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  TERROR BY NIGHT 
  A 
  WRITER: STEVE CROW 
  ILLUSTRATOR : PATRICK ZIRCHER 
  P.O. BOX 782 
  ROSL YN, N. Y. 7 15 76 
  
  2 
  CONTENTS 
  Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 2  
  1. THE VILLAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 3  
  On Vampires. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  .4 
  2. THE CIRCUS COMES TO TOWN . . . . . . . . . . . . . . . . . .  .4 
  The Circus Grounds. . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 5  
  Circus Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 5  
  Circus Performers. . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 6  
  3. THE BIG SHOW . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 7  
  The First Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 7  
  The Second Night. . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 8  
  The Trailer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  , 9  
  Trailer Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  . 9  
  The Third Night. . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  10 
  The Hall of Mirrors. . . . . . . . . . . . . . . . . . . . . . . . . . .  
  11 
  Hall of Mirrors Map. . . . . . . . . . . . . . . . . . . . . . . . . . .  
  10 
  The Funhouse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  11 
  Sugar Bowl Map/Diagram . . . . . . . . . . . . . . . . . . . . . . .  
  12 
  Funhouse Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  13 
  The House of Horror Robots . . . . . . . . . . . . . . . . . . . . .  
  15 
  Conclusion & Wrap-up . . . . . . . . . . . . . . . . . . . . . . . . .  
  17 
  Sequel Ideas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
  17 
  Conversion: Villains & Vigilantes and Superworld . . . . . . . . . . .  19 
  U.S. COPYRIGHT NOTICE 
  Copyright 1985 Steve Crow 
  All rights to this book are reserved. No part of this book may be 
  used or reproduced in any manner whatsoever, except in the case of 
  brief quotations embodied in critical articles or reviews. All rights 
  reserved. 
  Cover art and interior illustrations are copyright 1985 by Patrick 
  Zircher. All rights reserved. 
  For information, contact Fantasy Games Unlimited Inc., P.O. Box 
  182, Roslyn, New York 11576. 
  Any resemblance to persons or beings, living, dead, or undead is purely 
  coincidental. 
  EDITORIAL INTRODUCTION 
  Once again Steve Crow has come up with an idea for an adventure 
  that is totally different from any preceding V&V adventure. Last time 
  (Battle Above the Earth), he took us to a space station in orbit to deal 
  with the threat of an alien invasion. This time we are taken to what 
  appears to be a far more mundane setting, a circus, only to be faced 
  with a supernatural foe and his minions. 
  This adventure also marks the first appearance of Patrick Zircher 
  as artist, and it will not be the last. Pat 2. appears to have a really 
  good grasp on what is required in the way of maps, illustrations and 
  counters to really 'make' a V&V adventure. 
  We all look forward to seeing what insidious plot is next uncovered 
  by Steve Crow, but for now, on with the adventure. . .  and 'Terror by 
  Night.' 
  Scott B. Bizar, Editor-in-Chief 
  PREFACE 
  This adventure has been devised and tested for characters designed 
  under the revised Villains 81 Vigilantes rules. It is recommended for a 
  group of five to eight heroes of level 3-7. Levels of opponents in the 
  scenario can be adjusted for a greater or lesser challenge. 
  TO THE GM: 
  This time I am writing my own introduction. As my second ad- 
  venture for Villains & Vigilantes (and if you haven't bought Battle 
  Above the Earth, race out and get a copy), I thought I would try for 
  something different: from the threat of alien invasion to the menace of 
  the supernatural right here on Earth. The superhero comics of today 
  owe their very existence to the success of the horror comics of the 50s. 
  This adventure is somewhat different in that, a t  the end, the heroes 
  won't have the satisfaction of having beaten the pulp out of the master 
  villain. Such is the way with all great recurring master villains. How 
  many times did Wayland Smith capture Fu Manchu? Or Sherlock 
  Holmes Moriarty? in designing this adventure, I wanted the heroes to 
  have a challenge without necessarily having to resort to violence. I 
  hope that I have succeeded, but if I didn't, I think there's enough 
  knockdown action to satisfy the more bloodthirsty among you. 
  Good luck and good hunting.. 
  And my thanks to the following champions of Justice: 
  Keith Costas (Swordmaster) 
  Bob Dowd (Enoch) 
  Dave Paul (Stalker &Wolverine) 
  Dean Stumma (Servitor) 
  Ron Swearingen (Buccaneer) 
  Chris Wilbur (Lord Omnicron) 
  
  3 
  As the entire plot of Terror by Night revolves around the one cen- 
  tural villain, Baron Heinrich, his V&V stats and background are pro- 
  vided here so that the gamemaster will have a good idea of the type of 
  personality with which he is dealing with when presenting the good 
  Baron to his players. 
  I. 
  THE VILLAIN 
  BARON VICTOR VON HEINRICH 
  Identity: Victor Von Heinrich 
  Side: Evil (Neutral Tendencies) 
  Sex: Male 
  Age : 473 
  Level: 19 
  Training: Intelligence 
  Pow 
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  iers : 
  Heightened Strength A, +19.* 
  Heightened Endurance A, +12.* 
  Heightened Agility A, +13. 
  Heightened Charisma, +18 
  Heightened Expertise: +4 to hit with any hand-to-hand attack, 
  Heightened Defense: 4 to hit. 
  Heightened Attack: +1 /M. 
  Transformation: Shapeshift t o  Mist, acts as Non-Corporealness. 
  Transformation: Shapeshift to Bat, does I d 4  damage modifiers in 
  hand-to-hand combat. 
  Transformation: Shapeshift to Wolf, does ld8+1 plus damage 
  modifiers in hand-to-hand combat. 
  Weather Control: See pg. 19 of V&V rules. 
  Heightened Expertise: +4 to hit with Weather Control attacks. 
  Psionics: Ability to use Mind Control, must make eye contact 
  with intended victim. Max. range: 6". PR=lO/successful attack. 
  Heightened Expertise: +4 with Psionic attack. 
  Regeneration: One action per turn maximum to heal full rate, 
  cannot regenerate damage caused by sivler or wood.* 
  Body Power: Can only be permanently killed by wooden stake 
  through hear, decapitation, and burning of body.' 
  Mutant Power: Ability to, over a three day period of time, turn 
  another person into a vampire (possessing all asterisked abilities 
  only), under control of the vampire using this power.* 
  Animal/Plant Control: Ability to control up to 288 HP worth of 
  rats, wolves and bats. Availability of such creatures is based on 
  gamemaster's discretion, or as outlined in this scenario. 
  Body Power: Due to 'dead' state of body, Paralysis attacks have 
  no effect.* 
  Physical Handicap: possesses all common vampiric aversions: has 
  no reflection, is pained by exposure to religious items wielded by 
  one who truly believes in the religion behind the item, cannot 
  cross running water, cannot shapeshift in the presence of garlic, 
  etc. * 
  Physical Handicap: loses all powers except 3, 4, and 5 upon ex- 
  posure to sunlight, Any coverted vampire takes 4d10 damage per 
  round under such exposure instead. 
  Special Requirement: must consume a t  least 8 pints of blood/ 
  day.* 
  Weight: 230 Ibs. 
  Strength: 33 
  Endurance: 27 
  Agility: 26 
  Intelligence: 19 
  Charisma : 34 
  Reactions from Good: -6 
  Damage Mod.: +4 
  Accuracy: +4 
  Power: 105 
  Carrying Capacity: 4444 
  Movement Rate: 86" man, 53" flying (as bat), 56" as wolf, 40" as mist. 
  Det. Hidden: 14" 
  Inventing Points: 12.1 (-24) 
  Inventing: 57% 
  Origin & Background: German; Fine Art, Military, Philosopher, His- 
  torical Scholar & ReligionlMysticism. 
  Legal Status: Nil under current alias, Wanted in connection with var- 
  ious crimes of murder, vivisection, robbery, forgery, travelling under 
  false papers, etc., under a number of other aliases in most capitals 
  of the world over the last 150 years. 
  Basic Hits: 5 
  Hit Points: 144x 
  Evil : +6 
  Healing Rate: 4 
  Basic HTH Damage: 2d8 
  Det. Danger: 18% 
  Cash : $750,000 
  Name: Victor Von Heinrich 
  Current alias: Thomas P. Prest (It should be noted that Heinrich also 
  used this alias from 1834-1852 when he wrote the novel Varney the 
  Vampire or the Feast of Blood, the first 'vampire novel,' and a project 
  which Heinrich did as a joke of sorts). 
  Origin & Background: Henrich was a relatively minor noble in what is 
  now East Germany when he became a victim of a vampire seeking to 
  create a core group of nosferatu within the German aristocracy. This 
  vampire (whose name is not known) was later killed, freeing Henrich 
  from its control. Henrich went his own way, roaming the world for 
  almost two hundred years. He scorns other vampires and this has led 
  him to several less-than-peaceful meetings Yhen their paths and his 
  coincided. 
  In approximately 1754, Henrich bought a private castle (on the 
  land which he had originally rule over in the 16th century before his 
  transformation), took a human wife, and settled down'. Although his 
  rule, was, by and large, benevolent, his secret was eventually found out. 
  He was put to the stake, but not before his wife and child were burned 
  before his eyes. The neighboring lords, who had sought Heinrich's 
  destruction out of jealousy for his lands, were not as familiar as they 
  perhaps should have been on how to permanently destroy a vampire. 
  So, the Baron lay in a coffin, a stake through his heart, for almost 
  forty years before he was accidentally revived by a travelling vagabond. 
  
  4 
  Heinrich, in a rare flurry of bloodthirst, personally saw to the de- 
  struction of each of the families that had arranged the death of his 
  wife and child. Not a single one of the lords' relatives survived a month 
  after Heinrich's revival, while the Baron saved the worst fate for the 
  lords themselves: he transformed them into vampires, then drove 
  stakes through their hearts and entombed them where they would never 
  be found, trapped in immobility for all Eternity, yet still conscious of 
  their plight. 
  Heinrich then mellowed, and it was at this time that he wrote the 
  aforementioned pulp novel, which did quite well at the time among 
  both the common folk and the aristocracy. The story also paved the 
  way for the popularity of Stoker's novel 'Dracula' fifty years later. 
  Heinrich went back to traveling the world, acquainting himself 
  with the changes that had taken place during his forty year 'sleep'. 
  He used a variety of different aliases during this time and committed 
  several crimes. He fled several murder charges and was wanted for ques- 
  tioning in a number of mysterious dissappearances. Most of the murder 
  charges were false, as Heinrich took little advantage of his vampiric 
  state, only taking enough blood from his victims to substain himself 
  without taking their lives. He never converted anyone into a vampire, 
  preferring to use human agents who were unaware of his dark secret. 
  However, a small group of dedicated vampire-hunters caught up to 
  Heinrich in Berlin in 1916. Although Heinrich's human agents pre- 
  vented the hunters from completing their employer's destruction, 
  Heinrich again lay in a coma until 1962, where he was again accident- 
  ally revived. 
  Heinrich awoke to found a new world, one where beings existed 
  with a wide array of bizarre powers. Unfamiliar with the concept of 
  'superheroes', he is currently trying to find out how much of a threat 
  they might pose to his way of 'life'. 
  Heinrich's current plans are to study the strengths of a particular 
  group of superheroes. However, at the same time he has found the first 
  human woman to capture his heart since his beloved of many years 
  gone by. While he does not plan to transform her to a vampire, he does 
  plan to win her heart. Taking once again the alias of Thomas Prest, he 
  has used the finances which he has made through years of investments 
  to set up a reputation as an eccentric millionaire with a fascination for 
  the circus. He has brought his circus to the GM's locale (where he runs 
  his campaign) and where, coincidentally, his new love is also residing. 
  Now he prepares to set the bait. . . . 
  Combat Tactics/M.O. : Heinrich rarely engages in physical combat with 
  an opponent if he can possibly help it. If he is attacked by one or two 
  persons, he will usually use his Mind Control ability. Otherwise he will 
  employ his ability to transform into mist and summon his animal 
  minions. 
  If he does find himself forced into combat, he will use no more 
  force than necessary to defeat his foe. He has a healthy respect for 
  technology and is not averse to using it for his own ends, but he 
  deplores a superhero who uses it to enhance his combat abilities. l i e  
  will go to great lengths t o  relieve such opponents of their technological 
  items, usually as forcefully as possible ('That suit of armor must be 
  quite tiring. . . allow me t o  take it for you. . .'). 
  PersonalitylCharacter Traits: Heinrich shows all signs of good breed- 
  ing and should come across as quite aristocratic in bearing and speech. 
  He rarely loses his temper, usually only when his plans are thwarted (in 
  this case, his being denied his love: the testing of the superheroes is 
  a mere experiment to him, to which he attaches very little import). He 
  admires courage in an opponent and will extend honor and respect t o  
  any and all who deserve it. Neither of these courtesies will be forth- 
  coming to a foeman who takes advantage of Heinrich's vampiric hand- 
  icaps. With these persons the Baron will deal quite harshly. 
  Heinrich is a man of his word, and never goes against it. He is in all 
  ways a quite remarkable individual, educated and well-traveled. Players 
  expecting the typical slavering, bad-ass vampire should find themselves 
  for a shock, as Heinrich means neither they nor anyone else any harm, 
  as long as his plans are not interfered with. 
  ON VAMPIRES 
  The author, in writing this scenario, has tried to stay within the 
  original conception of vampires as put forth by Bram Stoker and all 
  the old tales. 
  Originally, Stoker's Dracula could survive in sunlight, although the 
  Lord of Vampires was greatly weakened by such exposure. It wasn't 
  until Hollywood got around to producing vampire movies full swing 
  that vampires dissolved into dust upon being exposed to ultra-violet 
  rays. In this case, the writer assumes that the more experienced a vam- 
  pire , the better able he is t o  survive in sunlight. It is also assumed that 
  many of the powers that the Lord of Vampires displayed (such as hyp- 
  notic mind control, or the control of wolves and bats) come after years 
  of experience as well, as Stoker's other vampires did not display these 
  abilities. 
  The one true way to kill a vampire is by driving a stake througb his 
  heart. While a vampire cannot Regenerate damage done by wooden and 
  silver weapons, he cannot be permanently killed by any means other 
  then in the traditional stake. This also excludes some to the more 
  bizarre means of vampiric execution used by Hollywood over the years, 
  such as immersing one of the undead in a tub of running water or ex- 
  posing it to the shadow of the arms of a windmill (only a true religious 
  item would have such an effect in any case: two fingers held crossed, 
  for instance, will have no effect no matter how strong the belief of the 
  fingercrosser is). 
  The wielding of a true religious object by a person who believes in 
  the power of that religion is an absolute. In a well-established campaign 
  with well-defined characters, this shouldn't be any great problem. 
  If the gamemaster wishes to be even more accurate, he can also give 
  vampires the ability to transform into moths, the ability to turn two- 
  dimensional, and the talent of being able to climb straight up or down 
  sheer walls of any substance of less then glass-like consistancy. How- 
  ever, these abilities, while legendarily accurate, added nothing in the 
  way of new abilities in V&V terms and were excluded. 
  Baron Heinrich is an extremely skilled vampire, thus accounting for 
  the numerous talents which he possesses which most normal vampires 
  do not. A 'normal' vampire has only six powers and three disadvan- 
  tages, as indicated by the asterisks following certain power listings. The 
  gamemaster should note that +19 and +12 are not set figures for how 
  much Strength and Endurance should be Heightened. The final Carry- 
  ing Capacity of the newly-converted vampire should be approximately 
  ten times greater then when it was a human, adjusting the relative 
  attributes accordingly. 
  Newly-converted vampires will react differently to their new state 
  of being, based upon their old personalities. Some may embrace their 
  'undead' condition wholeheartedly, others may take blood only to 
  live, never killing or creating new vampires. While there are no new 
  vampires created in this scenario, the Gamemaster should make such 
  decisions on new vampiric personalities in other, similar Qame sessions. 
  All vampires will be under the control of the one who created them. 
  Only the true death of the controlling vampire breaks this domina- 
  tion. If a vampire is staked, but not otherwise thoroughly disposed of, 
  he will not be able to control his underlings as long as he i s  immobile, 
  but control will be renewed when he is freed. 
  This scenario also has no provisions for heroes being converted into 
  vampires by Heinrich or his underlings. The Gamemaster has several 
  choices for the 'carryover' of superpowers when a hero is converted 
  into a vampire if the GM uses this as a future plotline (see 'Other 
  Plotlines'). As a rule of thumb, vampires do not carry technological 
  items, as these do not convert when a vampire shapeshifts into one of 
  his other forms. Also, if the hero was a spell-casting sort before his 
  conversion, he will retain knowledge of such spells and be able to use 
  them in his vampiric state. Mutant powers will 'carry over' successfully. 
  Other powers are at the discretion of the GM. 
  2. THE CIRCUS 
  The scenario starts with the characters being informed, during the 
  course of their normal day-to-day activities, that a circus has pulled 
  into town. This shouldn't just be announced out of the blue so that 
  the players automatically know it is to be the site of their next adven- 
  ture. 
  As anyone who pays a visit to the local library can easily find out 
  characters with a Journalist background may be assigned to do such a 
  story if they work for TV or a newspaper), the circus is owned by the 
  rarely-seen millionaire Thomas Prest. Prest has an almost obsessive in- 
  terest in circus history and apparently bought his own so that he could 
  take it on the road. He has put together some extremely talented 
  performers and he, himself, acts as ringmaster. The circus itinerary has 
  
  5 
  placed it in only two other citites prior to i t s  arrival in the players' 
  hometown. 
  The circus is situated on some deserted property about a mile out 
  of town. A quick check at the Hall of Records will reveal that Prest 
  himself owns the land, having bought it two months prior to the 
  circus arrival. There is no record of any work done on the land, but 
  Prest has snuck in several construction crews and the 'Funhouse' that 
  he plans to use to test the heroes is already set up underground. 
  Visitors to the circus prior to its opening are welcome, although 
  there will be no guided tours and all sightseers will be strictly on their 
  own. 
  Although R e s t  himself is on the grounds of the circus, at his office 
  (see below), he will not be found at his trailer. The door is locked and 
  hooked up to a burglar alarm system. Heinrich/Prest is staying in his 
  underground 'Funhouse' during the day. 
  The circus is scheduled for three Performances on three continuous 
  nights (probably a Thursday/Friday/Saturday itinerary, but the GM 
  may set this up however he wishes). The circus will arrive in town on 
  the morning of the first scheduled performance and be set up by 5:30 
  P.M. There will be no circus parade. The circus will be shipped in large 
  trucks and trailers. 
  THE CIRCUS GROUNDS 
  General Notes: 
  One square = 10 feet, or 2 inches Game Scale. The 
  perimeter line is a 10 feet high wire-and-pole fence. 
  1. The Big l o p :  This one hundred feet diameter king-size circus 
  tent will seat up t o  fifteen hundred comfortably. Besides the large 
  entrance to the south, there are numerous other smaller entrances 
  for performers. The canms tent material has a SP of 2. 
  2. Ferris Wheel: This is the traditional carnival wheel, with sixteen 
  cars, each sitting two persons (three in a squeeze). There i s  a small 
  five foot by five foot ticket booth east of it, 
  d 
  1 
  0 
  
  6 
  3. Hall of Mirrors: This building is made out of typical wood. See 
  the 'Hall of Mirrors' section for more details. 
  4. 
  Merry-go-round: This forty foot diameter carousel is at least thirty 
  years old, and is a collector's item. It will seat up to forty persons a t  
  a time on the various horses, ponies, miscellaneous items and carriages 
  scattered along i t s  rim. 
  5. 
  Owner's Trailer: As noted previously, Prest/Heinrich is not in. The 
  door is locked and wired into an alarm system. For more details see the 
  'Prest's Trailer' section. 
  6. Trailers: These ten by twenty foot trailers are where the rest of the 
  circus workers and performers stay. Each trailer has four to six persons 
  staying in it. 
  7. Mess Tent: This is where the circus personnel eat. A small kitchen 
  unit can be found in the northwest corner. There is a large refrigerator 
  hooked into the electrical supply. 
  8. Booths: These booths hold games of chance and skill, some 'side- 
  shows' attractions such as fortune tellers, and food booths. The Game- 
  master is suggested to furnish these as he wishes with a variety of differ- 
  ent games and acts, All of the games are legitimate, with no cheating 
  involved, as Prest/Heinrich won't have any crooked carny workers in 
  his circus. 
  9. 'Zuvembie Booth': This is where Billy Jimson (aka 'Zuvembie 
  Lord') has his hourly performances of voodoo magic. His magic consists 
  of cheap pyrotechnics, some stage hypnotism, and some voodoo- 
  oriented standard illusions. It is obvious that he has seen better days 
  (see 'Zuvembie Lord' section for more details). 
  10. Animal Cages: These ten by ten foot cages hold a variety of exotic 
  animals, from birds to monkeys, t o  a mated pair of lions. Except for 
  the monkeys, the animals are lethargic a t  best, although their cells are 
  well-kept. 
  CIRCUS PERFORMERS 
  The vast majority of the performers at Prest's circus are average 
  human NPCs, with no particular specialities. However, there are three 
  characters who feature more prominently and are described here: 
  ZUVEMBIE LORD 
  Identity: Billy 'Papa' Jimson 
  Side: Neutral 
  Sex: Male 
  Age: 45 
  Level : 8 
  Training: Endurance 
  Powers: 
  1. Magic Spell Device: Animates dead, new body has 150% of original 
  Strength, 200% of END, AGI of 5, CHR and INT of 0, automatic 
  Prejudice disadvantage. It is usuable 1 d6 times/day.* 
  2. Revivication Magic Device : Usable once/week, otherwise works like 
  the Revivication power.* 
  3. Magic Spell Device: Dimensional Travel - use of the spell opens a 
  portal to 'Purgatory', a misty grey Limbo echoing with screams of 
  the damned. A character can escape by making an INT roll on 
  ld100, but anyone so transported loses 2d6 powerlturn. This spell 
  can be cast five times/day." 
  4. Heightened Expertise: (-4 to anyone attempting to make their DEX 
  save vs. the portal effect of the Dimensional Travel spell. 
  5. Physical Handicap: Photosensitive, partially blind in sunlight with a 
  -4 to hit and half movement rate. 
  * - indicates that all the powers come from the same source: a black 
  ebony wood carved rod. The range of powers 1 & 2 are touch while 
  the range of power 3 is 4". 
  Weight: 180 Ibs. 
  Basic Hlts: 4 
  Strength: 11 
  Endurance: 9 
  Agility: 14 
  Intelligence: 16 
  Charisma: 15 
  Hit Points: 7 
  Reactions from Good: -2 
  Damage Mod.: +2 
  Accuracy : +1 
  Power: 50 
  Carrying Capacity: 201 
  Movement Rate: 34" ground 
  Det. Hidden: 12% 
  Inventing Points: 12.8 
  Inventing: 48% 
  Origin & Background: Billy is an immigrant from southern Africa who 
  found himself in possession of a strange rod left to him by a distant 
  uncle. The uncle had brought Billy up on tales of voodoo and Billy 
  discovered that the rod possessed certain abilities to create zombies 
  and actually raise the dead1 
  Moving to New Orleans, Billy experimented with the uses of the 
  rod. He accidentally discovered another use of the rod when he tele- 
  Evil: +2 
  Healing Rate: 1 
  Basic HTH Damage: l d 4  
  Det. Danger: 16% 
  Cash : $60 
  ported his landlady to the 'Purgatory' dimension. She was unable to es- 
  cape before being drained of life and her dead body was ejected back 
  into our dimension. Billy used the rod to resurrect her and her 
  memories of what exactly happened were rather vague, but she evicted 
  him. Since then, the burden of his awesome powers has taken its toll. 
  Heinrich eventually found Jimson, a sodden old bum possessively 
  clutching his rod, asleep in a gutter. Recognizing the rod as an object 
  of Power, Heinrich took Billy in, detoxified him, and put him to work 
  using his rod for various experiments in the resurrection of the 'undead' 
  and other macabre subjects. 
  When Heinrich formed his circus under the Prest alias, he had Billy 
  train as a stage magician and put him to work in one of the circus 
  booths. The name of 'Zuvembie Lord' is one Billy came up with on his 
  own, reflecting his regained self-confidence. He is not known in the 
  superhero/supervillain community, however, and 'Zuvembie Lord' is 
  a stage name, nothing more. 
  Combat Tactics/M.O.: Zuvembie Lord never engages in hand-to-hand 
  combat. He will let his zombie minions do his fighting for him (he 
  usually keeps a t  least four nearby) and will banish to Purgatory any 
  that get by them. Unless Heinrich is present, he will always surrender 
  if threatened with personal violence. 
  Personality/Character Traits: Billy is not exactly a coward, but he 
  knows that he is not a fighter either. He is absolutely loyal to Heinrich 
  out of gratitude and will never go against him, even though he knows 
  that his personal saviour i s  a vampire (as he recognized the signs of 
  nosferafu quite soon after sobering up and regaining his mental facil- 
  ities). He is not a boaster, even if his zombies have the upper hand, and 
  rarely speaks. His magic show is done in pantomime and he can direct 
  his zombie minions by mental commands and simple gestures. 
  (Note: the next two characters that follow are not super-powered in- 
  dividuals per se, although they possess abilities that are greater then 
  an average human's). 
  ALBERT 
  Str: 18 End: 17 Agi: 11 Int: 5 Chr: 13 Wght: 270 Ibs. Basic Hits: 6 
  Damage Mod.: -1 
  Accuracy: - Carrying Capacity: 1017 Basic HTH 
  Damage: ld10 
  Hit Points: 14 
  Movement: 46' 
  Power: 51 
  Origin 81 Background: Albert is the Priest Circus strongman, capable 
  of bending steel bars with his bare hands and shattering bricks with his 
  skull. 
  Heinrich found the man-mountain in a saloon in London in 1972 
  where the soon-to-be strongman had completed a job as a dockworker, 
  the only type of employment which his meager wits allowed. He was 
  trying to avoid a fight with several ruffians from a just-arrived ship. 
  Heinrich dispatched of the men, winning Albert's simpleminded loy- 
  alty, and Albert has since accompanied Heinrich on his travels, acting 
  
  7 
  not be very specific and usually can't go against the natural instincts of 
  bats. This power is more a form of empathy and is not meant to be as 
  strong as the superpower Animal/Plant Control. 
  Vanesk is an albino, with the common physical qualities. Although 
  he does not take damage from exposure to sunlight, he tries to avoid 
  going cut in sunlight whenever possible and wears dark glasses when he 
  does so. 
  as his daytime agent in many cases. Albert neither knows nor cares that 
  his 'boss' is a vampire, and hasn't the wit to question Heinrich's limited 
  daytime appearances. 
  Albert is an amiable enough soul and never picks a fight except 
  when his boss is threatened or under orders from Heinrich. His dialogue 
  is of the 'Duh, which way he go?' sort, but his loyalty is unquestion- 
  able. He is usually suspicious of strangers due to his poor treatment by 
  his peers in the past. 
  TIM VANESK 
  Str: 9 End: 7 Agi: 15 Int: 13 Chr: 8 Wght: 138 Ibs. Basic Hits: 3 
  Damage Mod.: +1 
  Accuracy: +2 
  Carrying Capacity: 99 
  Basic HTH 
  Damage: ld3 
  Hit Points: 4 
  Movement: 31" 
  Power: 44 
  Vanesk also possesses a minor form of Animal/Plant Control. He can 
  control up to twenty bats of any sort a t  one time. His commands can- 
  Origin & Background: Tim is the son of a circus family and discovered 
  at an early age his natural affinity for bats. His parents were killed in a 
  circus tent fire when he was twelve years old and he has since worked 
  several circuses, offering his unique ability. 
  Vanesk is quiet and withdrawn, and does not appreciate personal 
  questions. As mentioned earlier, he does not go out in sunlight except 
  when absolutely necessary, and he usually sleeps in a room filled with 
  his 'brothers' (as he oft-times calls them). Needless to say, this does not 
  endear him to the other circus performers, although he is a dependable 
  employee, if a loner. He values his privacy and i s  rather rude when deal- 
  ing with anyone else. He is included here mostly as a red herring. 
  3.THE BIG SHOW 
  Starting on the first day of the opening of the circus, the area is 
  open from 1 :00 P.M. until the end of the show, at 10:30 P.M. The Big 
  show starts at 8:OO P.M. and runs until 10:30 P.M. From 1 :00 on, all 
  of the various booths are open and the Hall of Mirrors, Ferris Wheel and 
  Carousel are all running. Rides are $1.00 a head, the Big Show $3.00. 
  As anyone watching can tell, the show under the big top has obvi- 
  ously had lots of money lavishly spent on it. Clowns, acrobats, fire 
  breathers, trained animal acts (including Vanesk's rather bizarre bat act, 
  where the flying mamalians fly through hoops, perch on his shoulders, 
  and all manner fo strange entertainments) and the traditional strong- 
  man act, care of Albert (who, among other feats, bends solid steel 
  bars into horseshoes and supports up to six nubile young women on 
  his shoulders). Priest himself acts as ringmaster, introducing acts, crack- 
  ing jokes and making himself a big hit with the audience. Overall, 
  anyone and everyone would be well impressed with the circus, which 
  shows itself in every way as good as, if not better than, the big-time 
  'professional' circuses. 
  THE FIRST NIGHT 
  The first inkling that the local group of heroes will have of trouble 
  will be the sudden blare of an ambulance siren at approximately 1 :30 
  
  8 
  A.M. on the first night after the arrival of the circus in town. Any 
  patrolling heroes will have n9ticed nothing up to that time, but will 
  easily be able to see the ambulance heading for one of the better 
  parts of town. 
  At this point, the Gamemaster will have to choose a 'heroine' for 
  Heinrich is fixate on. If the campaign takes place in the town that the 
  players themselves live in, a local personality might be chosen, such as a 
  TV or political personality. In any case, the person chosen should be 
  attractive and fairly well off. If a real person is chosen, the Gamemaster 
  will have to place the statistics themselves, although they are not part- 
  icularly important to the play of this scenario. An average NPC human 
  can be used otherwise. 
  In any case, the ambulance pulls up to the home of this particular 
  worthy. The following information will be found out either by a hero 
  arriving a t  the scene to render assistance, or in communications with 
  the police the next day (or any other manner the Gamemaster might 
  wish to use to get the players involved). 
  0 The 'heroine' had retired for the evening a t  about 11:30 P.M., 
  after coming back home from the circus. She slept soundly until 
  1 :15, when she was suddenly awakened by a thief of some sort 
  in her room. She screamed loudly, which alerted the attention of 
  a passing policeman, who came to the bedroom window of the 
  heroine's house only to find himself locked in sudden combat 
  with the intruder. 
  0 According to the eyewitness report of the heroine, the policeman 
  was practically picked up and shoved into the house, headfirst, by 
  the intruder. After knocking out the policeman, the intruder fled 
  off into the darkness. The police had found no signs of forced entry 
  and no indications of anything missing. 
  0 The heroine cuaght only a glimpse of the intruder before he moved 
  out through the window and grabbed the patrolman. She caught 
  no glimpse of his face, but can say that he was dressed entirely in 
  black. The intruder made no move to attack her in any way and she 
  couldn't tell what he was doing when she woke up. The patrolman 
  is in a coma due to a skull fracture and isn't able to say much of 
  anything. 
  At this point the local superheroes may choose to involve them- 
  selves in the investigation, or the police themselves might require some 
  assistance as they are baffled by how the intruder made his entrance. 
  The heroine is sure that the window the intruder made his escape 
  through was not open when she awoke (she dislikes breezes and keeps 
  her windows shut: she didn't notice any such breeze when she awoke 
  and definitely felt one when the intruder opened the window to make 
  his escape), and all other doors in the house were untouched. 
  There are several clues that the players might be able to find by a 
  little careful investigation. In the heroine's room itself a careful search 
  will find a ticket stub from the circus. The heroine will confirm that 
  this is not hers: the color does not match that of the complimentary 
  ticket that she received compliments of Mr. Prest himself on the pre- 
  vious day. Neither the police nor any investigating heroes will be able 
  to find any fingerprints. There are several bat hairs caught in the drapes 
  of the heroine's room, 
  The heroes may pursue any number of different paths a t  this point, 
  but the only successful one will be the trail leading to the circus via the 
  ticket. The ticket office will not be able to identify the ticket as any- 
  thing other than a general admission, and Mr. Priest will not be available 
  for questioning. Albert, Heinrich's loyal bodyguard/henchman, will be 
  stationed outside of his boss's trailer and will permit no one entrance. 
  In actuality, Heinrich entered the house in mist form, then planted 
  the ticket and the hairs as clues to lead the heroes into his 'testing 
  grounds.' 
  THE SECOND NIGHT 
  The circus will go on as before, with nothing in particular happening 
  out of the ordinary. However, another news item will come up in pass- 
  ing: a movie crew out of one of the big studios, interrupted by sudden 
  downpours a t  their original filming site some forty miles southwest of 
  the heroes' town, is relocating to the scenario location t o  get the need- 
  ed film in the can so they can make their deadline. 
  The film's necessary scenes are to be filmed a t  one of the local 
  cemetaries, as it is a horror movie (a remake of Plan 9 from Outer 
  Space, featuring whatever big name stars the GM wants to throw. in). 
  The filming is to be done from 8:OO P.M. until about fifteen cast 
  members, including zombie extras. 
  The first signs of trouble will rear up around 10:00, when the 
  climactic 'rising from the earth' scene takes place. While supposedly 
  about five overweight zombies are to rise menacingly from their graves 
  to threaten the hapless hero and his girlfried, these extras will suddenly 
  find themselves grappling with real zombies emerging from the ground 
  underneath their fake tombs. 
  After the rest of the cast and crew realize that these promising new- 
  comers t o  the silver screen are intent on doing bodily harm, everyone 
  will run in sheer panic and a t  least one person will call the police. The 
  police, being no fools, will signal for any superhero help if they have 
  such communications available to them. The director of the film will 
  probably stay on the site, screaming a t  his cameramen to get all of this 
  action of film (the zombie extras will not be thrilled with this 'touch- 
  ing' concern for their welfare, needless to say). 
  When any local superheroes arrive (having either been signalled by 
  the police, being on patrol, or being for some reason on the scene of the 
  filming in their secret IDS), they will find most of the extras laying on 
  the ground, badly bruised and unconscious, but not in any danger of 
  dying. Ther real zombies are starting to advance on the director, who is 
  screaming to his cameramen, 'Whatever you do, keep those camera 
  rollingl' with little regard for his personal safety. 
  There are six zombies, creations of 'Zuvembie Lord'. Heinrich used 
  his Weather Control powers to rain out the production crew and used 
  his Hollywood connections to maneuver the film crew to the super- 
  heroes' town. He then had Z.L. plant the zombies in the cemetary well 
  in advance, with pre-programmed orders to attack anyone disturbing 
  their graves after a certain period of time. 
  The zombies all have average stats, as follows: 
  Str: 17 End: 22 Agi: 5 Int: 0 Wght: 175 Ibs. Basic Hits: 4 Damage 
  Mod.: -1 Accuracy: -4 Carrying Capacity: 623 Basic HTH Damage: 
  1 d8 
  Hit Points: 6 
  Movement: 44" 
  Power : 44 
  Zuvembie Lord animated them from local dead bodies and anyone 
  checking local mortuary records will be able to find their records. 
  The heroes should have no trouble defeating these undead creatures, 
  but trying to investigate further will lead to nothing but dead ends. 
  Jimson (aka 'Zuvembie Lord') will have a solid alibi for the time of the 
  activity a t  the cemetary, even though any player who visted the circus 
  should have reason to suspect him (which is what Heinrich wants. . ,), 
  There is no connection between any of the families of the deceased. 
  Anyone trying to catch Heinrich/Prest after the show will find him 
  brusque and in a seeming hurry. Anyone trying to forcibly detain him 
  
  during his trip from the Big Top t o  his trailer will find the ringmaster/ 
  circus owner possessed of enough strength to break free of almost any 
  and all questions, claiming his legal rights are being abused, the heroes 
  have no right to question him, and generally make a pain of himself. 
  He will allow Albert to dissuade any extremely violent individuals if 
  necessary, but the players should have no reason to get violent with 
  him. If they do so, Heinrich will not put up a fight, but will later sum- 
  mon the police and attempt to bring assault and battery charges against 
  the heroes. He is within his rights in this case and the players could (at 
  the GM's discretion) find themselves under arrest by the local author- 
  ities if they attempt to abuse their great powers in such a manner. 
  Billy Jimson will be easily found by the players, but will deny any 
  and all accusations concerning his connections withthe 'sombie attack'. 
  He will admit that it sounds like voodoo witchcraft, but will admit that 
  he's nothing but an old fraud with no real knowledge of voodoo. Any- 
  one with the equivalent of a 'Sense Magic' ability will be able to con- 
  firm the truth of this. The source of Billy's powers are his rod, which he 
  never carries with him except when getting ready to battle the super- 
  heroes (see 'The Funhouse') or when he is using his power t o  reanimate 
  zombies. Billy himself, however, radiates no magical abilities. 
  Anyone checking Billy's alibi will find that it checks out. Use of 
  Telepathy ability will confirm that the circus workers who confirm 
  Billy's alibi are telling the truth. Heinrich has used his Psionic ability 
  t o  put several mental blocks on Billy himself, so such Telepathic 
  abilities used on Zuvembie Lord will be unsuccessful (although such 
  blocks will be detected, which should give the players more cause t o  
  suspect the necromancer. If the existence of these blocks is pointed out 
  t o  Billy, he will look innocent and deny knowing anything about that 
  'hypnotism mumbo-jumbo'. 
  Anyone watching the heroine's house during the second night will 
  see nothing, although anyone in that area on watch who makes a Detect 
  Danger roll will notice that there are an abnormally large number of 
  bats in the area. These bats are 'under orders' from Heinrich t o  keep an 
  eye on his beloved and relay to him any going-ons. They will not 
  attack player characters and can be easily captured by any flying char- 
  acter, or any hero with a ranged attack. 
  Any bat that is captured has a 50% chance of wearing a small tag 
  around one leg. The tag identifies the bat as belonging to the Priest 
  circus. Heinrich uses Tim Vanesk's bats from time to time t o  supple- 
  ment the ones he can summon from the surrounding area. Vanesk, if 
  confronted with the bat, can easily identify it (by name, age, brothers, 
  sisters, etc., as he is quite close t o  his 'brothers' and knows them all 
  personally), but can only account for its presence outside of the circus 
  grounds by claiming that it must have somehow got out of his trailer 
  and, confused, flew off of the grounds to wherever the heroes found it. 
  If the bat is dead, he will reverently take the corpse and have nothing 
  further to say to the characters. If the heroes push for answers, he will 
  have the bats in his trailer attack. 
  There are approximately twenty-five bats in Vanesk's trailer. All of 
  them have statistics as given on pg. 46 of the V&V rule book. If they 
  are defeated, Vanesk will still say nothing, but Heinrich/Priest will have 
  the characters prosecuted for destroying circus livestock. 
  Around this time, the characters may have decided that they wish to 
  confront the mysterious Mr. Prest face-to-face. Since he always stays 
  in his trailer during the daytime and he doesn't respond to repeated 
  knockings, the heroes may decide to 'pay him a visit', so to speak. 
  Prest is not in his trailer during the daytime, but instead stays in a 
  coffin in his funhouse complex beneath the circus grounds. Albert 
  stands guard outside the trailer during the daylight hours and believes 
  that Prest is inside (actually Heinrich/Prest uses the secret tunnel going 
  from the bottom of the trailer to the funhouse). 
  A map of the trailer is given here in case the heroes decide to enter 
  it. They have no legal grounds to do so and Albert will try to stop them 
  as long as he is able. If Albert is knocked out and/or the trailer is en- 
  tered, the players will find their characters summoned to the local 
  court t o  answer the charges brought against them by Mr. Priest of 
  breaking and entering, assaulting one of his employees, etc. 
  If a hero manages to enter the trailer by stealth, Heinrich will be 
  aware of the entry but will not press charges. A hero could use Non- 
  Corporealness, some kind of transformation/shape-shifting 
  ability, 
  shrinking, etc. to get in without being noticed by Albert. The lead-lined 
  walls will prevent characters with X-ray vision from seeing inside, and 
  all doors and windows are locked. Albert does not have a key to gain 
  entry. 
  THE TRAILER 
  SCALE: : 1 SQUARE = 5' 
  Exterior Walls: SP8, Interior Walls: SP 3. 
  1. Living Room/Kitchen: This area has a small dining table for four 
  and a kitchen unit t o  the northwest, which has a small stove, refrigera- 
  tor, cupboards, etc. Circus posters decorate the walls. 
  2. Bathroom: This area has a sink, shower unit and a cabinet for toilet- 
  ries. 
  3. Bedroom: Contains a bed, safe, desk and chair. The walls are bare, 
  the decorations sparatan. The safe ('X') is of the old-fashioned type 
  with three inch thick SP 8 walls. It contains nothing incriminating. 
  The safe conceals a hidden tunnel which goes to the 'funhouse' com- 
  plex beneath the circus grounds. Pushing back the pen in the pensnd- 
  pencil set on the desk causes the safe to slide forward three feet, reveal- 
  ing a round tunnel going downwards approximately one hundred feet 
  to the 'funhouse'. See the 'Funhouse' description for more details. 
  4. Closet: This spacious walk-in contains a wide assortment of clothing, 
  including Heinrich/Prest's ringmaster outfits: Besides these, it contains 
  a wide range of garments from various eras, style-wise, including a white 
  cricketeer's outfit, a black frock coat, capes, smoking jackets, frilly 
  shirts, tapered black pants, various colored scarves, floppy slouch hats 
  and a top hat or two, and a couple of three-quarter jackets, one a rather 
  creamy white and the other a somber red. These are various pieces 'of 
  apparel that Heinrich has used in his many guises in the last hundred 
  years. He keeps them around mostly as momentoes, rarely-using them. 
  Regarding Heinrich's 'escape tunnel', the GM should read the 'Fun- 
  house' description if the players manage to find this emergency route. 
  The protective field should keep almost any hero out and it is intended 
  that the characters do not go down it. Knowledge of this tunnel, how- 
  
  10 
  ever, should more than confirm any suspicions the heroes might have 
  regarding Heinrich/Prest. 
  As noted previously, the door is hooked up to a burglar alarm 
  system. If someone opens it, it will trigger a signal to Heinrich's lair. He 
  will arise, use the hall of mirrors exit from the funhouse complex 
  underneath the circus, and confront the players, making probably his 
  only daytime appearance. He will threaten them with charges of break- 
  ing and entering and have very little to say in reply to any questions 
  asked of him. 
  THE THIRD NIGHT 
  The big show will run normally. If any players are in the audience 
  or have been watching the heroine's house, they will notice that she is 
  attending the circus performance. If asked, she will explain that she 
  was given a complimentary ticket from Mr. Prest, hand-delivered by 
  messenger. She has also been asked by Heinrich/Prest to meet with him 
  after the show, but she will not tell this to the players, as she considers 
  it none of their business. If asked concerning this subject, she will not 
  lie, but simply tell the heroes that 'what I do with my personal time is 
  my own affair'. She has been asked to meet the mysterious Mr. Prest a t  
  his trailer at 11 :00 P.M. 
  Heinrich/Prest himself will proceed directly to his trailer a t  the 
  end of the show. He will come out to greet the heroine promptly a t  
  11 o'clock, but will ignore anyone else trying to contact him prior to 
  this. The couple will proceed to go to some ritzy dining establishment. 
  Needless to say, neither Heinrich nor his date will appreciate inter- 
  ruptions. 
  The couple will arrive back a t  the heroine's house at approximately 
  12:30 A.M. and will go in. If any heroes are patrolling the area, or spec- 
  ifically following Heinrich/Prest, a t  approximately 12:50 A.M. they will 
  hear a scream. 
  Anyone entering the house from any exit/entrance other then the 
  heroine's bedroom window will find nothing. If anyone enters through 
  EMERGENCY EXIT 
  the heroine's bedroom window, or is watching same from the outside, 
  they will notice that the room is full of grey fog or mist. This mist will 
  move as if alive (it is actually Heinrich) out through the window as if 
  being vacuumed. The heroine is laying unconcious on the floor, having 
  conveniently swooned. 
  Heinrich will materialize on the lawn beneath the heroine's window 
  and loudly challenge the 'cowardly, wimpering' heroes to take him on if 
  they have the guts. He is dressed in evening wear and is recognizable as 
  Prest. 
  He will challenge any hero to take him on, no holds barred, laugh 
  maniacally, and bait the characters as much as possible. However, al- 
  though he will fight quite dramatically, using his natural strength in 
  hand-to-hand combat, he will only fight for either 
  two rounds or 
  if someone does 20 points or more of damage to him in one attack. 
  Heinrich has not designed this test with the intention of getting him- 
  self destroyed. 
  In either case, a t  the end of the second round or when badly dam- 
  aged, Heinrich will turn into mist, drift away, and the heroes will be 
  able to hear him mockingly whisper, 'Follow me if you dare, cowards!' 
  before Heinrich transforms into a bat and flies toward the circus. 
  If overtaken, Heinrich will transform into mist and attempt to 
  evade the players in this manner. If the characters have some way of 
  dispersing his mist form, Heinrich will transform to human form and 
  attack the character flying, attempting to either knock him or her un- 
  concious (if possessing natural flying ability or damage the flying de- 
  vice. He will proceed to the Hall of Mirrors on the circus grounds and 
  await the characters a t  the entrance, 
  The gamemaster should note that the preceding takes place only if 
  th players watch the heroine's house. If the poor unadventurous souls 
  are sleeping peacefully at home, they will be awakened by the sound of 
  sirens. Investigating, they will discover that a break-in has been reported 
  a t  the heroine's house, and that the police have trailed the malefactor 
  to the Hall of Mirrors at the circus grounds. The police will request the 
  SCALE: 1 SQUARE = 5' 
  N 
  t 
  
  players' assistance as the burglar at one point in the chase turned over 
  a squad car with his bare hands1 However the gamemaster arranaes it, 
  all of the heroes should be assembled outside of the Hall of Mirrors 
  facing Heinrich, who is just inside the entrance. 
  THE HALL OF MIRRORS 
  With a final taunting challenge, Heinrich will duck through the 
  entrance to the Hall. He will go straight, which leads directly into a 
  dead end. There is a small hatchway here that leads to a tunnel that 
  goes down to the funhouse complex. Characters here might be able to 
  find the hatchway if they spend a t  least one round here specifically 
  looking for it. There is only one roll made, that based on the person 
  with the highest Detect Hidden score. 
  All of the interior walls shown on the map are mirrored for maxi- 
  mum confusion with the exception of the walls leading into the dis- 
  tortion mirrors in the northwest corner of the Hall. Character may, of 
  course, enter either through the 'Entrance' (southwest corner) or the 
  'Exit' (southeast corner). They may very likely go in both in the hopes 
  Of cutting off any escape. Another character or cnaracters may be 
  assigned to watch the emergency exit in the north wall, west corner, 
  behind one of the distortion mirrors. 
  In reality, the 'distortion' mirrors in the northwest section are 
  actually a sophisicated form of magical transportation. Heinrich dis- 
  covered the secret of enchanting mirrors in such a manner from a 
  witch that he encountered during the 18th century, just before she was 
  burned a t  the stake. 
  In any case, whenever anyone approaches within four feet of a mir- 
  ror, there is a sudden loud 'Whooshing' noise and the poor victim will 
  find himself sucked into the mirror and spat out at Area 1 in the Fun- 
  house (see below). The transfer is one-way and any mirror in this area 
  will 
  continue 
  to 
  teleport 
  anyone approaching within four feet until all heroes have been tele- 
  ported through. As the teleportation circuit is one-way, there will be 
  no way for the heroes to reunite at tht Hall of Mirrors. Use of Cosmic 
  Awareness or similar powers, carefully worded, may reveal the location 
  of the teleported characters. As the Funhouse complex is located ap- 
  proximately one hundred and fifty feet underground, characters with- 
  out the Non-corporealness power will find the information useless. The 
  complex itself is shielded against Noncorporeal characters (see below). 
  THE FUNHOUSE 
  First, some general notes. All of the walls are four inches thick and 
  have 12 SP. The walls are also inlaid with circuitry that generates a mild 
  bio-electronic forcefield when contracted by a Non-Corporeal power- 
  user. Such a filed will do 2d6 damage (no roll to hit necessary) on such 
  a character and prevent him or her from passing in any case. 
  As previously mentioned, this complex is approximately one hund- 
  red and fifty feet underground. A hole made in the walls will have two 
  affects: first, it might cause dirt to flow in if made in the ceiling (the 
  earth is too tightly packed for it to come in through a hole in a side 
  wall. The dirt will proceed to block the entire corridor, although there 
  is no chance that it will flood the entire complex. 
  The second effect is that such a hole will cause a breech in the 
  bio-electric forcefield inlay such that a hole approximately two feet 
  round will be sufficent to allow a Noncorporeal character to pass 
  through. Any other character will have to do a lot of digging before 
  they ever 
  get to the surface, and find a way to get rid of the excess 
  dirt without collapsing their escape tunnel. A character going for help 
  will not be able to find any way to bring in reinforcements without a 
  full-scale search of the circus to find the two entrances to the complex 
  below (these entrances being the one a t  Prest/Heinrich's trailer and at 
  the Hall of Mirrors). 
  Now, on to the guide to the areas of the Funhouse: 
  1. Antechamber: This twenty by twenty foot chamber is a plain metal 
  box. The only two features of interest are the ten foot wide exit out of 
  the north wall and the mirror on the south wall. The mirror is a t  the 
  Hall of Mirrors. This mirror will be totally solid and is fastened to the 
  wall. It can, of course, be removed by sufficent application of Strength 
  (16 or better), but the normal complex walls will be the only thing 
  behind it. 
  The corridor to the north goes one hundred feet and then becomes: 
  2. Barrel of Fun: This glass barrel will start spinning when any char- 
  acter approaches within fifty feet of its south end. The 'glass' of the 
  barrel is 'energy reflective', which means that any non-kinetic energy 
  directed at it will be reflected at the reverse of the angle a t  which the 
  energy beam struck the barrel surface. The material is SP 6. 
  The barrel itself rotates approximately once every secondsnda-half, 
  and the 'glass' surface is extremely slick. The barrel is forty feet long, 
  eight inches game scale, and a Dex roll on dlOO must be made every 
  ten feet. Rope, webline, etc., may be fired through the other end of the 
  barrel. A dlOO Dex roll will have to be made to anchor it to a side wall, 
  due to the extreme angle, and the far wall beyond the 'barrel' is sixty 
  feet away, making a total distance of one hundred feet from the barrel 
  'entrance' to the end of the corridor. 
  Of course, flying characters may be able to pass through a t  no risk 
  of embarassing themselves. Heinrich has taken steps to prevent this in 
  the form of a laser-beam system. A system of laser mounts have been 
  set up in the walls outside the barrel. If anyone passes through the 
  'barrel' and is not touching the surface, the beams fire through the mat- 
  erial of the barrel (which is essentially transparent to energy from the 
  outside). There is no roll to hit, as a shot missing initially will ricochet 
  around until it does hit the target. Such a shot will do ld12 of damage, 
  will fire on a flying character each ten feet he moves through the barrel, 
  and cannot be rolled with. 
  3. Maze: This area's walls are lined with normal glass (SP:2) and is set 
  up so that anyone making a constant series of either left or right turns 
  will come to the exit. 
  To make things interesting, Heinrich has put a robot Minotaur in 
  the area marked by the 'X'. This 'minotaur' will attack anyone coming 
  within twenty feet of this central area. 
  The robot's statistics are: 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 2 weeks 
  Powers 
  1. Robotic Body: Minotaur has 'crafted' statistics of Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. It also has a 
  Power Beam Device which does Id20 damage, has a range of 20 
  inches, and runs off the Minotaur's own power supply a t  a PR 
  of 1. The Minotaur cannot use this Device more then once/turn, 
  even if he has two or more actions. The device fires the beams from 
  the robot's horns. 
  2. Heightened Expertise: +4 with hand-to-hand combat. 
  Level : 6 
  Training: None 
  Weight: 720 Ibs. 
  Strength: 25 
  Agility: 10 
  Charisma : N/A 
  Reactions from Good: NIA 
  Damage Mod.: - 
  Accuracy : - 
  Carrying Capacity: 6435 
  Movement Rate: 55" ground 
  Det. Hidden: - 
  Inventing Points: N/A 
  Inventing: N/A 
  Origin & Background: Created 
  Basic Hits: 15 
  Endurance: 20 
  Intelligence : Non-sentient 
  Hit Points: 66 
  Evil: N/A 
  Healing Rate: N/A 
  Power: 55 
  Basic HTH Damage: 2d8 
  Det. Danger: 30% 
  Cash : None 
  by Prest Industries, Cybernetics Sub- 
  The Minotaur robot will attack until destroyed. It will act in a 
  'minotaurish' fashion, bellowing and braying and attacking none too 
  subtly. 
  
  TRAPPEO IN SOME 
  N ROOM - SO FA 
  4: 
  Topsy-turvy Room: This small twenty by twenty foot chamber 
  looks like a normal living room in your average suburban home, with 
  the exception that it appears upside down. Furniture is fastened t o  the 
  ceiling, the door the characters enter the room via is 'upside down', etc. 
  This room is a feint on Heinrich's part to keep the heroes on guard. 
  The characters will be able to cross the room safely without undergoing 
  any attacks. 
  5. Spin Chamber: This forty by sixty feet chamber is totally barren, 
  the walls a plain shade of white with one foot wide black lines running 
  totally around the perimeter in a variety of confusing patterns. A small 
  five foot wide platform crosses from the open entranceway to an ident- 
  ical opening in the far wall, sixty feet away. 
  Nothing will happen until at least one character has crossed at least 
  twenty feet on the platform. At this point the chamber will start to 
  spin, the five foot wide platform being an 'axis' on which the entire 
  room turns. The room turns a full 360° every ten seconds and anyone 
  on the platform (which remains steady releative to the turning of the 
  chamber) will be so adversely effected by the spinning patterns and 
  general feeling of nausea that they have to make a d20 Endurance roll 
  to avoid vomiting (a missed roll at this point could have some amusing 
  effects). 
  The gamemaster should note that the entranceways to this chamber 
  are part of the turning walls, so that they will only be usable when the 
  room comes around to its 'original' position. Anyone ducking through 
  onto the five foot platform will have to make a d20 Agility roll to get 
  through successfully. 
  Anyone crossing the platform will have to make a d20 Agility roll 
  every twenty feet. A missed roll will cause the character to fall if 
  safety precautions were not taken. He will land on the 'floor' twenty 
  feet below (taking appropriate damage) and as the room spins, he will 
  take I d 8  damage every action round as he thumps along from floor to 
  wall to ceiling to wall to back to floor again. A character taking such 
  damage cannot 'roll' with it. 
  Of course, flying characters may be able to avoid falling off the 
  platform simply by taking to the air. Heinrich has, of course, allowed 
  for this possibility and has set up a series of robot Gargoyles to enter 
  the chamber (through a hatch in the bottom of the room) as soon as a 
  hero enters the room and is not on the walkway. 
  The robot's statistics are: 
  Identity: None 
  Side: Heinrich 
  Age: 2 weeks 
  Sex: None 
  Level : 4 
  Training: None 
  Powers: 
  1. Robotic Body: Gargoyles have 'crafted' statistics of Strength, 
  Endurance, and Agility, are nonsentient, and have no Charisma. 
  They have wings which allow them t o  fly. 
  2. Natural Weaponry: Clawed hands give the Gargoyles +2 to hit, 
  +4 to damage. 
  Weight: 240 Ibs. 
  Strength: 20 
  Endurance: 15 
  Agility: 18 
  Intelligence: Non-sentient 
  Reaction from Good: N/A 
  Evil : N/A 
  Damage Mod.: +1 (+5) 
  Healing Rate: N/A 
  Accuracy: +2 (+4) 
  Power: 53 
  Carrying Capacity: 1140 
  Basic HTH Damage: l d l O  
  Movement Rate: 53" ground, 477" flying 
  Det. Hidden: - 
  Det. Danger: 30% 
  Inventing Points: None 
  Cash : None 
  Inventing: N/A 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  divison. 
  Basic Hits: 5 
  There will be one Gargoyle for every hero present, regardless of 
  whether the heroes are in or out of the room. One Gargoyle will attack 
  each hero who is in the room or enters it later. Any 'free' Gargoyle 
  will hover in the middle of the room. If they are attacked by ranged 
  weapons from the doorway, they will move to the doorway and attack 
  the source of the ranged attack. 
  Once all characters are on the south side of the chamber, it will stop 
  rotating. 
  6. Sugar Bowl: When all of the heroes have passed the dotted line 
  twenty feet south of this area, a force field will spring up along this 
  same line. The force field can be shattered, but only if at least thirty 
  points of damage are done t o  a single spot. Characters can coordinate 
  their attacks, but each must make a Dexterity roll on d100. 
  After thirty seconds, the force field will start to move north, push- 
  ing the heroes before it. The force wall will take another thirty seconds 
  to reach the south (and only) entrance to the Sugar Bowl chamber. 
  The Sugar Bowl chamber is essentially that : a chamber that looks 
  like an old-fashioned sugar bowl. The walls curve down from the edges, 
  of the chamber. These walls are of the same metallic material which 
  makes up the rest of the complex and are polished smooth. These walls 
  then rise to sixteen foot hiclh olatform in the center of the chamber. 
  CENTRAL 
  PLATFORM 
  ENTRANCE- 
  WAY 
  
  ten feet wide. 
  Prest with the following statistics: 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 6 months 
  Powers: 
  Training: None 
  1. Android Body: This android has been crafted to exactly resemble 
  Heinrich/Prest, although it is only about two-thirds as powerful and 
  has none of Heinrich's special abilities. It will not react to religious 
  items or other vampiric banes. It also possesses 8 pts. of Invulner- 
  ability. Its feet are magnetic. 
  Standing on this raised platform is an android duplicate of Heinrich/ 
  Level : 5 
  Weight: 230 Ibs. 
  Strength : 22 
  Agility: 17 
  Charisma: N/A 
  Reactions from Good: N/A 
  Damage Mod. : +I 
  Carrying Capacity: 2004 
  Movement Rate: 57" 
  Det. Hidden: - 
  Inventing Points: None 
  Inventing: N/A 
  Basic Hits: 5 
  Endurance: 18 
  Intelligence : Non-sen tient 
  Hit Points: 32 
  Evil: N/A 
  Healing Rate: N/A 
  Power: 57 
  Det. Danger: 30% 
  Cash: None 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  division. 
  
  Once the characters have all been pushed into the room by the force 
  field, the entire chamber will start t o  spin clockwise at such a rate of 
  speed that any hero in the chamber will take a -10 
  t O  his Or her Agility, 
  and any attempted maneuver requires a Id20 Agility roll. 
  The Heinrich/Prest android will say nothing, but will remain atop 
  the platform, anchored by his feet. He will not voluntarily leave his 
  post and the heroes will have to play 'King of the Hill' to get him off. 
  The android takes no Agility penalty for the movement of the chamber, 
  and his specially designed feet allow him a Strength roll on a d20 
  against any attack that could possibly knock him off of his position. 
  The room will continue to spin until the android is destroyed, the 
  chamber will slow to a stop and a hatch will open in the center of the 
  platform, revealing a tube going downwards (see cutaway drawing 
  below). 
  The android, as previously mentioned, will not react to religious 
  symbols, garlic, etc. Any Detect Hidden rolls are at -15% due to the 
  motion of the room. 
  7. House of Horrors: The ten by ten foot chamber at the end of the 
  corridor i s  totally empty, with plain metal walls. However, as soon as 
  the heroes have all entered the chamber, a panel will shut to block the 
  only exitlentrance. The characters will find themselves suddenly split 
  apart by force fields and then dropping down through concealed 
  trapdoors to various areas (A-F). 
  At this point Heinrich will have made a fairly complete assessment 
  of the players from his hidden observation booth and will send them to 
  what he feels are 'appropriate' areas. The gamemaster should himself 
  decide at this point which hero goes to which area. If there are more 
  characters then areas, then the gamemaster should feel free to send 
  some t o  the tough areassuch as B and C. Some suggestions for which 
  type of hero should be in a particular area are given at the beginning of 
  each area description. 
  General Notes: Each area is thirty by thirty feet, although use of holo- 
  graphics may make such areas look bigger (see sepaerate descriptions). 
  All are barren areas with the exception of A, which is filled to a depth 
  of ten feet with water. Any decorations (lab equipment, chairs, trees, 
  etc.) are holographic images and any character attempting t o  grasp any 
  such object will find himself holding nothing but thin air. 
  A. Black Lagoon: This area is intended for a underwater-operating 
  character if such exists in the party. If not, any character will do who 
  is not badly handicapped in water (such as a electricity/lightning gene- 
  rator) can be sent her. Flying characters should not be sent here, how- 
  ever. 
  In this area (and in all others) the characterts) will drop out of the 
  ceiling through a hole which will reseal itself as soon as the hero(es) are 
  through. There will be a loud splash and the characterb) will find 
  themselves in what seems to be a swamp, complete with trees, moss, 
  brackish water, old logs in the water, a sunning crocodite and even 
  mosquitoes. 
  As mentioned before, any solid-looking object is a holograpic pro- 
  jection. Allow the characterk) two turns t o  find this out, then have 
  the 'Creature' robot (see House of Horrors Robot section) attack. 
  As is the case with all of these areas, Heinrich is not trying t o  kill 
  his test subjects and is trying to put them in circumstances where they 
  should emerge triumphant. If they defeat the Creature, the water will 
  drain out of the room and the door leading t o  the passageway will 
  slide open. 
  B. Laboratory: This area looks just like a late-night mad scientist's 
  laboratory, with flickering electrodes, bubbling chemicals, etc. The 
  characters will fall through the ceiling but take no damage. 
  As always, the characters can be allowed to explore for two turns. 
  Then a covered lab table will shudder, revealing that the bulky outline 
  underneath is actually a huge creature, 7'6" tall, stitched together out 
  of numerous body parts, etc. This creature is the original Frankenstein 
  monster (in actuality, of course, one of Heinrich's creations: he knew 
  Shelley in her younger days). It will attack the party. 
  The creature is tough and Heinrich will only send characters here 
  that he i s  sure can beat it after a long fight. The Monster is probably 
  the toughest of the House of Horror robots and the gamemaster will 
  have to carefully gauge his players t o  determine which characters are 
  capableof taking it on. 
  Once the Monster is defeated the holographs will fade and the door- 
  way leading to the exit passageway will slide open, 
  C. The Moors: Another tough monster: the gamemaster should again 
  gauge the strengths and weaknesses of his players' heroes to determine 
  who should be sent here. 
  The characters have came through the ceiling to find themselves on 
  a mist-enshrouded moor, a full moon shinging brightly overhead. The 
  howl of a wolf will be heard in the background and visibility is limited 
  due to the foggy tentacles. 
  After two turns for the characters t o  explore, the Werewolf will leap 
  out o f  the fog, having a 30% chance of surprising any heroes. He will 
  attack until defeated, and such a defeat will cause the holographs to 
  fade and the doorway to the exit passageway will slide open. 
  D. The Tomb: This chamber looks like a crypt. There are a number of 
  holographic coffins resting on stone shelves, but the 'centerpiece' of 
  the room is a raised platform with the heroine, dressed in a simple 
  white dress, resting on top of it, apparentally asleep. 
  In actuality, the heroine is another android (see House of Horrors 
  Robots section for i t s  statistics), programmed to act as a vampire. If 
  someone 'awakens' her, she will feign weakness (the android has not 
  been programmed for speech) and await an opportune moment t o  at- 
  tack her rescuer, snarling and revealing her 'fangs'. 
  This area has been designed to take advantage of any heroes who 
  tend t o  have a weakness for beautiful women and the Gamemaster 
  should feel free to send such characters to this area. Heroes have the 
  normal chance to Detect Hidden to determine if the android is actually 
  an android. 
  E. The Caves: The holographs here show a series of dismal, dank cave- 
  rans, just barely lit by glowing moss and lichen. There are numerous 
  caverns leading out of the 'main chamber' that heroes sent here will 
  find themselves in, but the holograDhs are set up so that anyone fol- 
  lowing a passageway from the main chamber will eventually find them- 
  selves at their starting location. The walls are still insubstantial, of 
  course . 
  After the heroes have been here for two turns, the Golem (see 
  House of Horrors Robot section) will emerge from the damp clay/rock 
  walls and proceed to engage any and all heroes in hand-to-hand combat. 
  Once the Golem is defeated, the holographs will fade and the door- 
  way t o  the exit passageway will slide open. 
  F. The Jungle: Characters sent here will find themselves in the middle 
  of a jungle clearing, in the middle of the night with a full moon above. 
  There is a holographic fire to one side and standing behind it is 
  'Zuvembie Lord' (Billy Jimson), dressed in full regalia and wielding his 
  rod. Beside him are a variable number of animated zombies. The Game- 
  
  15 
  master should determine the exact number based on how many heroes 
  are present and what the characters' abilities are. 
  These zombies were animated from bodies that were fairly strong 
  in life. Their statistics are as follows: 
  Str: 24 End: 26 Agi: 5 Int: 0 Wght: 220 Ibs. Basic Hits: 5 Damage 
  Mod.: -1 Accuracy: -4 Carrying Capacity: 1807 Basic HTH Damage: 
  l d l O  
  Hit Points: 12 
  Movement: 55" 
  Power: 55. 
  They will attack until defeated as soon as heroes enter this chamber. 
  Zuvembie Lord will only fight to defend himself, using his rod's 
  Dimensional Travel ability as necessary. If the battle against the zom- 
  bies is going badly for the undead creatures, he will flee through the 
  exit panel, which he can open with a remotecontrol device, and then 
  shut it behind him. The door has the same structural strength as the 
  walls, is % inch thick, and will open automatically as soon as the zom- 
  bies are defeated. By this time Jimson will have gotten through Area 8 
  t o  Area 9. 
  If Zuvembie Lord suffers the bad luck of being defeated, he will say 
  nothing and will claim he was operating on his own. Jimson's further 
  actions are detailed in the 'Conclusion' section. 
  8. Chamber: Following the exit passageways from the various House 
  of Horror areas will inevitably lead the players to this fifty by fifty foot 
  chamber. Heinrich/Prest will be standing in the center of this area, wait- 
  ing for the heroes to arrive. 
  Heinrich will boldly challenge the players to attack him if they dare, 
  laugh maniacally, and basically put on a pretty convincing show. How- 
  ever, as soon as all of the heroes are within the center ten by ten foot 
  area (shown by a dotted line on the map) he will turn into mist and the 
  floor will spring up in all directions, forming a ten by ten foot cube. 
  If some characters stay out of this area, say to use ranged attacks, 
  Heinrich will avoid any hand-to-hand fighters to advance on these 
  characters and force them into the ten by ten foot area. The cube 
  trap will only form when all of the heroes are within the ten by ten 
  foot area. 
  Once the cube has formed, it will move upward through a series of 
  shafts, twisting and turning like some bizarre roller coaster ride. It will 
  finally pop up just outside what is left of the circus grounds. 
  9. Observation Chamber: From here, Heinrich can monitor the entire 
  funhouse complex through a plethorea of hidden cameras. There is 
  also a coffin here, filled with Heinrich's native soil, which he uses while 
  taking his rest during the daytime hours. A ladder from here leads 
  through a tunnel, straight up, to Heinrich's trailer on the circus grounds 
  above. 
  Additional Notes: Charcters who are rendered unconscious will either 
  have to be carried along by their comrades, or left behind. Any incapa- 
  citated characters left behind will be removed by Heinrich and left at 
  the access point where the cube pops up outside of the circus grounds. 
  HOUSE OF HORROR ROBOTS 
  The gamemaster should note that all of these robots can be detected 
  by anyone pausing to study them (requiring the use of one action). 
  Such detection will involve the heroes listening for the faint hum of 
  electronics, a slight jerkiness to the robot's movements, etc. 
  THE CREATURE (Area A) 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 3 months 
  Level : 4 
  Training: None 
  Powers: 
  1. Robotic Body: Creature has 'crafted' statistics of Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. It is designed t o  
  function underwater. 
  2. Natural Weaponry: Clawed hands give the Creature +2 to hit, +4 to 
  damage. 
  Weight: 310 Ibs. 
  Strength: 24 
  Agility: 13 
  Charisma: N/A 
  Reactions from Good: N/A 
  Damage Mod.: +1 (+5) 
  Accuracy: +l (+3) 
  Carrying Capacity: 2484 
  Movement Rate: 59" swimn 
  Det. Hidden: - 
  Inventing Points: None 
  Inventing: N/A 
  Basic Hits: 7 
  Endurance: 22 
  Intelligence: Non-sentient 
  Hit Points: 48 
  Evil : N/A 
  Healing Rate: N/A 
  Power: 59 
  Basic HTH Damage: 1 d l  2 
  Det. Danger: 30% 
  Cash : None 
  ning 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  division. 
  WEREWOLF (Area C) 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 3 months 
  Level : 5 
  
  16 
  Powers: 
  1. Robotic Body: Creature has 'crafted' statistics of Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. The creature's 
  metallic claws provide it with natural weaponry giving it a +3 t o  hit 
  and a +6 to damage. 
  Weight: 280 Ibs. 
  Basic Hits: 6 
  Strength : 22 
  Endurance : 22 
  Agility: 21 
  Intelligence: Non-sentient 
  Charisma: N/A 
  Hit Points: 62 
  Reactions from Good: N/A 
  Evil : N/A 
  Damage Mod. : +2 (+8) 
  Healing Rate: N/A 
  Accuracy: +4 (+7) 
  Power: 65 
  Carrying Capacity: 1799 
  Basic HTH Damage: l d l O O  
  Movement Rate: 65" ground 
  Det. Hidden: - 
  Det. Danger: 30% 
  Inventing Points: None 
  Cash : None 
  Inventing: N/A 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  division. 
  FRANKENSTEIN MONSTER (Area B) 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 3 months 
  Level : 3 
  Training: None 
  Powers: 
  1. Robotic Body: Creature has 'crafted' statistics o f  Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. The monster also 
  has 12 points of Invulnerability. 
  Weight: 520 Ibs. 
  Strength: 33 
  Endurance: 26 
  Agility: 6 
  Intelligence: Non-sentient 
  Reactions from Good: N/A 
  Evil: N/A 
  Damage Mod.: - 
  Healing Rate: N/A 
  Accuracy : -2 
  Power: 65 
  Carrying Capacity: 10,020 
  Basic HTH Damage: 2d10 
  Movement Rate: 65" ground 
  Det. Hidden: - 
  Det. Danger: 30% 
  Inventing Points: None 
  Cash : None 
  Inventing: N/A 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  division. 
  Basic Hits: 11 
  FEMALE VAMPIRE (Area D) 
  Identity: None 
  Side: Heinrich 
  Sex: None 
  Age: 1 month 
  Level : 4 
  Training: None 
  Powers : 
  1. Robotic Body: Robot has 'crafted' statistics of Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. Clawed fingers pro- 
  vide Natural Weaponry of +1 to hit, +2 to damage. 
  2. PoisonlVenom: The robot can, on a special hit, manage to bite its 
  victim, using its fangs to inject a drug which will cause the victim, if 
  he or she fails a END saving throw on a d100, t o  feel faint and rat- 
  her woozy, also halving the victim's Strength. Hit points will remain 
  the same, as will Power, but Carrying Capacity and HTH Damage 
  will be affected accordingly. The bite will also cause ld3 points of 
  damage which cannot be Rolled against. 
  Weight: 160 Ibs. 
  Strength: 21 
  Endurance : 17 
  Agility: 16 
  Intelligence: Non-sentient 
  Charisma : N/A 
  Hit Points: 21 
  Reactions from Good: N/A 
  Evil : N/A 
  Damage Mod.: +1 (+3) 
  Healing Rate: N/A 
  Accuracy: +2 (+3) 
  Power: 54 
  Carrying Capacity: 877 
  Basic HTH Damage: ld8 
  Movement Rate: 54" ground 
  Det. Hidden: - 
  Det. Danger: 30% 
  Inventing Points: None 
  Cash : None 
  Inventing: N/A 
  Origin & Background: Created by Prest Industries, Cybernetics Sub- 
  division. 
  Basic Hits: 4 
  GOLEM (Area E) 
  Identity: None 
  Side: Heinrich 
  Age: 3 months 
  Sex: None 
  Level : 3 
  Training: None 
  Powers: 
  1. Robotic Body: The robot has 'crafted' statistics of Strength, Endu- 
  rance, Agility and Intelligence, and no Charisma. The golem has the 
  special Body Power that anyone who hits it will find the striking 
  object stuck in the golem's synthi-clay body. A d l O O  Strength roll 
  must be made t o  pull away from the golem, and if a character's 
  limb is stuck, any attacks he directs at the golem are at -5 t o  hit. 
  
  2. Vulnerability: The golem has the ancient Hebrew word for 'Truth' 
  inscribed upon its forehead. If the first Hebrew letter is erased (re- 
  quiring a special attack with hand-to-hand combat only), leaving 
  the Hebrew word for 'Death', the golem will automatically deacti- 
  va te . 
  Weight: 480 Ibs. 
  Strength: 30 
  Agility: 5 
  Charisma: N/A 
  Reactions from Good: N/A 
  Damage Mod.: -1 
  Accuracy: -4 
  Carrying Capacity: 7032 
  Movement: 58" ground 
  Det. Hidden: - 
  Inventing Points: None 
  Inventing: N/A 
  Origin & Background: Created 
  division. 
  Basic Hits: 10 
  Endurance: 23 
  Intelligence: Non-sentient 
  Hit Points: 25 
  Evil: N/A 
  Healing Rate: N/A 
  Power: 58 
  Basic HTH Damage: 2d8 
  Det. Danger: 30% 
  Cash : None 
  by Prest Industries, Cybernetics Sub- 
  CONCLUSION AND WRAP-UP 
  At the end of the funhouse excursion, the characters will find them- 
  selves laying in front of the circus grounds. It is almost dawn and they 
  can see that the circus is at the end of the long process of being taken 
  down. All of the tents and booths have been loaded up on the trailers. 
  Characters checking around will find no trace of either Heinrich/ 
  Prest, Billy Jimson, or Albert. Most of the circus employees, if closely 
  interrogated, will simply say that they were under the impression that 
  Prest was going on ahead t o  the next circus location (Gamemaster's 
  choice as to circus's next destination). Telepathy will confirm the truth 
  of their statements. 
  The heroine will b e  in bed and totally unharmed. She will be totally 
  unawarh of Prest's location. As a follow-up, about a week after the 
  conclusion of this adventure, she will receive a letter from Heinrich/ 
  Prest (see Sequel Ideas section), but when she does receive the letter, 
  she will not let the heroes, or anyone for the matter, know about it. 
  Contacting Prest Industries (their headquarters location is in New 
  York) will simply result in the players talking to a secretary who will 
  inform them that, 'Mr. Prest is currently on vacation and I am not auth- 
  orized to give you his location. Please try back in a week or so.' Players 
  doing so will find that Mr. Prest is actually an extremely elusive fellow 
  and seems to be out visiting various concerns across the country. 
  Characters may feel, and rightly so, that Prest was behind the con- 
  struction of the funhouse complex and their subsquent 'testing'. How- 
  ever, investigating the old circus grounds will result in nothing but the 
  discovery that explosive charges were apparentally used to collapse the 
  entire structure. Since the entire complex was some one hundred and 
  fifty feet underground, i t  will take a major effort to uncover any evi- 
  dence at all. 
  If the players still want to bring charges against Heinrich/Prest, they 
  will first of all find that other then their word, they really don't have 
  any evidence against the poor fellow. If they still persist, give them an 
  'A' for effort, and then have Heinrich/Prest contact his $30,000 re- 
  tainer legal staff and have the lawyers cheerfully blow the heroes' 
  rather feeble case out the water. 
  If the players managed to catch Billy Jimson ('Zuvembie Lord'), 
  they will find that Prest's legal beagles have been at work again, and 
  that the poor fellow was actually under the influence of Mind Control. 
  This will be enough to get Jimson out on bail, and he will mysteriously 
  vanish quite promptly thereafter. Although Billy will be released, his 
  Rod will be kept in custody, and the heroes themselves might ask the 
  local authorities to let them take care of. Heinrich will take any steps to 
  recover it, biding his time until the players drop their guard and then 
  use his mist form to break into wherever the Rod i s  stored and steal 
  the artifact for Billy. 
  Overall, the heroes will quite likely find themselves in a dead end, 
  unable to bring a case against Heinrich/Prest. This is how the adventure 
  was written, and this adventure is intended mostly as a jumping off 
  point for further adventures (see the Sequel Ideas below). 
  Concerning experience and reward money, Billy is the only actual 
  person who could possibly be turned in for reward money, but he is not 
  wanted for any crimes and therefore i s  worth nothing. Players should of 
  course get experience for Billy and the robots that they defeated. In 
  the case of the House of Horror robots, the gamemaster may award the 
  experience points for particular robots only to the characters who 
  helped defeat that robot, or he can divide the total experience of all 
  the defeated robots among all of the players. Bonus experience points 
  can, of course, be awarded for players performing above and beyond 
  the call of duty. For instance, a character who fought the Golem and 
  recalled the secret to defeating it by erasing the first Hebrew letter 
  inscribed upon i t s  forehead might will be entitled to a 200 point bonus 
  award. 
  SEQUEL IDEAS 
  Terror by Night, while a self-contained adventure by itself, provides 
  many jumping off points for other scenarios, some involving Heinrich 
  himself while others concerning vampires of the more traditionally 
  'bloodthirsty' sort. 
  Some suggestions follow: 
  Heinrich Returns! 
  Intent on winning the love ofthe beautiful heroine, the ages-old 
  vampire comes back to town to covertly contact his lady-to-be. The 
  players may accidentally stumble upon their old nemesis, or Heinrich 
  may become interested in further testing them. Unless the heroine was 
  harmed, Heinrich will bear no grudges, however. 
  Resurrection. 
  The lords who burned Heinrich's first wife and child have been 
  accidentally resurrected from the 230 year living death that Heinrich 
  sentenced them to. The nosferatu, a group of five to eight, are running 
  rampant in their native lands of Germany and the characters become 
  somehow involved. Heinrich may also become aware of his freed 
  enemies and an alliance may be required between him and the players 
  to defeat the undead before they spread their vampiric plague across all 
  of Europe and beyond. 
  Revenge. 
  One of the many covens of vampires that Heinrich has angered over 
  the centuries, or a group of vampire hunters,bave discovered Heinrich's 
  affection for the heroine and kidnap her with intent to use her as bait 
  t o  capture and kill their enemy. Heinrich may find himself forced to 
  call on the players for help (appealing t o  their sense of justice, as the 
  heroine is an innocent) or the players might attempt to thwart the kid- 
  nappers' scheme on their own. 
  Mistaken Identity. 
  Another vampire comes to town and goes on a rampage. This 
  second vampire may or may not be aware of Heinrich's existence, 
  but, by one of those strange coincidences that happen only in the 
  comic books, will pick the heroine as a target anyway. Heinrich, who 
  
  18 
  will be keeping close tabs on the heroine whether he is in town or not, 
  may hear of this new vampire and take steps to eliminate him. He may 
  need the players' assistance, or the heroes may find themselves caught 
  up in the middle of a vampiric feud. 
  of their afflicted comrade's problem. The heroes may try to solve the 
  problem themselves, or perhaps contact Heinrich (if they have allied 
  with him before) for his help. 
  The Enemy Within. 
  One of the heroes (male or female) is inflicted with the curse of the 
  undead by a vampire other then Heinrich. The superhero(ine) will find 
  themself wrestling against the bloodthirst of the curse and the mental 
  domination of the vampire who gave them their vampiric powers. The 
  controlling vampire will, of course, take great delight in using his super- 
  powered servant for his own ends, and the other players may find 
  themselves fighting their own companion, or perhaps even be unaware 
  In any case, Heinrich should always be presented with nobility and 
  a sense of honor. If he is forced to ally with the heroes, or vice versa, 
  both sides should come away with a sense of respect for the other. 
  While not every scenario in your campaign should revolve around vam- 
  pires, Heinrich can easily become a semi-regular companion. Who 
  knows: with perhaps a little guidance from a determined group of 
  superheroes, Heinrich might overcome his inborn ruthlessness and join 
  the characters as a fellow hero! 
  
  CONVERSIONS: 
  AND 
  SUPERWORLV 
  BY THE AUTHORS OF SUPERWORLD AND V&V 
  Before we get t o  translating characters (which can be done fairly 
  easily), we must come to grips with two different philosophies of game 
  design, and why a literal translation of super powers from one game to 
  another is virtually impossible. 
  Superworld is a very structured game in which every power must 
  be paid for in hero points which are based on the original rolled stat- 
  istics of the hero, various disadvantages he adds to his powers, and 
  handicaps he must bear. 
  Villains and Vigilantes i s  an open-ended game which strives to fol- 
  low the example of the comics, where heroes are not usually in a 
  situation where they can pick their own powers and weaknesses. Char- 
  acters are generally based on the players themselves and powers are 
  rolled randomly, unless the Gamemaster decrees otherwise. 
  Another incompatible part of the two game systems is the type of 
  damage rolled. In Superworld the player has control of how much 
  damage his Energy Projection will do. As long as he has the points to 
  pay for it, he can have as big a blast as he wants. In Villains and Vigil- 
  antes a character's Agility and Intelligence give Accuracy and Damage 
  Modifiers which affect the basic chance to hit and the damage caused 
  by a super power. It can also be effected by other super powers, having 
  rolled said power multiple times, using multiple attacks, and using 
  various powers in tandem or with special applications a character could 
  train in or invent. 
  Thus, there i s  no direct correlation between the two games. 
  The Gamemaster or player who wishes to translate the V&V power 
  blaster into a Superworld Energy Projector must establish for himself 
  an 'average damage' for the campaign and base the damage to be as- 
  signed to the Power Blaster's attack upon that, 
  Translating the other way i s  simplicity itself. If the Superworld 
  hero had a 'common' Energy Projection, then he is given Power Blast 
  straight. If it is more than common, then it is assumed that he either 
  had a multiple roll of the power or it i s  boosted by some other power, 
  such as Heightened Attack, Body Power, Psionics, or whatever the 
  translator feels best reflects that character's abilities. 
  For most powers, it is simply a matter of looking at the power 
  as it is described in one game system, then looking at a similar power 
  in another. One thing to watch out for is the way the powers of both 
  game systems combine effects. It i s  not immediately obvious until you 
  look at the combat table, for instance, that a V&V character with 
  Lightning Control i s  nearly invulnerable to Lightning Control attacks. 
  The translation process to Superworld must therefore include excel- 
  lent Resistance from Lightning attacks. 
  Similarly, the Superworld Stretching power includes some form 
  of protection from kinetic and electrical attacks. While Stretching 
  Powers in Villains and Vigilantes can be used as a fairly effective 
  defense, the equivalent would probably be something more along the 
  lines of Stretching Powers combined with Heightened Defense. 
  It is therefore recommended that when translating characters from 
  one game to another, that one ignore such things as the maximum num- 
  ber of powers and weaknesses a character can have in Villains and 
  Vigilantes and the maximum number of Hero Points a player has to 
  spend in Superworld and to strive to maintain the integrity of the 
  character being translated, 
  The following list gives the Villains and Vigilantes powers and 
  weaknesses and their closest Superworld equivalents. 
  Villains and Vigilantes 
  Absorption 
  Adaptation 
  Android Body 
  Animal/Plant Control 
  AnimallPLant Powers 
  Armor 
  Astral Projection 
  Superworld 
  Absorption, Mimic or Reduction 
  Adaptability, Resistance 
  Whatever Fits 
  Mind Control (Animal) 
  Whatever Fits 
  Resistance 
  Astral Projection 
  Villains and Vigilantes 
  Bionics 
  Body Power 
  Chemical Power 
  Cosmic Awareness 
  Darkness Control 
  Death Touch 
  Disintegration Ray 
  Devitalization Ray 
  Dimensional Travel 
  Diminished Senses 
  Emotion Control 
  Flame Power (1 ) 
  Flame Power (2) 
  Flight 
  Force Field (1 1 
  Force Field (2) 
  Gravity Control 
  Heightened Agility 
  Heightened Attack 
  Heightened Charisma 
  Heightened Defense 
  Heightened Endurance 
  Heightened Expertise 
  Heightened Intelligence 
  Heightened Senses 
  Heightened Speed 
  Heightened Strength 
  Ice Powers 
  Illusions (A) 
  Illusions (B) 
  Invisibility 
  Invulnerability 
  Life Support 
  Light Control 
  Lightning Control 
  Lowered ltitelligence 
  Low Self Control 
  Magical Spells 
  Magnetic Powers 
  Mind Control 
  Mute 
  Natural Weaponry 
  Non-Corporealness 
  Paralysis Ray 
  Pet 
  Phobia/Psychosis 
  Physical Handicap 
  Poison/Venom 
  Power Blast 
  Prejudice 
  Rionics 
  Reduced Agility 
  Reduced Charisma 
  Reduced Strength 
  Regeneration 
  Revivification 
  Superworld 
  Whatever Fits 
  Whatever Fits 
  Whatever Fits 
  Cosmic Consciousness" 
  Darkness 
  Poison 
  Transmute, Energy Projection 
  Reduction 
  Dimensional Shift 
  Physical Problem 
  Emotion Control 
  Energy Projection 
  Energy Projection, Force Field, 
  Flight 
  Flight 
  Shield" 
  Energy Projection 
  Gravity Projection 
  Super DEX 
  Impaling Advantage 
  Super POW 
  20% Defense 
  Super CON 
  Skill Increase 
  Super INT 
  Super Senses 
  Supermove 
  Super STR 
  Kinetic Energy Projection, Snare 
  Projection, Force Field, Armor 
  Illusion Projection 
  Energy Projection, Force Field 
  Normal Invisibility - still detect- 
  able by other senses. 
  Armor 
  Adaptability 
  Energy Projection, Dazzle, Force 
  Field 
  Energy Projection, Resistance to 
  Electricity 
  Lowered Characteristic 
  Failure Chance or Psychological 
  Problem-Berzerk 
  Whatever Fits 
  TK, 
  Energy Projection -Electric, 
  Force Field or Resistance 
  Mind Control 
  Physical Disability 
  Energy Projection - no range 
  Insubstantiality 
  Paralysis" 
  Sidekick 
  Phobia 
  Physical Handicap 
  Poison Gas Projection 
  Energy Projection 
  Psychological Problem Handicap 
  Whatever Fits 
  Lowered Characteristic 
  Lowered Characteristic 
  Lowered Characteristic 
  Regeneration 
  Ressurection 
  
  20 
  Villains and Vigilantes 
  Superworld 
  Robotic Body 
  Whatever Fits 
  Size Change 
  Sonic Abilities 
  Speed Bonus 
  Supermove or Superspeed 
  Special Requirement 
  Various Power Disadvantages 
  Special Weapon 
  Whatever Fits 
  Stretching Powers 
  Stretching 
  Telekinesis 
  Telekinesis, Energy Projection, 
  Teleportation 
  Teleport 
  Transformation 
  Shape Change, Impersonate 
  Transmutation 
  Transmute 
  Vehicle 
  Movement Powers as Vulnerable 
  Vulnerability 
  Vibratory Powers 
  Weakness Detection 
  Spot Weakness Skill 
  Water Breathing 
  Adaptability to Underwater 
  Weather Control 
  Energy Projection, Darkness, 
  Flight, etc. 
  Willpower A 
  Meditation 
  Willpower B 
  Mind Block and others 
  Wings 
  Flight with vulnerable device 
  Super SIZ or Micro SIZ 
  Energy Projection, Force Field 
  Telepath, Mind Search, Mind Block 
  Devices plus Sidekick abilities 
  Added Damage or Special Vul- 
  nerability 
  Energy Projection, Force Fieid 
  Insubstantiality 
  See the Superworld Companion for these powers. 
  The following table is a listing of various statistics in Suporworld 
  and their approximate equivalents in Villains and Vigilantoh 
  Superworld 
  Villains and Vigikntos 
  STR. . . . . . . . . . . . . . . . .  Strength 
  CON . . . . . . . . . . . . . . . .  .Endurance 
  S I 2  . . . . . . . . . . . . . . . . .  
  .Weight/l7 
  INT. . . . . . . . . . . . . . . . .  .Intelligence 
  POW . . . . . . . . . . . . . . . .  
  .Charisma 
  DEX . . . . . . . . . . . . . . . .  .Agility 
  APP. . . . . . . . . . . . . . . . .  
  .A V&V character's appearance is 
  usually that of the V&V player. 
  Therefore, the exact score must be 
  decided by GM/Player agreement. 
  Note that Supwworld is a trademark of Chaotium, Inc. Villains 
  and Vigilantes is a trademark of Fantasy Games Unlimited Inc. All 
  such trademarks used herein are used by cooperative agreement bet- 
  ween these companies. 
  
  STEP RIGHT UP VIGILANTES b / I  
  b 
  IF YOU THOUGHT YOUR DAY WAS DEADLY ... 
  
SOURCE: textdata/thevault/Villains & Vigilantes/Fantasy Games Unlimited/Villains & Vigilantes.-.Fantasy Games Unlimited.-.2016 Terror by Night.pdf