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  Through the Cathode Ray Tube
  A Savage Tale By:
  Luke McCampbell
  Editing and Layout By: Paul “Wiggy” Wade-Williams,  Dr. Matthew DeForrest and Zeke Sparkes
  Art: Matt Allsopp
  Proofing: Christopher Toh
  Special thanks to my playtesters and proofers, who survived a few incarnations of this module.
  Andrew Block, Susannah Cooke, Teman Cooke (Playtest and Proofer), Clint Freeman, Jamie Henry (Proffer),
  Victoria Hornbeck, Joon Kim, Simon Krampl, Alex Krumbach (Proofer), Evan McCampbell, Mark McCampbell,
  Andy Staples.
  Requires the Savage Worlds rules, available at www.greatwhitegames.com.
  Savage World, Smilin’ Jack, Through the Cathode Ray Tube, Great White Games, and the
  GWG shark are Copyright Great White Games, LLC.
   Deadlands, Hell on Earth, Lost Colony, and the Pinnacle logo and starburst are
  Copyright Pinnacle Entertainment Group. All Rights Reserved.
  
  Overview
  Ah, being a college student. Everyone tells you it’s an
  easy life, with plenty of time to par-tay. Just take the
  classes, keep your head low, and you’re walk it. Of
  course, no one says what happens when you get a
  professor that has it in for you.
  That is what ‘Through the Cathode Tube...’ is about.
  The characters are all final semester college students who
  the vindictive and evil Dr. Baum has decided to flunk for no
  good reason. With finals just around the corner, all the
  students are sweating bullets or sinking into depression
  as they come to realize there is no way they can pass his
  class, and without a pass, they can forget graduation.
  Just as all hope looks lost, Dr. Baum sends a message
  to the characters. If they assist him with his research,
  they’ll all get extra credit in his class. It is an offer that is too
  good to pass up. Like all things in college, however, it’s not
  that easy.
  Dr. Baum is doing scientific research, but it involves
  zapping the characters into a TV land and watching them
  race through channels as they try to resolve the various
  situations before they get knocked out or banished to the
  realm of static. The good doctor is going to observe and
  use their reactions for his latest paper to the 13th annual
  International Conference on Mad Science in a few weeks,
  as well as pass the time on an otherwise dull Saturday.
  The poor characters are in for a difficult time. The
  doctor is planning to run them through a variety of tacky
  shows. In each channel, the characters have to resolve a
  situation before they can move on to the next channel. To
  make matters worse, Dr. Baum is rating each of the
  characters based upon their performance. After the
  experiment, the character with the highest total gets an A,
  the character with the next two highest get a B, and
  everyone else flunks.
  When characters enter a channel, they will not initially
  know what the doctor is rating or how they can escape
  the show.
  If the characters finish all the channels, they are pulled
  out of the TV. Baum thanks them for their aid in his
  research, and tells them who got what grade.
  Dr. Baum’s Scoring
  Though Dr. Baum has specific things he’s watching for
  in each channel, he’s willing to reward his subjects for
  entertaining him. Any time a character makes him really
  enjoy the show (i.e. amuses the GM), Baum gives a 1
  point bonus to the character’s overall score. He can only
  give each character up to 10 points per channel though—
  so there’s plenty of chances for everyone to entertain.
  No doubt your players have thousands of great movie
  and television quotes floating around in their brains. Now
  they’ll actually get a chance to put them to good use. In
  each channel Dr. Baum gives characters an extra point for
  using an actual quote—or an overused cliche—at an
  appropriate or ironic time. Every scenario has a list of
  sample lines that work well. Keep in mind that these lists
  are just suggestions. Your players will no doubt come up
  with their own clever quotes.
  Rule Modifications
  Character Death
  Characters die in TV shows all the time. Dr. Baum,
  though evil and sadistic, does not want to have a murder
  charge on his hands. If a character is killed or somehow
  dies in the show, they will reappear when Dr. Baum
  changes to the next channel, fully healed, and ready to
  go.
  PSY 232:
  Psychology of Technology and Culture
  
  Part 1: It can’t be that bad right?
  Overview
  All characters are students at a local college and, like
  all poor souls at this school, they must take Dr. Baum’s
  class. This class has a high attrition rate (maybe a few
  A’s, a couple of B’s, a C and no D’s. All the rest are F’s)
  but occasionally there are those semesters where pretty
  much everyone is making an A, except for a few that
  Professor Baum has decided to hate. This semester is
  one of those semesters, and the characters have been
  singled out to fail, and the final looming around the corner.
  The characters could be failing for many reasons—the
  professor dislikes them, they accidentally ruined an
  experiment, or they are just slackers. Anything works.
  Each character either receives either an email or Dr.
  Baum talks to them personally about a chance to bring up
  their grade. Basically, for the possibility of an A, the
  students have to show up early one Saturday and be test
  subjects for the doctor’s research.
  Types of Characters
  Characters for this module should fit into a college
  setting. The specifics of the college are left vague, and if
  you have players affiliated with a particular college, feel
  free to adapt the game to that college (and perhaps even a
  specific professor).
  A set of sample characters is provided, but players
  may want to create their own characters. This is fine, with
  the following guidelines:
  • Combat characters should be few and far between. If
  you want to limit characters, put a top limit of d6 in any
  combat skill.
  • The only real way to have combat skills will be
  possibly from intramural sports, SCA, martial arts, or if a
  character is in ROTC (Reserve Officer Training Corp).
  Allow these characters to go as high as d8.
  • Characters should have skills based on their major.
  The rest of their education is Common Knowledge
  • No arcane abilities of any sort should be allowed.
  Player Intro
  You return to the dorm after a class of pure
  mental torture: four hours of PSY232: The
  Psychology of Technology and Culture, taught by
  one of the most vindictive professors on campus,
  Dr. Baum. Unfortunately, it is a graduation
  requirement for all majors.
  You don’t know your grade but from the veiled
  hints dropped in class, you are sure that you are
  flunking and the final is only a week away. You
  have no doubt the man has it out for you.
  You boot your computer to find an email from
  the aforementioned spawn of evil that both
  confirms your fears and offers hope:
  You are failing my class. Given your current
  average, there is no way you can pass. I do,
  however, have a proposal. I need assistance in
  my research. To be precise, I need research
  subjects. If you would help, I would be willing to
  count such assistance towards your final grade.
  Be at my lab on Saturday morning, 9 o’clock
  sharp if you are interested.
  — Dr. Baum
  Well it can’t be that bad, can it? A day being a
  research subject for him, and he will give you an
  A. He can’t do anything really bad, right?
  Arrival and Paperwork
  Hung over or not, all of the characters drag themselves
  out of bed and go to the good professor’s lab. Each one is
  here for the same reason—to get the experiment the hell
  over with and pass the class.
  You end up at the biggest research building on
  campus: an imposing ten-story building of labs
  and technology. Every professor that brings grant
  money into the school is housed here.
  The note on the front door instructs you to go
  to the third sub basement. After descending three
  floors, you encounter the sole door on this floor. A
  sign on the door reads ‘Knock to Enter.’ Outside,
  other students from your class are nervously
  waiting.
  The door is locked and resists all attempts to batter
  it down. The other waiting students are the rest of the
  PCs. Let the characters meet and mingle. They all
  recognize each other from the massive class
  (Professor Baum teaches the class once a week for
  four straight hours in the largest lecture hall on
  campus), although they don’t really know one another.
  Let them introduce themselves. When they’ve finished,
  the door opens and Dr. Baum steps through to see if
  his subjects are waiting.
  “Ahh, yes. So good of you to volunteer for my
  experiment,” he sneers. “We will get started soon,
  but first we have to make the institutional review
  board happy. Come in.”
  Dr. Baum leads you in to a small, seldom
  used  waiting room. There are some
  mismatched chairs and couches and an
  
  institutional coffee table covered in old
  magazines. The only other door is a large metal
  door leading deeper into the lab.
  Dr. Baum pulls out a folder and hands each of
  you a thick packet of paperwork. It starts out
  simple enough as a waiver document, but very
  quickly becomes complicated and degrades into a
  morass of legalese and very fine print. At the end,
  there is a box requiring your signature.
  “Get to it,” he says impatiently. “We don’t have
  much time.”
  If asked about the contents of the waiver, the professor
  snaps, “It’s standard language stating that the information
  I gather may be published. I am very busy. You do want
  the extra credit I’m offering, don’t you?”
  Let the characters have a few minutes to discuss the
  waiver amongst themselves. After about five minutes,
  Baum takes those who have signed inside the lab.
  Anyone who won’t sign is locked out of the lab and his or
  her chance for an A.
  Note: It is your job, as the GM, to get the characters
  inside. Baum may very well sweeten the deal if
  necessary. As an example, he may be able to aid the
  character in obtaining a good grade in another class.
  (Yes, Baum does have that much clout.) Also, he reminds
  any characters who are leery that his class is required for
  graduation. In other words, if they don’t sign, they don’t
  graduate.
  Remember that although he really doesn’t care if the
  students pass or fail, they are potential subjects for his
  insane experiment. The point here is to get the characters
  through the door; otherwise you’ll have a very bored
  player.
  The TVTD
  Dr. Baum says, “Now that that’s all in order, we
  can proceed.” He takes the paperwork, and leads
  you through the metal door.
  You walk into a lab that any Hollywood director
  would give his first born to possess. The smell of
  chemicals assaults your nose as the sound of
  sparks climbing up a Jacob’s ladder sizzles in
  your ear. The room is very dark, and the various
  illuminated workstations cast flickering, creepy
  shadows. There’s no way of knowing what’s hidden
  in the darkened edges of the lab, which are
  hidden in the darkness.
  You and your fellow subjects are led to an area
  that seems to be a mock up of a living room from
  the 1950s. Dr. Baum points at the room. “All of
  you sit down on the couches in front of the
  television. I’ll explain the study after a short video.”
  He walks over to a large control panel outside of
  the mock living room.
  Let the characters choose their seats and then
  continue.
  You hear the sound of switches being thrown.
  Static appears on the TV in front of you. Then
  everything goes black...
  Static
  ...and then gets light again. It appears as if
  you are in a room of pure static, or snow if you
  prefer the nontechnical term. The walls are
  made of the white noise that exists between
  channels on a TV. A window appears in the
  static on the ceiling and Dr. Baum looks down
  on you, clipboard in hand.
  “You all made the transition? Good. Now we
  have a lot to do, so I will be brief. I’m doing a
  psychological study and will be watching as you
  interact through the various... situations you will be
  put in. Now, about your extra credit. I’ll be rating
  your actions in each of the situations. The student
  with the highest rating will get an A; the next two
  highest get a B; everyone else will fail. Okay?
  Good. Now let me get ready...” With that, Dr.
  Baum starts to work on a panel next to him.
  Dr. Baum won’t answer any questions at this point. If
  pushed hard he says, “You’ll figure it out.” After a few short
  minutes he says,
  “Okay, we are all ready. Enjoy. And remember,
  this is for posterity.” At that, he pushes a button,
  and the room fades to black.
  Part 2: Soap Opera
  Overview
  The characters awake to the soap opera, ‘All My Rich
  Snobs’.
  All of the characters are the rich children of the
  billionaire tycoon, Trevor Wardrobe. The show opens with
  the characters being called to Trevor’s study. There they
  are told that only one of them will inherit his fortune—the
  others will go poor. They have three hours of game time in
  which to prepare a case for gaining the inheritance. That
  evening at dinner, Wardrobe plans on hearing hear all the
  cases and will make a decision on who gets the money.
  The characters have the day to spend gaining
  evidence, forming alliances, and figuring out each other’s
  horrible secret. All of this takes place under the looming
  threat of a condition called Brain Fever, which keeps
  terrorizing the Wardrobe family.
  
  GM Note:
  For GMs that have never run a character vs. character
  game, this may be a difficult segment to run. Just keep
  the following in mind:
  1) The characters can’t really work together. There is a
  possibility that they might try, but they won’t be reward by
  Dr. Baum for it.
  2) Keep plenty of notepaper handy so the players
  can pass notes, both to you and to each other. Try to
  limit out of room conferences between you and a player
  as it limits how much time you have with the other
  players.
  3) Keep it moving, and keep it fun. It should all be
  completely over the top. Think daytime soaps on drugs.
  Channel Resolution
  The resolution to this channel is easy—someone has
  to be named the heir of the Wardrobe fortune. There is no
  sharing. It’s all or nothing.
  What Dr. Baum is Rating
  Dr. Baum rates as follows:
  1 point for backstabbing an ally.
  -1 point for being backstabbed by an ally.
  1 point for killing off another character.
  4 points for being made the heir.
  1 point for staying ethical (must survive to the end
  resolution).
  The Players
  Each character has an alter ego in the soap opera
  channel. We’ve created those of the pre-generated
  characters, but if your players have their own characters,
  you’ll need to create alternates in advance.
  This should be based on the character, but taken to an
  extreme. A straight A student might be a Nobel Prize
  contender while the captain of the football team is most
  likely the star of the last Super Bowl, with girls swooning
  over him. In any case, let your mind soar-—nothing is too
  over the top for this channel.
  Each character also has a deep, dark secret and
  several hints to lead the other characters to the horrid
  truth. Again, we’ve created ones for the characters
  provided in the adventure, but if you have your own
  characters you’ll need to do some work.
  Each secret needs to be different, but, like the alter
  ego, you should go crazy. Each of the hints is
  progressively more revealing, with the last one being a
  dead giveaway. Some possibilities are: the character is
  actually adopted, the character once helped an escaped
  criminal flee to the rain forest; the character is a drug
  addict, etc. You will need to keep some notes on each
  character’s alter ego background.
  Ted Gertz
  Ted’s alter ego is Moonbeam Wardrobe, a militant eco-
  warrior who’s not afraid to blow up a few corporate execs
  to get his message across. He spends most of his time
  living in the wilds, hugging trees and shooting poachers.
  Dark Secret: Let’s just say he recently returned from
  Peru with a vial of Diran Tchitona bacteria…
  Hints: Passport with Moonbeam’s picture but a fake
  name and a stamp from Peru; Owns a large number of
  latex gloves; Has a second refrigerator which he never
  uses; Has an extensive library devoted to flesh eating
  bacteria.
  Jason Tam
  Jason’s alter ego is Nigel Wardrobe. Jason isn’t the
  oldest, or the youngest sibling. In fact, he’s so immensely
  dull that he could drive paint to peel. He has a monotone
  voice, an outstanding knowledge of boring trivia, and a
  desire to spread his knowledge. Nigel is an accountant,
  and he knows LOTS of interesting accounting stories.
  Dark Secret: Nigel is actually a sadomasochist with a
  rubber fetish and an unhealthy interest in large men and
  women.
  Soap Opera Quotes
  Looking off camera after being accused of
  something unsavory, “That wasn’t me, it was
  my twin sister!”
  “I saved. I thought that meant something
  to you.”
  “The reports of my death were greatly
  exaggerated.”
  “I’m not a Wardrobe, father. Mother had an
  affair with an Amoire!”
  Any clever reference to a Soap Opera title.
  (“Our time is running out!” “Yes, like sands
  through the hourglass....”)
  Anyone doing the revelation scene from
  Tootsie.
  You may also wish to give a point for those
  who do their entire dialogue in an over the top,
  breathy voice full of “dramatic” pauses.
  
  Hints: Frequently buys bundles of rope; Frequents a
  bar in the nearby red-light district; Receives multiple prank
  calls with heavy breathing asking if “Manimal” is there; His
  padlocked basement contains several sets of chains and
  a camcorder and a very revealing video.
  Roxie Yadon
  Roxie’s alter ego is Tabitha Wardrobe. She’s a hotshot
  reporter for a major paper, with several Pulitzer Prizes.
  You name it and she’s covered it in the news. She’s even
  mastered a dozen languages, and has been put up for a
  Nobel Peace Prize for her investigative journalism.
  Dark Secret: Tabitha isn’t all she seems. Her writing is
  actually the work of a man by the name of John Parker.
  Tabitha just takes the glory. What’s her hold over him? A few
  glossy 8 x 10’s telling a strange story of animal friendship.
  Hints: Many letters and emails written by Tabitha have
  bad grammar and spelling; Spending lots of time
  hobnobbing at big parties suspiciously never stops her
  from meeting her deadlines on unrelated articles; She is
  single but often seen out with the same mysterious man;
  John Parker is always covering trivial stories in the same
  area but they are expertly written.
  Dona Stringham
  Dona’s alter-ego is Lucretia Wardrobe, the sexiest
  model ever to strut the catwalk. When she swings her hip,
  men’s hearts don’t just skip a beat, they stop dead. Not
  only could she have every man alive, she probably has.
  Dark Secret: Lucretia Wardrobe actually died two
  years ago after being kidnapped by Colombian drug
  dealers. Lucretia is actually Pablo Gonzalez, a top
  Colombian drag queen. If he… she inherits, the money is
  going south.
  Hints: Lucretia has a keen interest in the Colombian
  men’s soccer team; She has several pairs of men’s shoes
  in her apartment; Despite her amazing looks she is never
  involved in a relationship; Her medical records and actual
  passport (which she keeps hidden) are all under the name
  Pablo Gonzalez.
  Kurt Keef
  Kurt’s alter ego is Hank Wardrobe. Star pitcher and
  batter for the World Champion Chicago Cubs, he holds
  almost every record in the game. He’s on his sixth wife,
  and needs the money to pay all the alimony on the
  previous marriages.
  Dark Secret: Kurt was actually behind the wheel of
  the automobile carrying Trevor’s late wife when it crashed.
  He swapped seats with her afterwards to avoid the blame.
  Hints: Newspaper clippings of the accident show him
  being pulled out of the passenger side of the wreck; Hank
  never lets anyone else drive while traveling; He has several
  DUI arrests (but no convictions); Hank has a scar on his
  chest caused by the steering column.
  The Setup
  You open your eyes to a large ornate study.
  You and your fellow subjects are all standing or
  sitting in the room, but it is a frozen frame, not
  allowing movement or action as if someone has hit
  pause on a VCR. In the background, the theme
  music of the show starts to fade as you hear the
  disembodied voice of a narrator introduce you as
  the children of billionaire tycoon, Trevor Wardrobe.
  Do a brief overview of the characters’ alter-egos here in
  a cheesy voice-over style, ending with, ‘but they each
  harbor a dark and terrible secret.’ Don’t say out loud what
  the secret is—either tell the player in private or pass a
  note. Do this for all the characters before continuing.
  As mentioned above, the entire scene is paused for
  this. The characters can hear what is happening, but can’t
  move or speak.
  The study is definitely owned by someone of
  taste and money. Half the furniture is at least a
  century old, maybe older. Sitting behind an ornate
  mahogany desk is a large, bulky man with a
  graying beard and bald head. He looks up as you
  all come in.
  “Good morning,” he says as he gestures for
  you to sit.
  After you sit, he continues speaking. “I have
  an announcement to make. The doctors say I only
  have a few weeks to live. Apparently I have
  contracted the rare Peruvian disease, Diran
  Tchitona. With that, I have to move my attention to
  matters of inheritance and who will manage my
  vast fortune.”
  Trevor takes a sip of water and continues. “But
  rather than just split the money, I have decided
  you will prove to me which of you should run the
  family. You have 3 hours to prepare a case—for
  yourself, for another, against another, or all three.
  The cases will be presented at dinner tonight.
  Whoever presents the best case will become head
  of the family. I will see you all at 5:00 this evening.
  Good luck.”
  With that Wardrobe gets up and walks out.
  The large grandfather clock strikes 2:00PM.
  Discovering the Secrets
  As is obvious from Trevor Wardrobe’s speech, only
  one character can inherit the fortune (unless the
  characters do something really odd like getting the will
  rewritten, change Wardrobe’s mind, or get him
  committed). Given their goal, the characters are going to
  have to spend their time going to various places in the
  nearby town, trying to find the dark secrets of their siblings.
  
  The mechanics for finding this dark secret are quite
  simple. It boils down to an Intimidation or Persuasion
  check, if they’re trying to get it out of others, or an
  Investigation or Streetwise roll if they use public records,
  newspaper, the internet, or the word on the street. Assign
  a modifier from +2 to -2 depending on the questions they
  are asking and where they are asking them. For instance,
  asking an ex-lover about recent purchasing habits would
  be at -2 but asking an ex-lover about deviant sexual
  behavior would be at +2.
  Each success and raise will reveal one of the hints,
  but they will have to put the big picture together by
  themselves. With a failure not only is nothing learned but
  whoever they’re investigating is aware that they’re
  snooping around. If a one is rolled on the Skill die
  regardless of the Wild Die the character has let something
  slip and the target of their investigation actually learns one
  of their hints instead! Each roll uses 30 minutes of their 3
  hours.
  Brain Fever
  Of course this wouldn’t be a soap opera without the
  impending threat of some disease striking the characters
  down at a moment’s notice. Any time a character rolls a
  critical failure, he is struck down by brain fever. The
  charter is unconscious and won’t wake up for 1d4 x 30
  minutes.
  Dinner
  After the characters have had their 3 hours, the dinner
  gong rings. Trevor Wardrobe waits in the dining room for
  his children. The characters should have dressed for
  dinner, either by realizing time was running out, or being
  warned by the servants. Tardiness will not help anyone’s
  case.
  Trevor Wardrobe listens to the various cases put forth
  by the characters. How do you decide which character
  wins? Listen to their plea, weigh up evidence for or against
  them, then pick one. Easy.
  If you feel the need to have players make rolls for
  this situation, make a Persuasion roll with a –6
  penalty. (Wardrobe is a billionaire after all; he’s used to
  looking through shams.) The highest result will earn
  the points from Dr. Baum. If none succeeds in
  persuading Wardrobe, have the billionaire introduce
  them to his illegitimate child, who will be inheriting the
  company.
  As soon as Trevor names an heir, the screen freezes.
  Give some sort of corny ‘to be continued line’, and move
  to the next module.
  A giant sounding ‘click’ reverberates through
  everything as the world fades to black.
  Part 3: Channel Flipping
  After the drama of the soap opera, Dr. Baum has
  decided to watch something a little more fun. Of
  course, he’ll be rating the characters, but he’s not
  going to waste his time briefing them. From here on,
  the characters are just popped into various shows with
  no briefing.
  GM Note:
  Keep the pace moving. If the action on any of the
  following channels gets too slow, jump to the next one. If
  you have an idea for a random channel, feel free to toss it
  in as well. In fact, the appendix of this document has a
  number of various channel options.
  Missy the Zombie Eviscerator
  The characters next appear in a graveyard after dark.
  At the end of the graveyard is a mausoleum containing
  their (as yet unknown) goal—their captured friend Missy,
  the Zombie Eviscerator.
  The characters have the following weapons: Ted, a
  hand axe; Jason, a baseball bat; Roxie, a knife; Dona, a
  pair of throwing knives; Kurt, a sharp stake. If you’re using
  your own characters, hand out weapons as you see fit.
  If the characters ask for something specific, let them
  have it, but make them ask. Don’t allow things like
  chainsaws or guns. The characters will need to fight their
  way towards the mausoleum and kill the vampire that is
  raising the zombies.
  The graveyard measures 24” by 12”. Scattered through
  the map are tombstones, placed so the PC’s don’t have a
  straight line to the mausoleum. A tall fence surrounds the
  graveyard. It can be climbed, but any character doing so
  is out of the scene. There is an entrance to the graveyard
  behind the characters, but a mystical energy shield now
  blocks it. At the end of the graveyard is the mausoleum.
  It’s 3” by 3” and has one door.
  Zombies
  There are 3 zombies per character scattered around
  the map. Some will be hiding behind the large
  tombstones; others will be visible, but none start closer
  than 12” to the characters.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6,
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities
  • Claws: Str.
  • Fearless: Zombies are immune to Fear and
  
  Intimidation.
  • Undead: +2 Toughness. +2 to recover from being
  Shaken. Called shots do no extra damage. Arrows,
  bullets, and other piercing attacks do half-damage.
  • Weakness (Head): Shots to a zombie’s head are
  +2 damage, and piercing attacks do normal damage.
  Vampire, Young
  Hiding in the mausoleum is a young female vampire.
  Many of her special abilities won’t matter as this is a
  quick combat—just focus on the basic combat stats. Of
  course, this is “Missy, the Zombie Eviscerator,” so the
  vampire has a special weakness to witty remarks. Clever
  players can use this to their advantage.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength
  d12+1, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, Notice d6,
  Shooting d6, Swim d8, Throwing d6
  Pace: 6; Parry: 6; Toughness: 9
  Special Abilities
  • Claws: Str +1.
  • Frenzy: Vampires can make two attacks per round
  with a -2 penalty to each attack.
  • Level Headed: Vampires act on the best of two
  cards.
  • Sire: Anyone slain by a vampire has a 50% chance
  of rising as a vampire themselves in 1d4 days.
  • Undead: +2 Toughness. +2 to recover from being
  Shaken. Called shots do no extra damage (except to
  the heart—see below). Arrows, bullets, and other
  piercing attacks do half-damage (except to the
  heart—see below).
  • Weakness (Sunlight): Vampires catch fire if any
  part of their skin is exposed to direct sunlight. After
  that they suffer 2d10 damage per round until they are
  dust. Armor does not protect.
  • Weakness (Holy Symbol): A character with a holy
  symbol may keep a vampire at bay by displaying a
  holy symbol. A vampire who wants to directly attack
  the victim must beat her in an opposed test of Spirits.
  • Weakness (Holy Water): A vampire sprinkled with
  holy water is Fatigued. If immersed, he combusts as
  if it were direct sunlight (see above).
  • Weakness (Invitation Only): Vampires cannot
  enter a private dwelling without being invited. They
  may enter public domains as they please.
  • Weakness (Stake Through the Heart): A
  vampire hit with a called shot to the heart (-6) must
  make a Vigor roll versus the damage. If successful,
  it takes damage normally. If it fails, it disintegrates
  to dust.
  • Weakness (Witty Remarks): Characters can
  actually damage the vampire with witty remarks. Use
  the standard Tests of Will rules. If a character actually
  roleplays a witty remark, give him a bonus to his die
  roll. Additional Shaken results from Tests of Will can
  cause wounds.
  What Dr. Baum is Rating
  1 point for each zombie the character defeats without
  assistance
  1 point for surviving to the mausoleum
  2 points for defeating the vampire
  -1 point if a character takes charge and leads the
  others (that’s Missy’s job)
  Commercial Break
  The characters are dropped into a car commercial. Not
  a dull, boring one, but one that has various cars weaving
  back and forth between one other at breakneck speeds.
  The goal is to get their car to the end of an airport runway,
  where a car carrier is waiting.
  Give each character a different vehicle—a minivan, a
  truck, a sports car, anything that seem fun. Start them at
  one end of the airstrip and let them loose. The carrier can
  hold all of the cars but one.
  Run this situation using the Chase rules from the
  Savage World rulebook. The characters have exactly 10
  Missy Quotes
  “I’m right here!” In annoyance when an ally
  takes down a zombie the character is fighting
  Striking a pose after dispatching an
  enemy, “Hail to the King baby.”
  Got Brains?
  Breaking out into a rendition of the Scooby
  Doo theme song.
  Commercial Quotes
  Any quote about crash test ratings after a
  spectacular wreck.
  Quietly whispering “Zoom zoom,” and
  speeding off.
  Pulling up next to another car and saying
  “That thing got a hemi?”
  There is no substitute.
  
  rounds to reach the carrier. At the end of the 10th round,
  use the characters’ positions to determine in what order
  the race finishes. Forcing rivals off the road is perfectly fair
  play, as is ramming them.
  It is important to run this section at a heart pounding
  pace. Remind the characters that showing off gains Dr.
  Baum’s favor. To help the mood, throw some random
  obstacles at the racers (tires, airport workers, airplanes...)
  that they’ll need to avoid.
  Optional Rule: At the start of the chase, every
  player draws a card representing their car’s
  starting position. To change position, a maneuver
  is needed (either one initiated by the driver, or a
  force by another car). You still draw a card at the
  beginning of each round, but this is only used for
  initiative, not for position.
  The cars start in the middle of the race, so feel free to
  require a Driving roll to represent the characters finding
  themselves suddenly driving cars very fast.
  What Dr. Baum is Rating
  4 points for first, 3 points for second, and so on.
  2 points for the best crash.
  1 point for each stunt or tricky maneuver.
  Finally, allow the characters to make some sort of
  pose before the end of the commercial. You’ve seen those
  cheesy commercials—the man gets out, smooths his hair
  and winks, the sexy lady leans over the hood to show her
  cleavage. The best or most entertaining pose gets 1 point.
  Actually doing the poses in real life earns an extra point,
  and probably make everyone break out laughing.
  Part 4: Deep South Kung-Fu
  Dr. Baum next zaps the characters into the final part of
  a kung fu show mixed with a southern good ole boys
  show. (One of those insane crossovers some TV
  executive was sure would work.)
  The characters are all hillbilly students of the Flying
  Mosquito Dojo in Alabama. The evil Warlord of Atlanta,
  Shirley Kingson, an ex-pupil at the dojo, recently
  kidnapped their mentor Master Buddy.
  This channel only covers the final part of the show—
  the attack on the Warlord’s rival dojo, the Shining Skunk
  Dojo. The earlier parts of the show (the bits leading to this
  event) are given in summary by the narrator. Remember to
  use your best fake Alabama accent for this scene.
  Well them there samur-eye boys (and gals) are
  in a tight pickle. They found out Master Buddy was
  kidnapped by the warlord of Atlanta, Shirley
  Kingson. She’s one mean pole-cat. After fighting
  off a hoard o’ ninja at Hartsfield International
  Airport, and posing for quite a few photos as well,
  the samur-eye set off in hot pursuit.
  So now the samur-eye boys (and gals) are
  standing in front of the evil dojo on Peachtree,
  staring down two hillbilly ninja. I wonder if they’ll
  save Master Buddy? Either way, it’s time to whup
  some butt.
  
  Special Rule: Descriptive Combat Bonus
  As the characters are playing highly trained southern
  samurai, let them take advantage of the following rule both
  inside and outside the dojo.
  When a player announces their action, they have
  the option of describing what they are doing in a little
  colorful depth. The more entertaining and impressive
  their description is, the higher the bonus. This is Kung
  Fu Theater—things like running on walls or jumping on
  people’s heads are encouraged. Give Fighting bonuses
  as you see fit based on the descriptions but penalize
  characters who use the same description more than
  once.
  Outside the Dojo
  Ordinarily, the characters might opt to find a safe way
  into the dojo. Of course, this here is hillbilly kung-fu TV,
  and a full on throw down is the only option. The two
  hillbilly ninja guarding the door may seem like easy
  pickings, but as soon as the fight begins, 6 more of their
  buddies come screaming through windows in hillbilly high-
  kick poses.
  Like in the Missy channel, if the characters ask for
  equipment let them have it. Otherwise, they each have a
  katana (Str+4). If they start asking for guns, give the ninja
  similar guns as well.
  Hillbilly Ninja
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d6, Vigor d6
  Skills: Fighting d8, Guts d6, Notice d6, Shooting d4,
  Throwing d6
  Pace: 6; Parry: 6; Toughness: 5
  Edges: First Strike
  Gear: Katana (Str+4), ninja throwing stars (Range 3/6/
  12, Str+1)
  Inside the dojo
  Bursting through the doors, you find
  yourselves in a large, open area of rice paper
  walls and bamboo floors. On the walls are
  weapons of various martial arts. Tall, wooden
  columns surround the room. At the end of the
  long room sits your master cross-legged in a
  bamboo cage. The Warlord looms and gloats
  over him.
  “So,” she says, having noticed your entrance,
  “you boys are here for Master Buddy? I reckon you
  done gone and beat up plenty of my hillbilly ninja,
  but I’ve got more of them than Elvis had fried
  banana sandwiches.” With that, a hoard of ninja
  burst through the rice paper walls and race toward
  you.
  There are 2 ninja per character. This is a fight to the
  cinematic death. The channel ends if the Master is saved
  (a character must get adjacent to him and spend one
  round untying him), the characters die, or Dr. Baum gets
  bored.
  Shirley Kingson, Warlord of Atlanta [WC]
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength
  d8, Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d8, Taunt
  d12, Throwing d6
  Pace: 6; Parry: 8; Toughness: 6
  Edges: Block, Combat Reflexes, Improved First Strike
  Gear: Katana (Str+4), ninja throwing stars (Range 3/6/
  12, Str+1)
  What Dr. Baum is rating
  1 point for being alive when the master is saved.
  2 points for the best death scene.
  2 points for getting the finishing blow on Shirley.
  4 points for taking Shirley down single handedly.
  1 point per person acting appropriate for hillbilly
  Samurai. (If you are happy with their performance, they
  get the point.)
  Deep South Kung-Fu Quotes
  Staring a room full of enemies down coldly,
  “...and I’m all out of bubblegum.”
  “When you can take the pebble from my
  hand young Bubba, then you are ready,” after
  you take down an allies enemy for him.
  “Yeeeeeeeeeeeeeeeeehaaaaaw!” at nearly
  any time.
  Humming a horn version of “Dixieland”
  when heading off to the next scene.
  Naming and saying goodnight to each
  person you knock out in turn, “g’night Jim
  Bob, night Billy Boy, night Sue Ellen...”
  After any misunderstanding “What we have
  here is a failure to communicate...”
  Any Bruce Lee imitations, including noises
  and poses.
  
  Part 5: Camp Perdition
  At last, Dr. Baum drops the characters into the final
  show: a horror movie where they are the stars. He sends
  them to Camp Perdition.
  The goal here is to survive, plain and simple.
  The Camp
  Camp Perdition is a summer camp that has seen
  better days. Many buildings are falling apart or have holes
  in them. To make it worse, a serial killer with a wicked
  sense of irony has made the place a death trap. What fun!
  Running the Channel
  This is probably the easiest channel to run, although
  keeping the tension high may prove difficult. The
  characters enter the camp when their car breaks down
  outside. From there, let them explore as they see fit.
  Encourage exploration with the sound of a phone ringing
  somewhere in the camp, or someone calling for help, or
  the sounds of a party in one of the old abandoned cabins.
  Of course, surviving this exploration will be difficult.
  Each area is detailed below with what actions are most
  likely to cause the characters’ death. If a character does
  the listed action, they get one chance to survive. All
  characters seeing the death, or the results thereof, should
  make an immediate Guts check.
  Now smart players (and maybe their characters)
  should realize by now that Dr. Baum is probably enjoying
  watching discord and confusion. You might want to remind
  the players or characters that it’s a competition to see
  who gets the A. If the characters’ figure out the traps,
  there’s no reason they can’t try to get other characters to
  fall into them in hopes of a few extra points.
  Special Rules
  The characters die if they take more than three
  wounds. Don’t roll on the Knockout Blow table—they’re
  dead. No save. No second chance.
  Global Deaths
  If a character goes off alone at any point, the character
  gets a one-on-one encounter with the homicidal maniac.
  You can run this in another location, so the other players
  don’t know what is happening, or in front of them to get
  their blood pumping. Now the odds of a character surviving
  an encounter with the maniac are slim.
  If the character survives, they can go running back to
  their friends in fear. If the character gets killed, then their
  severed head or other body parts are waiting for the party
  in the next area. If, by some miracle, the killer is wounded
  or otherwise taken down, he will be up and fully healed for
  the next scene automatically.
  The above also happens if a male character and a
  female character go off somewhere for some private time.
  The maniac will go after whichever is easiest to attack.
  What Dr. Baum is Rating
  1 point for anyone surviving.
  2 points for pushing someone else into a death trap
  (knowingly.)
  1 point for acting in a appropriate but foolish manner
  (wandering off alone, investigating a blood pool thoroughly
  without looking up etc.)
  2 points for surviving a scene with the maniac in it.
  Resolution
  Believe it or not, there is a resolution to this death
  trap. When the characters are finally about to explore the
  last area, a phone rings from within. Once inside, they
  can use it to call for the police and end the channel. Of
  course, they still have to contend with the death traps of
  the particular room.
  Feel free to add more areas and more death traps.
  Only you know what will scare the life out of your
  players.
  Areas
  Arts and Crafts Class Room Death Traps
  • Light switch is wired to the camp power grid for
  instant electrocution.
  The victim must make a Vigor roll at -4 each round to
  avoid taking a wound. Whether the roll succeeds or not,
  the character’s hand clamps around the switch, and he is
  unable to act. The other characters will have to try to get
  the character away from the switch. If they directly touch
  the character being electrocuted, they have to make a
  Vigor roll at -2 to avoid taking a wound.
  • Supply closet is rigged so that if someone opens it
  they get a buried by a pile of crudely made Indian wallets,
  all filled with lead pieces.
  The victim may make an Agility roll at -2 to dive out of
  the way. On a failure, he suffers 4d6 damage.
  Mess Hall / Kitchen Death Traps
  This area is divided cafeteria style—a large, open area
  with the kitchen off to one side.
  • Shotgun in the oven fires when it is opened.
  The victim may make a Notice roll at -4 to spot the
  triggering mechanism as the oven is opened, and stop
  before the trap activates. If the roll is failed, the victim
  takes 3d6 damage twice (the shotgun is double barreled
  and rigged to fire both shots at once).
  
  • Walking into the walk-in freezer reveals a gruesome
  sight: previous victims of the camp hanging like slabs of
  meat on large rusted hooks. (If any characters have died,
  here is a great place to put their bodies). As soon as the
  character steps all the way in, the freezer door slams shut
  and locks itself. Poisonous gas from the cooling unit
  filters into the room.
  The character can hold his breath for a number of
  rounds equal to his Vigor, but then automatically suffers a
  wound each round. The freezer is soundproof.
  Getting into or out of the room requires a Lockpicking
  roll at -4 or a Strength roll at –6.
  • Inside the walk-in pantry is a doll. If a character picks
  it up, the ceiling pulls away and heavy knives drop straight
  down. The character must make an Agility roll at –4 or
  suffer 6d6 damage.
  The victim may make a Smarts roll at -4 to notice the
  triggering mechanism as the doll is picked up before the
  trap activates.
  • If a character uses the toilet in the bathroom,
  poisonous snakes drop from the ceiling. There are 6
  snakes (use viper stats but each bite causes an
  automatic wound if the character fails a Vigor roll -2.) The
  snakes have the Drop for the first round.
  Fire Ring Death Traps
  • Gunpowder trap in the fire ring. If someone lights a
  campfire, it blows up, causing 5d10 damage to anyone
  who fails an Agility roll –4.
  Dock Death Traps
  A number of boats line the dock. A couple are in good
  shape. The rest are not. On the sand are some beach
  chairs.
  • If someone gets in a boat, it tips over and they are
  dragged under by the maniac. Escaping requires an
  opposed Strength roll. Each failure causes the character
  to take a wound as he swallows a lung full of water.
  Of course the dead lifeless body of the character
  quickly floats to the surface. Anyone who goes swimming
  also gets dragged under and killed.
  • If someone sits in a beach chair, the sand
  underneath gives way. They must make an Agility roll at –
  4 or suffer 5d6 damage from sharp metal spikes at the
  bottom of the pit.
  Bunk House Death Traps
  The bunk house is a large cabin with one open area
  containing the remnants of 5 bunk beds. Only one is still
  intact, though looks like it’s on its last legs.
  • Laying on the bunk causes the top to fall, smashing
  anyone below, and then the entire bunk falls through the
  floor to another pit trap of sharp metal. The victim is
  allowed an Agility roll at –4 to avoid taking 5d6 damage.
   
  Jerry The Maniac
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d12, Vigor d8
  Skills: Fighting d12, Shooting d10, Swimming d10
  Pace: 5; Parry: 9; Toughness: 7
  Hindrances: Quirk: Homicidal Maniac, Obese.
  Edges: Block, Dodge, First Strike, Improved Frenzy,
  Improved Sweep
  Gear: Huge axe (Str+5)
  Background: Jerry is insane. He saw way too many
  movies about homicidal maniacs, and his warped minds
  believe that it’s all a run down summer camp should be
  for! He holds no grudge against the characters. They are
  just playing their part in this movie.
  Special: Jerry has well hidden escape routes
  everywhere. He can choose to use one during a combat
  round to escape and recover should the characters just
  happen to hurt him. Of course, even if Jerry is gone the
  death traps are still around.
  Unstopable: Even if someone manages to Wound or
  incapacitate Jerry, he will be up and full functional in the
  next scene.
  Camp Perdition Quotes
  While trying to figure out why everyone
  keeps dying, “Okay the rules of a horror
  movie are...”
  Saying “He had to split,” instead of telling
  your friends that you found someone cut in
  half.
  Asking anyone “You’re not a virgin are
  you?” at nearly any time.
  “Okay, John you check out the kitchen,
  Mary you look in the dorms, Betty you check
  by the docks and I’ll see what I can find in the
  office,” after deciding that everyone should
  stick together for safety.
  Getting the killer—or a friend—impaled on
  spikes and saying “Stick around.”
  Making fun of a frightened companion
  instead of calming them down, “They’re
  coming to get you Barbara...”
  
  Part 6: And back again
  Finally the characters are brought back to the real
  world. They appear in the hall outside of Dr. Baum’s lab—
  everyone is there and no one is injured.
  Through a loudspeaker, Dr. Baum says, “You’re
  all back. Good. Very well, my research is done.
  You may go now. I will tell you via email what grade
  you will receive. And if I tell you that you’re going
  to pass my class, don’t bother showing up for the
  rest of the semester—including the final. Come to
  think of it, there isn’t much point for the rest of you
  to show up for the rest of the semester either. I’ll
  see enough of you again in the fall.” With that, the
  speaker goes off.
  That’s it for the module. Total up the scores and tell
  the players who got the A (the highest score), B (the next
  2 highest), and who failed (everyone else). It’s your call on
  what happens in the case of a tie.
  Appendix
  Continuing Campaign?
  Of course, this could be a continuing campaign. Once
  the professor has them in the system, there is no
  guarantee he will let them out. Or maybe the device
  breaks and he is attempting to fix it while they are going
  from channel to channel.  Even though he is evil, he really
  doesn’t want the characters to die. The institutional review
  board frowns heavily on that sort of thing. Their disapproval
  could make further research difficult, or even impossible.
  So he’ll actively try to get the characters out. But as long
  as they are out before anyone starts to miss them, he
  won’t fret.
  A continuing campaign requires many more different
  channels and program ideas. Below are some channel
  ideas.
  Other Shows
  Kids TV: The characters are placed in a world of
  fantasy and make-believe (with just enough realistic
  elements to educate) and have to incorporate the day’s
  lesson into their activities.
  Space Show: Flying through space, discovering long
  lost civilizations, sleeping with aliens. I mean it’s the
  prefect show—for the leads that is. Too bad the
  characters are playing the part of the expendable red
  shirts.
  Cop Show: Car 1001 where are you? Send the
  character on an insane romp though the seedy underbelly
  of society as they try to figure what moral lesson this
  clone of top rated cop shows is trying to teach.
  Game Show: Super extreme nihongo challenge! Yep,
  it’s everyone’s favorite, a humiliating and degrading
  Japanese game show! Anything is fair game with this kind
  of show.
  War Movie: Shoulder that pack solider! We are in
  Vietnam. Or World War Two. We have to survive the
  current operation and report back. Of course, if it’s an
  earlier war movie, most of the characters may survive. If
  it’s of more recent vintage, maybe the CO will make it.
  Incorporating other Savage Supplements:
  For a campaign, this framework can be really useful.
  Any of the Savage Tales or Savage Settings can be
  plugged easily into Cathode Tube. The Savage Tales can
  make a marathon of shows Dr. Baum is watching.
  Settings
  Tour of Darkness: The book contains a great mission
  generator and is a full savage settings. You could keep
  the characters going for a while with just the generator
  and not even tie it into the supernatural part of Tour of
  Darkness.
  Savage Tales
  Zombie Run: Like Dr. Baum wouldn’t love to watch
  his subjects fight through this! Finally you could really
  play with the characters’ (and, to some degree the
  players’) minds by making it seem like they are back in
  the real world. It could be a good bit until finally they
  realize they are on a show.
  Privateer’s Bounty: Age of the sail, spooky fog,
  broadsides and cutlasses. How could Dr. Baum pass this
  show up when he’s in the mood for a little blood and pirate
  booty?
  Highwater War: Epic fantasy is the order of the day
  for this Savage Tale. The characters take on the roll of
  high level advisors to the king of Highwater during a time
  of stress and impending war. Can they figure out what’s
  going on in time to fortify the borders from the roving
  hordes?
  Smuggler’s Cove: Dr. Baum will get a kick out of
  putting the characters in the shoes of a group of
  children in pre WWII England. Caves, mysterious
  strangers and no one to save the day but the kids and
  their friends.
  Prisoner of Pain: Mystery and suspense collide with
  a medieval world when one of the character’s is abducted
  by a wizard gone mad! Can his friends put the pieces of
  the puzzle together before his demented torturer takes
  him apart bit by bit?
  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d6, Streetwise d4, Shooting d6, Driving d4, Taunt d4, Throwing d6, Stealth d6,
  Intimidation d6, Healing d4, Climbing d6
  Edges: Brawny, Tough as Nails
  Hindrances: Overconfident, Stubborn
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Background: You are a major league baseball star in the making and boy do you know it.
  People either want to be you, or be around you to bask in your popularity.
  Attributes: Agility d4, Smarts d6, Spirit d4, Strength d4, Vigor d8
  Skills: Climbing d4, Driving d4, Fight d4, Healing d6, Investigation d6, Knowledge (Nature)
  d4, Persuasion d6, Repair d6, Survival d4, Shooting d4, Tracking d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Edges: Lucky, Fast-Healer
  Hindrances: Clueless
  Background: Nature is your friend! Those evil businessmen and scientists are destroying
  nature! Ripping up trees! You came to college to educate those that would destroy it to
  cherish it. Every bunny is precious. Every wolf is a misunderstood dog! Protect the wildlife!
  Ted Gertz
  Jason Tam
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Gambling d4, Knowledge (College Major) d4, Lockpicking d4,
  Notice d6, Repair d4, Shooting d4, Stealth d4, Streetwise d4, Survival d4, Swimming d4, Taunting
  d4, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Edges: Quick
  Hindrances: Cautious
  Background: You are average. You blend easily into a crowd and basically know a little bit about
  everything (even if it’s not always right). In classes you normally keep to the class average. Maybe
  a good grade here, or a bad one there, but even then, you are still basically average.
  Roxie Yadon
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d4, Taunt d6, Investigation d8, Knowledge (College Life) d8, Knowledge
  (Journalism) d6, Knowledge (Spanish) d6, Knowledge (Science) d4
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Edges: Scholar (+2 on Knowledge (Journalism) and (Science))
  Hindrances: Curious
  Background: You came to college to find your future. Unfortunately, it wasn’t the first major
  you picked. Or the second. It seems to be the third—that is, if you can graduate.
  Dona Stringham
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d8
  Skills: Persuasion d10, Knowledge (College Life) d6, Healing d4, Driving d6, Notice d6
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 6
  Edges: Charismatic
  Hindrances: Greedy (More Power than Wealth), Quirk: Valley Girl Accent, Vengeful (Major)
  Background: You are a babe. You are the one who is always invited to every party and the one who
  can always find a date. You’ve even been able to use your looks to help get good grades in some
  classes. The male professors (except Dr Baum) are so easy to manipulate. Of course, if anything
  gets in your way (Sororieties, jocks, geeks) you have been known to destroy their lives—
  sometimes physically. But, hey, a girl needs a hobby!
  Kurt Keef
  
  Dona Stringham
  Kurt Keef
  Ted Gertz
  Roxie Yadon
  Dr. Baum
  Trevor Wardrobe
  Shirley Kingson
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Jason Tam
  
  Zombie
  Zombie
  Zombie
  Zombie
  Vampire
  Jerry the Maniac
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Hillbilly Ninja
  Zombie
  Zombie
  Zombie
  Zombie
  
  Everybody knows there are no
  such things as monsters…
  …You know better.
  To the ordinary people of Victorian
  society, monsters are but silly superstitions
  or the cheap fiction of the penny books sold
  on the streets. But you are far from
  ordinary. You have seen horrors fearsome
  enough to stop a brave man’s heart, and
  you have lived to tell the tale.
  You are a Ripper—one of a secret
  band of monster hunters dedicated to
  saving humanity—and the horrors that
  stalk the night are your prey. To aid
  you, Rippers extract the essence of these monsters’ powers
  and use them to enhance your abilities.
  But be warned, by taking such horrific measures you risk losing your mind…or worse. Torn between the need for greater
  power and the threat of terrifying insanity, you must choose how best to fight the creatures of the night. Choose well; for if
  the Rippers fail, humanity is lost!
  Savage World, Smilin’ Jack, Through the Cathode Ray Tube, Great White Games, and
  the GWG shark are Copyright Great White Games, LLC.
   Deadlands, Hell on Earth, Lost Colony, and the Pinnacle logo and starburst are
  Copyright Pinnacle Entertainment Group. All Rights Reserved.
  Rippers     is a 144 page full-color Plot Point setting for the Sav
  Sav
  Sav
  Sav
  Savage Worlds 
  age Worlds 
  age Worlds 
  age Worlds 
  age Worlds Roleplaying Game.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Through the Cathode Ray Tube.pdf