I heard its wail. I dare not stay after dark. I think it is following me back to the Inn now. I must tell….

If characters search around the Inn immediately (it is around 11 PM) everything is very quiet. There are no signs of disturbance or tracks. At some point in the search (especially if the group of characters splits up) they will encounter the Wailing Ghost.  When first encountering the ghost characters should make a Smarts check at a target of 28 or run in fear chased by the ghost.

The ghost will quickly give up the chase. If the characters trail it they will see that it enters a cellar door under the Diner. Following it under the Diner the characters will enter a pitch black cellar full of food supplies. If they make noise an agitated Felix will come down stairs with a flashlight and confront them.  There is no sign of the ghost. If characters search for clues, make a Smarts rule against a target of 20. They can find a piece of white bedsheet painted with phosphorous stock in the edge of a floor to ceiling cabinet. They cannot investigate the cabinet now because Felix appears.

Scene 4
Eventually, the players are going to want to investigate Old Barnes Mill. It is down a side road behind the Diner near a river. The building was once a saw mill running on water power. The sluice and water wheel are still around the back of the building. But the building was converted to a home at some point in the past. It appears to have been abandoned for a number of years. There is a pickup truck parked near the front of the building. A few skids of lumber, bags of concrete and a skid of bricks. Work of the front of the building is evident. Bricks have been faced on the building and new windows installed. The door is new and is locked.

Going around back of the building there is no evidence of construction. The wooden walls are grey and faded. The windows are boarded up with plywood. It is fairly easy to pry a board off a window to gain entry.

The building has 2 floors and a cellar. There is no evidence any renovation was being done on the building on the main floor other than a skid of lumber lying in the main hallway. The rooms on the main floor are pretty much empty. The rooms on the second floor have old and decaying furniture. In the master bedroom there is a picture on the wall of Clayton Barnes looking very stern.

The cellar door has been oiled so it does not squeak and there is a light bulb hanging from a cord. There is power for the light bulb and the switch just inside the door lights a string of 4 light bulbs that illuminate a central path through the cellar. The cellar is piled high with cast iron machinery from the old mill days. In the center of the cellar is a 10 foot long 4 foot high machine covered in white sheets. Pulling back the sheets reveals a printing press. There is fresh ink spilled on the press and on the floor.

Character using Smarts to search the cellar on a 20 discover that a cabinet on the wall can be pulled upon to reveal a rough brick-lined tunnel that leads to the cellar beneath the diner. Just inside the tunnel is a table with a pair of bright lamps. On the table is a clean sheet and a briefcase. Inside the briefcase are the plates for making US $20 bills.

At any point when players enter the Old Mill at night the Wailing Ghost can appear. If they split up it is possible that the Wailing Ghost will appear simultaneously to both groups. If the players take the counterfeit money plates, both ghosts will appear and wail at the players attempting to get them to drop the briefcase in a chase.

Setting a trap with the briefcase as a lure and using the old machinery from the cellar is the obvious method of catching the Wailing Ghost(s).

Once capture the ghosts are revealed to be Felix Law from the Diner and Bob Nansen. State Trooper Damian Cooper will drive up to arrest the criminals. He was responding to an urgent phone call from Old man Stone who was concerned after Bob went missing. Cooper will tell the player’s characters that he has been keeping an eye on Mel’s miscreant brother Felix who was released from State Prison just over a year ago. Bob Nansen is actually Bob “Fingers” Snider a notorious thief and forger and Felix’s cellmate before his release. He recently got out of prison shortly after Felix. Cooper became suspicious when he received a phoney $20 at the Diner.


Bob “Fingers” Snider
Strength 6, Moves 8, Smarts 5, Health 5, Trap DC 11, Disguise (Health+4), Dodge (Moves+1d6), Drive (Moves+4), Magician (Moves+2), The Whiz at Counterfeiting (Smarts+4), Slam (Smarts+3).
Bob will be encountered as Bob Nansen and contracter from the Big City renovating a the Old Mill. He is the primary Wailing Ghost. He has the recording of a ghostly wail on his cellphone he uses to scare people away from the Old Mill. Bob is the muscle of the gang and the whiz with the printing press.

Felix Law
Strength 4, Moves 7, Smarts 7, Health 6, Trap DC 10, Disguise (Health+4), Nimble (Moves+2), Drive (Moves+4), Sneak (Moves+3), Fast Talk (Health+1d6).
Felix was offered a job by his big sister Mel in this small town. He hates it in Serene Bluff but he came up with the idea of using the storey of the Wailing Ghost to keep people away from the old mill where he could set up a printing press with his cellmate Fingers. Felix is the brains of the criminal gang. He arranges for the distribution of the counterfeit money. He knows he should ensure it is spread far away from Serene Bluff but he is lazy and occasionally spreads it in nearby towns. He thinks he accidently once gave a counterfeit bill to the State Trooper that is always coming by but the big, dump cop did not clue into it.

Damian Cooper (NPC)
He is a veteran State trooper. He has been working on a case involving counterfeit $20 bills. A surprising number of which are found in towns in this backwater area of the State. He stopped once at the diner and came away with a counterfeit $20. A little background checking revealed Felix’s past. He is suspicious but needs proof.

Hunter Ford (NPC)
A middle aged gas station attendant, NPC, no Stats needed. He is a wanderer who ran out of money in Serene Bluff so he took a job at the gas station. He has been here for 3 years.

Charley Green (NPC)
The young, 25 years old, owner of the gas station. He inherited it when his father died. At the time he was working as a mechanic in a bigger town. He returned and the quiet suits him just fine.

Melinda Law (NPC)
Mel is the owner of the Diner. She moved to Serene Bluff 10 years ago to escape the Big City. Serene Bluff was perfect and quiet and first but the ghost has here scared and the lack of business adds to her stress levels. She offered her ne'er do well younger brother a job once he got out of jail. She watched him like a hawk at first, especially around the cash but he seems to be doing his job. She will be sorry that he has gone back to a life of crime.

Corey Stone (NPC)
Old Man Stone is one of the few long time residents of Serene Bluff. He has two children who left home and never returned. His wife passed away 10 years ago. One by one his friends and hired help at the Inn have left for the big city. It has made him bitter and angry and city slickers.