TEXT: Clockworks Presents
   the Gentleman Caller
  Version 1.0
  Words: Jeb Boyt and Shawn Gaston
  Art: Shawn Gaston
  Editing: Daniela Droke
  Playtesters: Dana, Jen, Ken, Scott, Victor
  Clockworks created by Shawn Gaston
  http://clockworkscomic.com
  http://clockworkscomic.wikia.com
  “This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle 
  makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.” 
  
  Introduction
  Welcome to the Great Republic.
  The Gentleman Caller is the first of a series of free adventures 
  set in the world of Clockworks.  This adventure is meant to be 
  played over the course of one or two game sessions.
  The Gentleman Caller is a steampunk horror/mystery adventure. 
  Your heroes will travel from the heights of high society to the lost 
  and forgotten depths of the city in search of a most unusual and 
  dangerous killer.
  The rest of this adventure is for the GM's eyes only.  If you are 
  planning on playing The Gentleman Caller, stop reading now.
  The World of Clockworks
  Clockworks is a steampunk/fantasy game, set in the world of 
  Vheld.  Vheld is home to fantastic ether driven devices, 
  dangerous magic, newly appearing Faeblooded, and a strange 
  and secret history.  It's a world of high flying adventure, heroic 
  action, mad science, ancient mysteries, and occasionally, cosmic 
  horror.
  Clorencia
  The Gentleman Caller is set in Clorencia City.  Clorencia is the 
  heart of the Great Republic of Roumion, and is the greatest 
  metropolis in the world.  Clorencia has a unique design, the city 
  is comprised of 11 levels stacked on top of each other and held 
  aloft by ether and steam.  
  
  The first level is home to ancient ruins of Old Clorencia, as well 
  as mines and prison mines.  The 11th level is home to some of 
  the wealthiest and most influential people in the world.   The 
  Great Machine runs the length of Clorencia, from the mines of 
  the 1st level to the heights of the 11th.  
  The Great Machine (actually tens of thousands of devices) 
  provides power, communications, and plumbing to the entire city. 
  A series of massive elevators also connect the various levels of 
  the city.
  The Gentleman Caller is based mainly on three levels of Clorencia 
  City.  The tale begins on the 8th level, in Clorencia University. 
  Clorencia University is a large campus in the heart of the city, 
  home to more than 30,000 students.  The 8th level is comprised 
  primarily of “whiplash” style architecture, huge buildings with 
  strong curves, natural motifs, and stained glass.
  The 9th level is home primarily to vast homes, exclusive shops 
  and businesses, and the city's financial markets.  The buildings of 
  the 9th level are mostly boxy - large structures of steel and glass.
  The 2nd level has been long abandoned by all but squatters, 
  poverty stricken Faeblooded, and other undesirables.  Most of the 
  original buildings have long been ransacked, with ancient 
  factories or government offices turned in to vast slum apartment 
  buildings.  Tin roof shantytowns have been built over the ruins of 
  much of the level.
  Adventure Overview
  The PC's are members of  Clorencia University's Department of 
  Unusual Biology.  They travel the world in search of strange and 
  dangerous beasts, and bring them back alive or dead for study. 
  They are essentially scholarly monster hunters.
  The adventure begins in Clorencia University.  The PCs meet with 
  Agent Crane, of the Bureau of Public Health and Safety.  Crane 
  tasks them with investigating the murder of a wealthy teenage 
  girl, in her bedroom.  Crane suspects the involvement of an 
  magical or monstrous killer, and has roped the PCs in to helping 
  the investigation.
  The characters will discover the trail leads to a creature thought 
  to be an urban legend, a modern myth living in the slums of 
  lower city.  They learn of a government cover up, a haunted 
  playground rhyme, and discover hints of a greater menace 
  threatening the good people of Clorencia.  
  Will our heroes be able to stop The Gentleman Caller before he 
  strikes again?  Or will they be his next victims?
  Characters
  A separate PDF includes 5 premade characters.  You are free to 
  substitute other characters, however this adventure assumes the 
  PCs are all employees of Clorencia University's Unusual Biology 
  Department.
  You can substitute government agents, private investigators, or a 
  group of well known adventurers if you wish, but the adventure 
  will require a bit of tweaking.
  If your players create new professors or students, Faeblooded or 
  Elementalist characters should not be allowed unless the 
  characters are very good at hiding their true nature.
  
  Scene 1: Assignment
  Our tale begins with the characters gathered in a meeting in the 
  office of the Dean of Clorencia University's Biology Department. 
  Dean Velmont's office is a large room with dark green wallpaper 
  and wood paneling.  The office is decorated with elaborate 
  drawings of plants and animals and the preserved skeletons of 
  rare creatures.
  Dean Horace Velmont is an officious, older gentleman who favors 
  high, starched collars, tailored dark suits, and white spats over 
  well-shined shoes.  He thanks the PCs for attending this meeting 
  at short notice.
  Also in the room is a woman that Velmont introduces as Agent 
  Crane from the Great Republic Bureau of Public Health and 
  Safety.  Agent Crane is a stern woman with pale complexion and 
  dark hair pulled to a tight bun.  She wears  the standard gray 
  uniform of Public Health and Safety, complete with armored coat 
  and heavy pistol.  She holds a bowler hat in her hands and 
  remains standing throughout the meeting.  
  Agent Crane explains the reason for  this meeting:
  “As you are well aware, last year Public Health and Safety 
  made a sizable contribution to your department.  Per the 
  agreement reached then, we would have access to the 
  findings of the Department of Unusual Biology, as well as 
  it's resources.
  “We now have need of those resources, you. 
  “Allia Coventry was murdered last night, in her home on 
  the 9th level.  We have reason to believe her murderer is 
  an unnatural of some sort, possibly a Faeblooded 
  creature.  The killer entered the Coventry residence 
  without opening any doors or windows or setting off any 
  alarms, and murdered Allia in a quite gruesome fashion 
  with no one in the house noticing.
  Agent Crane hands over a small file, featuring the pertinent facts 
  of the case.  On top of the stack of papers is a black and white 
  photograph of a teenage girl, covered in blood and missing her 
  eyes.
  “Additionally, this is not the first such case.  We believe 
  this is the latest in a series of murders that began in lower 
  city decades ago, either perpetrated by the same killer, a 
  series of copycats, or some sort of gang or cult.
  “We want you to conduct a quiet investigation, concurrent 
  to the one by the National Police.  Should you find 
  
  evidence of the supernatural in the city, you are to 
  eliminate it and return with all findings.  Should you find a 
  more traditional murderer is behind these killings, we will 
  expect you to hand over all evidence, and then you will be 
  free to allow the police to finish the case.”
  Agent Crane will answer any questions the PCs have, typically 
  with “no”, “please read the file”, or “I'm sorry, I'm not able to 
  divulge that.”  Once she is satisfied the meeting is over, she will 
  thank the PCs and Dean Velmont, and wish them a good day.
  The Facts
  In the case file are the following facts:
  The most recent victim was Allia Coventry, the 15 year old 
  daughter of a prominent industrialist on the 9th level.  This 
  morning, when her nanny came in to wake her, she instead found 
  the girl's mutilated corpse in her bed.  She had been stabbed 
  viciously and repeatedly in the chest, and both of her eyes had 
  been removed.  The police have so far not found any other signs 
  of struggle, and the room showed no sign of a disturbance.
  Just over a year ago, 15 year old Nathalia Garimonde suffered an 
  almost identical fate in her home on the 8th level.  14 year old 
  Carin Chancery was murdered in a similar fashion on the 7th level 
  two years ago.  
  All three girls were murdered in their homes, with no sign of 
  intrusion or struggle.  All three were killed with a large, jagged 
  knife of some kind.  All three bodies had the eyes removed, with 
  no small amount of surgical skill.  There were no witnesses to 
  any of the murders, and no sign of other violence upon the 
  victims.
  
  Scene 2: The Hunt Begins
  The characters are free to return to their offices and begin the 
  investigation.  The Unusual Biology department is in many ways 
  the unwanted stepchild of the greater Biology Department, and 
  the offices are tucked away in the basement of the Edward J. 
  Bainbridge building.
  From here, the PCs have a number of options:
  They may wish to travel up to the 9th level and visit the Coventry 
  home.  See Scene 3.
  They may want to see Allia's body, and speak with the mortician. 
  See Scene 4.
  They may wish to visit her school, and speak to her friends.  See 
  Scene 5.
  They might visit the University library, to research the previous 
  murders in the archives or to look up intangible creatures.  See 
  Scene 6.  Characters may want to return to the library later in 
  the investigation as more clues become apparent.
  Scene 3: The Coventry Home
  The Coventry estate is a massive two story home on the 9th level. 
  When the characters arrive, a half dozen National Police will be 
  stationed in and around the house.  Inspector Werthmuller, a 
  thin, well tanned man with a prominent nose, from the National 
  Police is leading the investigation.  He will reluctantly let the PCs 
  through if they show their papers and explain they're working in 
  conjunction with Public Health and Safety.
  Aside from police disturbance, the house is spotless.  The cops 
  have found no sign of forced entry or theft, and suspect an inside 
  job.  
  Inspector Werthmuller can set up an interview between the PCs 
  and Jon and Frieda Coventry.  The Coventrys are still in shock, 
  
  and have little to say about their daughter's murder.  The family 
  had no enemies, and until last night their life was idyllic.  They 
  will admit their daughter has been distant the last two weeks, 
  but reiterate that is perfectly normal for a teenaged girl.
  If the PCs investigate Allia's room, they will find a gruesome 
  scene of carnage.  Blood splatters stain the walls near the bed, 
  and the mattress is soaked with blood and torn apart by knife 
  slashes.  Characters should make either a Guts or Vigor check to 
  continue searching the room.
  For each success on an Investigation roll, the PCs notice one of 
  the following:
  - Several of the stabs in the bed go through the mattress, tearing 
  through the bottom.  Allia was apparently murdered by someone 
  of great strength, wielding a very large blade.
  - The police have boxed up most of Allia's belongings, including 
  her locked diary.  If the PCs pick or break the lock, they learn 
  that Allia met a boy two days ago, and was to meet him last 
  night.  His name is not given.  Additionally, she has suffered from 
  increasingly disturbing nightmares for the past few weeks.  Many 
  of these dreams revolve around around some horrific male figure 
  she only refers to as “the man.”
  - Allia scribbled the following rhyme in to the margins of an entry 
  a month ago: “There's a lovely gentleman calling, for his charms 
  I am so falling, he's quite polite and oh so kind, and he shall 
  never be maligned, I dare not say an unkind word, for I wish not 
  to be - ”  The last line is unfinished.
  - In addition to the blood on and around the bed, there is a small 
  smattering beneath Allia's vanity, a small trail of blood drops that 
  lead straight to the wall and then stops.
  Scene 4: The Mortuary
  Allia's body has been taken to The Necratorium, a vast mortuary 
  on the 9th level that handles all embalming and cremation for the 
  upper levels of Clorencia.  The Autopsy sciences are fairly 
  advanced in the Great Republic, and Allia is being examined as 
  the PCs arrive.
  Dr. Mortimer Slade is leading the autopsy, and with a successful 
  Persuasion roll will share the following with the PCs:
  - Two separate instruments were used in the murder: a large, 
  jagged blade that made the stab wounds in the torso, and a 
  smaller surgical knife used on the eyes.
  - Dr. Slade isn't certain, but he believes Allia was still alive when 
  her eyes were removed.
  - He's found no sign of restraint, and so far no sign of poison or 
  sedative.  Dr. Slade is at a loss so far to explain how the killer 
  was able to sedate or pacify the girl to commit this gruesome 
  crime.
  - The eyes were removed with great surgical skill, the murderer 
  was a skilled surgeon, or perhaps there are two killers.
  
  Scene 5: Schoolyard
  Allia Coventry attended the Golden Dawn Leadership Academy 
  For Girls, a prestigious school on the 9th level.  If the PCs visit, 
  they will find two members of the National Police and Agent 
  Drake of Public Health and Safety stationed at the school.  A pall 
  hangs over the school, as news of Allia's murder has shocked the 
  student body.
  It will take a successful Persuasion roll to get any of the girls to 
  talk to the PCs about Allia.  Female characters add +2 to this roll, 
  males suffer a -2 penalty.  The following clues may be learned at 
  the Academy:
  - Allia was well liked by her peers.  Especially the day after her 
  murder, no one will say an unkind word about her.
  - If asked about Allia's recent behavior, her classmates will admit 
  that she seemed increasingly tired and stressed out.  Only her 
  best friends – Eliza and Clea – know that she has suffered from 
  nightmares.  On a raise, Eliza will confide that Allia grew 
  increasingly frightened in recent days, and increasingly fatalistic.
  - If asked about the “gentleman caller” rhyme, the girls will say 
  it's quite popular.  They all seem reluctant to finish the rhyme. 
  With a Raise on a Persuasion roll, one of the girls will admit the 
  rhyme usually ends with “sundered”, “murdered”, or “tortured”, 
  but that the final word is never spoken aloud to avoid drawing 
  the attention of the gentleman caller. 
  
  Scene 6: A Visit to the Library
  Clorencia University is home to a vast library, including a 
  complete archive of the Daily Illuminator and news weeklies such 
  as The Clorencia Examiner. 
  If characters research the library for clues, have them make an 
  Investigation or appropriate Knowledge roll for every 6 hours 
  spent in the Library.  Share one clue from the list below for each 
  success, two with a Raise.
  - Looking for similar murders, the PCs can find similar killings in 
  the city every year in late Autumn, within about a month of each 
  other.  The earliest such crime happened on the 2nd level, 226 
  NDE – over thirty years ago.
  - As the murders have continued, they have moved up the city. 
  This happened slowly at first, but the last three years have seen 
  the killer move up a level every time.  Perhaps he is growing 
  bolder?
  - Many of the reports mention the victim's eyes were removed, 
  although in the last decade this fact is rarely included in news 
  reports.
  - Nathalia Garimonde's murder was solved by the National Police. 
  According to official reports she was murdered by her family's 
  gardener, a Corani man with no previous criminal record.
  - Carin Chancery's murder is also listed as solved.  A Kauldish 
  man working for her father was convicted of the girl's murder.
  - In fact, as the crimes have moved up the city, increasingly the 
  cases are listed as solved.  It is only the earlier cases in lower 
  city that remain open in the National Police files.
  - Researching possible supernatural creatures that could have 
  walked through walls, the PCs will find unsubstantiated legends 
  of ghosts and spirits who it was said could pass through walls, as 
  well as verified reports of Faeblooded who can teleport short 
  distances.
  - If the PCs attempt to find a link between the victims, they will 
  discover they all have the same birthday – the 8th of Vendimal.
  - Additionally, every victim was the oldest daughter in their 
  family.
  - Characters investigating 8 Vendimal will find it's traditionally an 
  unlucky date.  In the past two centuries, it has been the date of 
  an orphanage fire, several accidents, and a coal fume leak in a 
  school on the 2nd level that killed over 15 students a century ago. 
  Believing in luck is frowned upon in the Great Republic, but many 
  less educated people believe the day has bad luck.
  - The 8th of Vendimal wasn't always considered bad luck. 
  Research in to folklore or mythology will reveal it was once a holy 
  day, celebrated in the old Clorencian Empire as the day their 
  pagan deities ended a great drought.
  - If the characters look for information or legends about The 
  Gentleman, they will find an entry in a book written by Dr. 
  Molenko Ludgrove twenty years ago entitled Urban Folklore of 
  the Lower Classes.  The Gentleman is described as a tall man in 
  coat and top hat, who lives in closets and under beds and haunts 
  misbehaving children.  According to Dr. Ludgrove, the Gentleman 
  represents the fear of oppression from the upper classes, as well 
  as a lesson to teach children to respect their parents and those of 
  higher station.  
  - The legend of The Gentleman first appeared in Clorencia thirty 
  years ago on the 2nd level, in the slums and shanties northwest of 
  the Lower Lift.
  - In a paper from just 4 years ago, a University student wrote a 
  paper for Contemporary Culture and Society about the 
  Gentleman legend.  His paper references Dr. Ludgrove's book, 
  and mentions that the story of the Gentleman has made it's way 
  to the schoolyards of the 6th level.  According to the story, the 
  Gentleman is very temperamental, and murders those who say 
  unkind things about him.
  
  Ingenue
  During the course of researching the mystery at the University 
  Library, a student will approach the PCs.  
  Mari Berché is an Anthropology student, who needs a bit of help. 
  Mari is a stunningly beautiful redhead, charming, brilliant, and 
  innocent.  She wears tall boots, a dark skirt, and a blouse that is 
  both modest and very tight.
  Mari is researching the technology and culture of the Ancient 
  Tsuankhotl Empire for Professor Harrington's class. 
  Unfortunately one of the main books she needs to check out is, 
  for some unknown reason, in the Restricted section of the library 
  – available only to professors and government officials.
  Mari will attempt to persuade one of the PCs to check the book 
  out, and either let her borrow it or have an intern make a carbon 
  copy.  During her conversation with the PCs, Mari will act as both 
  wide eyed innocent and shy flirt.
  Mari isn't in a huge hurry, and is willing to meet one of the PCs 
  later for a copy of the book if need be.  Once she has the book in 
  her possession, she will politely thank the characters, and then 
  they will never see her again.
  If the PCs refuse to help her, she will leave dejected and 
  stressed.  The book will turn up missing a few nights later.
  What's This All About?
  Mari is an alias for a major character in Clockworks: the comic. 
  At this point in the series her cameo in this adventure doesn't 
  mean much, but point to the comic in a year or two, and your 
  players may be stunned at their encounter with the red headed 
  vixen.
  
  Solution
  Eventually, the clues should make it apparent that Allia's murder 
  is linked to an urban legend of a creature called The Gentleman. 
  It's likely this fiend, if it is indeed real, is a Faeblooded of some 
  kind that resides on the 2nd level of Clorencia City, in the slums 
  and shanty houses northwest of the Lower Lift.  It is also likely 
  that the spread of the murders to upper city is somehow linked 
  to the spread of the Gentleman urban legend.
  If the PCs speak to Agent Crane, she will inform them that 
  without further information to go on, perhaps a first hand 
  account of this creature existing, she will be unable to commit 
  any additional resources to aid the PCs.  They are on their own, 
  for a trip to one of the worst parts of the city, to tackle a 
  supernatural boogie man.
  Help!
  My Players Have Gone Off On Some Crazy Tangent!
  It's OK.  If their investigation ends up in some strange direction 
  or if the players get stuck, just remember that you, the GM, 
  know where the clues lead, and you can throw a few more clues 
  at them.  Perhaps Agent Crane hands the PCs Allia's diary, or 
  they happen to catch a group of girls singing a playground 
  rhyme about how the Gentleman Caller is nice and sweet, and 
  never ever does anything mean.
  Scene 7: Journey Below
  In order to travel from the 8th level to the 2nd, the PCs will need 
  to travel the series of Central Lifts – three massive elevating 
  platforms that move up and down the city.  The Upper Lift travels 
  from the 8th level up to the 11th, the Central Lift travels from the 
  4th level to the 8th, and the Lower Lift stretches from the 5th level 
  all the way down to the 1st.
  Each Lift is made up of four massive platforms, each over 200 
  feet across.  As work shifts begin and end, the lifts clog full of 
  people commuting to work on other levels of the city.  To reach 
  the 2nd level, the PCs will need to take the Central Lift down to 
  the 4th or 5th level (the 5th is a bit nicer, with some decent ethnic 
  neighborhoods to stop for a meal), and take the Lower Lift from 
  there to the 2nd level.
  If the PCs time this right, they can travel down 6 levels in about 
  half an hour.  If they end up in commuting traffic, the journey will 
  take about two hours.
  The Lower Lift is heavily guarded by National Police.  If the PCs 
  strike up a conversation with them, the NP will be incredulous 
  that anyone would want to travel from the 8th all the way down to 
  the 2nd level.  They will shake their heads and wish the characters 
  well.
  
  Scene 8: The Slums of Lower City
  Visiting the 2nd level is much like going back in time.  The PCs 
  leave behind the more modern architecture of the 8th level, and 
  enter a dimly lit, hazy ghetto full of ruined old buildings.  
  The 2nd level contains the remains of the buildings that were once 
  villas, banks, and other public buildings.  When the city moved 
  on, the buildings were reused for factories, warehouses, and 
  minor offices, and eventually slum housing, drug warrens, and 
  squatter havens. The buildings have been stripped of most 
  ornamentation and are surrounded by shanties and rubbish 
  piles.  The shanties have extended even up into the rafters and 
  pipes attached to the bottom of the 3rd level.
  There is little industry on the 2nd, mostly salvagers who repair the 
  broken items cast aside by people in the Upper City or who make 
  flimsy items from scrap metal.  
  The presence of the National Police on the 2nd is limited to the 
  area around the lifts.  It is the gangs that rule the alleys of the 
  2nd.  In the past few decades, more and more Faeblooded have 
  moved to this area, and an increasingly large police presence at 
  the Lower Lift is the only thing that keeps the Faeblooded gangs 
  from wreaking havoc on the rest of the city.  
  As they explore the 2nd level, the PCs will inadvertently enter the 
  turf of the Morlocks – a motley gang of Faeblooded miscreants. 
  There will be 3 gang members for each PC, plus 1 Wild Card 
  leader.  
  The Morlocks aren't necessarily looking for a fight.  They'd rather 
  Intimidate the PCs in to leaving the area, paying a rather sizable 
  toll (as much as the Morlocks think they can get away with, at 
  least 400 Marks, but bribes of weapons or drugs will work), or 
  both.  If the PCs refuse, or if negotiations turn ugly, they will 
  attack.  If the PCs attempt to flee, the Morlocks will give chase.  
  If the PCs mention the Gentleman, the Morlocks will tense up, 
  and say they've never heard of him.
  
  Faeblooded Gang Member
  Attributes:  Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor 
  d6
  Skills:  Fighting d6, Guts d6, Notice d6, Intimidation d6, Stealth 
  d6, Streetwise d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear:  Random Melee Weapon (Str+d6), Holdout Pistol (2d6 
  damage, range 4/8/16), the leader is armed with a Double 
  Barreled Sawed Off Shotgun (3d6/2d6/1d6 damage based on 
  range, range 4/8/16)
  Special Abilities:
      Weakness (Iron):  Additional d6 damage from iron (but not 
  steel) weapons. Cannot cross a barrier of pure iron.
      Unique:  The Faeblooded gang members each have one 
  distinctive characteristic from the following list.
  •
  Beast Master: animal affinity and a beast companion, per 
  the Edge. 
  •
  Fleet Footed: base Pace of 8, running die of d10, per the 
  Edge. 
  •
  Immunity: to heat or cold, per the Monstrous Ability 
  •
  Low Light Vision: ignore dark light penalties, per the 
  Monstrous Ability (very useful in the dim light and 
  irregular light on the 2nd)
  •
  Sneaky: +2 to all Stealth rolls, does not leave footprints. 
  •
  Tough: +1 Toughness 
  Ganno 
  If the PCs mentioned the Gentleman during the encounter with 
  the Morlocks, a successful Notice roll will detect a lone, young 
  goblinoid Faeblooded trailing them.  
  Ganno will tell the PCs that the Gentleman's lair is in an old 
  school house.  He is absolutely terrified of the Gentleman, and 
  will say nothing bad about him.  Ganno will refuse to go to the 
  Gentleman's Parlor at all costs, screaming at the top of his lungs 
  if the PCs force him physically to accompany them.
  
  Scene 9: The Gentleman's Parlor
  Amidst the chaos and pressed humanity of the 2nd, in the middle 
  of one of the largest rubbish piles, there is an abandoned school.  
  The Gentleman has made this school his home.  Two blocks away 
  from this building, graffiti warns intruders to turn back.
  If Ganno told the PCs about the school, they can find it with 
  relative ease.  Otherwise, it requires a Raise on either a 
  Streetwise or Investigation roll to notice the graffiti put up by 
  local gangs to warn others away from the Gentleman's Parlor.
  The outside of the school has been decorated with images of 
  eyes painted or scratched onto its walls.  Most residents of the 
  2nd stay clear of the school and the area around it.  The painted 
  eyes continue inside and are accompanied by the eyes of his 
  victims, preserved in glass jars.  A trail of eyes leads through the 
  rubbish and debris inside the building to the former classroom 
  that is the Gentleman's lair.
  Once the PCs are inside the building, the Gentleman will strike 
  from the shadows.  Make an opposed Stealth roll vs the PCs 
  Notice.  If a player wins and warns the others, deal Initiative 
  normally.  If the Gentleman wins, he gets one round of free 
  action, and has The Drop on his first target.
  Note: The fight with the Gentleman can be fairly nasty.  He could 
  end up mind controlling one PC and incapacitating another in the 
  first round or two.  As a horror one shot, this is intentional.  The 
  Gentleman is meant to be a fight that could go either way for the 
  PCs.  If you'd like to use The Gentleman Caller as part of a larger 
  campaign, you may need to adjust the fight a bit.  
  You may want to allow a Common Knowledge or Knowldege 
  (Monsters) roll to give the PCs some clues if they just rush in 
  trading blows.  A success could grant the PCs knowledge of his 
  Weakness, or the fact he dislikes bright lights (as he can only 
  teleport through shadows), or that the dagger he wields seems 
  tainted and evil in it's own right (perhaps giving the players the 
  clue they could Disarm him, or even take the dagger and use it 
  against him.)
  If the fight is going poorly for the PCs, you could have the ghosts 
  of his victims appear, stunning the Gentleman and allowing the 
  PCs the chance to escape or deliver a killing blow.
  
  The Gentleman (Wild Card)
  The Gentleman stands about 7 feet tall, entirely skeletal, with 
  long arms that end in sharp, bony fingers.  He wears a long, torn 
  coat, stout boots, and an almost cartoonishly tall top hat.
  Beneath his coat is a long, wicked knife and whatever other 
  instruments he needs for his tasks.  Sickly green embers burn in 
  the eye-sockets of his skull.  
  He is a servant of a nightmarish, otherworldly entity that has 
  sent him into the world with the expectation of his sowing terror 
  and suffering.
  Attributes:  Agility d8, Smarts d8, Spirit d10, Strength d10, 
  Vigor d10
  Skills:  Climbing d10, Fighting d10, Guts d8, Intimidation d10, 
  Necromancy d8, Notice d8, Stealth d10,
  Pace: 8; Parry: 7; Toughness: 9
  Gear: The Gentleman's Dagger (see below), surgical blades (Str 
  +d4), mallet (Str+d6), hacksaw (Str+d6)
  Special Abilities:
       Charm:  The Gentleman may use the Puppet power on a 
  female at no cost.  He may cast and maintain the power 
  indefinitely, but may only affect one target at a time.
      Claws:  Str+d4
      Fleet Footed: The Gentleman has a pace of 8, and a running 
  die of d10.
      The Gentleman's Dagger: The Gentleman's knife is a huge, 
  twisted weapon.  It does Str+2d6 damage, and has the added 
  effect that anyone hit by it is completely paralyzed for 1d4 
  rounds.  If the Gentleman is destroyed his dagger retains it's 
  powers, but the owner is subjected to horrible nightmares and 
  must make a Spirit roll every night or wake in the morning with a 
  level of Fatigue.
      Level Headed:  The Gentleman acts on the best of two cards.
      Low Light Vision:  The Gentleman ignores penalties for Dim 
  and Dark lighting.
      Spells:  The Gentleman has 15 Power Points for use on the 
  spells Fear, Obscure (Darkness), and Teleport (Shadow Step).
      Terrifying (-2): the Gentleman is a horrifying undead 
  monstrosity, and characters must make a Guts roll at -2 the first 
  time they see him.
      Undead:  +2 Toughness.  +2 to recover from being Shaken.  
  Called shots do no extra damage.  No wound penalties.
      Voidspawn:  The Gentleman never suffers from Fear effects 
  and cannot be Intimidated.
      Weakness (Ego):  The Gentleman cares so much about his 
  image and reputation that he has difficulty resisting slights.  Any 
  Taunt that includes a comment disparaging The Gentleman's 
  good name has the added effect that The Gentleman will spend 
  the next round focusing his attacks on the Taunting character, 
  regardless of how successful the Taunt was.
  
  Aftermath
  Elsewhere in the school building, characters will find a strange 
  altar.  A large pyramid-like shape is painted on the wall in black, 
  dried fluid.  Inside the pyramid, hundreds of tiny, jagged mouths 
  are etched in to the wall.  The black triangle is surrounded by 
  candles, coins, bits of bone and hair, and a dozen jars full of 
  eyes.
  Characters making a Knowledge roll will note that the symbol of 
  the altar is unlike any they have heard of.  
  If he is destroyed, the Gentleman's corpse and clothes remain 
  intact.   The PCs can return to Clorencia University, and inform 
  Agent Thorn of their success.  With the Gentleman destroyed, the 
  murders will stop.  However, what exactly he was up to and what 
  strange entity the altar in his lair was for will remain a mystery.
  The PCs have encountered many strange beasts, but this is the 
  first time they've come face to face with the undead.  The 
  repercussions of this are up to the players.
  If the PCs die in the final battle, the National Police will blame the 
  murder on Silas Rampton, one of the few Faeblooded living on 
  the 9th level.  Agent Crane will assign a group of agents to track 
  down what happened and attempt to end the series of murders 
  during the next year.  
  If some or all of the PCs flee the final fight, the Gentleman will 
  attempt to pick them off, one by one, appearing in their homes 
  as they sleep.  He will move his lair down to the First Level, in to 
  the ruins of Ancient Clorencia.   The PCs will have one year to 
  attempt to stop him before he strikes again, this time on the 10th 
  level.
  What Next?
  The Gentleman Caller can be used as a one shot adventure, 
  showcasing a horrific little slice of life in Clorencia.    If you'd 
  like to continue the adventures of the Department of Unusual 
  Biology, feel free to do so!  Vheld is full of strange beasts, and 
  while they've mostly been driven from civilized lands, the 
  wastelands of Irone, the forests of Anverone, the jungles of the 
  Vori Islands and the mysterious peaks of San Khotal all hold 
  creatures strange and deadly.
  Additionally, Clorencia city itself is home to camouflaging beasts 
  from Irone, mad scientists creating horrific experiments, violent 
  and monstrous Faeblooded, and perhaps a few more voidspawn 
  terrors lurking in the dark recesses of the city.  
  Feel free to read the Clockworks Wiki for more details of the 
  world, or bug Shawn in the comments on the comic.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Victorian Era/Savage Worlds - Victorian Era - The Gentleman Caller.pdf