When Darkness Falls
Rules Updates (Issue 3)
The old editions of the updates are now included in the main rules.
As a result of this they have been removed from the web site. Anybody with the a copy of
the old rules will get a discount if they purchase the new rules at a show.
CHARACTER UPDATES
WDF: VICTORIAN VAMPS
NEW CHARACTERS: THE LONDON SET
Archaeologist: After looking for tombs in the remoter parts of the Empire, this Character is desperate for the ultimate find. Something to put in the British museum, the weirder the better. He or she knows their hieroglyphics and a fair number of languages, always useful to know who exactly is tearing you apart limb from limb, sort of puts it in perspective.
Skills: Arcane Knowledge, Stiff Upper Lip (Hot Damsel if a lady)
Bare Knuckle Boxer: This doyen of the illegal fighting circuit carries a lethal punch, his fists hardened by years of self-abuse and plenty of salt water. He may not be a brain surgeon but when you are faced with a Vampyre with big pointy teeth and a bad attitude, he's just the guy for the job.
Skills: Combat, KO Punch
Detective: Usually a sergeant raised from the ranks, this Character is highly knowledgeable about the London underworld and has already had dealings with the growing number of Cults, many of whom count the rich and famous among their number.
Skills: Arrest, Combat
Doctor: One of the new breeds of Medical person, using Scientific method over old wives tales and witchcraft (so Newts eyeballs are no longer under threat). An ex-army surgeon, this Character is used to working under pressure and relishes any chance to try a new procedure out on a patient (and if the patient isn't too happy about this there is always chloroform!).
Skills: First Aid, Hold
Hunter, Great White: When one has blown away as many of natures creations as this fellow, you start to look for the more exotic trophies that inhabit this earth. With a determined attitude, a pair of starched plus fours and a rifle that could take out reinforced barn doors, this fame seeking bigot is ready to bag himself a Vampyre or two, though a Were Wolf pelt would brighten up the lounge too.
Skills: Stiff Upper Lip, Marksman
Manservant: This Character doubles as both servant and bodyguard. He could be an English butler or a powerful Sikh manservant. Either way, he will be combat experienced and a highly trained warrior.
Skills: Swordsman, Serve and Protect
Mystic: Although better known as a popular turn at society parties held by the idle rich, this Character is no shyster. Communing with the other world has revealed much useful information.
Skills: Future Vision, Arcane Knowledge
Navvy: Built for heavy-duty labour, this mountain of a man dwarfs most of his fellow men. He works hard, plays hard and has a punch that could fell an Ox.
Skills: Combat, Use Tools
Private Investigator: This seeker of truth goes out into the fog-laden streets equipped only with deerstalker and magnifying glass. Logical and patient, this Investigator will leave no stone unturned in his search and if that means being forced to check out the local ladies of ill-repute, well nobody said it was easy. Likes to hang round with Doctors.
Skills: Arcane Knowledge, Eureka
Sailor: This grizzled tar has sailed the Seven seas and reckons to have seen so many strange and terrifying monsters (usually due to strong liquor and a vivid imagination) that even the biggest of monsters would not scare him. Pretty good at knots too!
Skills: Combat, Bravado
Scientist: There are no such things as ghoulies and ghosties, they're all down to artful prestidigitators using mirrors and lights. And as for those religious firebrands, well the least said the better. There is a scientific explanation for everything, so they say.
Skills: Lab Whiz, Mixers
Thief: With incredible dexterity and a life's training in crime, the thief can open or break any lock or combination when he's a mind to it. The fact he's not been detained at Her Majesty's Pleasure is an indication of his knowledge of escape routes.
Skills: Light Fingers, Burst
| Character | Att | Def | Arm | Act | Int | Move/Run | Hits | Dam |
| Archaeologist | 6 | 0 | 1 | 3 | 9 | 4/8 | 6 | 1 |
| Bareknuckle | 8 | 1 | 3 | 3 | 6 | 4/8 | 8 | 1 |
| Detective | 7 | 1 | 1 | 3 | 7 | 4/8 | 6 | 1 |
| Doctor | 6 | 0 | 0 | 3 | 8 | 4/8 | 6 | 1 |
| Hunter | 8 | 1 | 1 | 3 | 6 | 4/8 | 6 | 1 |
| Manservant | 8 | 2 | 1 | 3 | 7 | 4/8 | 6 | 1 |
| Mystic | 6 | 0 | 0 | 3 | 7 | 4/8 | 6 | 1 |
| Navvy | 8 | 0 | 4 | 3 | 5 | 4/8 | 8 | 1 |
| Private Inv | 5 | 0 | 0 | 3 | 9 | 4/8 | 6 | 1 |
| Sailor | 9 | 1 | 1 | 3 | 6 | 4/8 | 6 | 1 |
| Scientist | 6 | 0 | 0 | 3 | 10 | 4/8 | 6 | 1 |
| Thief | 6 | 2 | 0 | 4 | 7 | 4/8 | 6 | 1 |
New Character skills and powers
Eureka: By using one action at the start of a turn, this Character may attempt to make a deduction by rolling under Intelligence using a d12. This deduction may take the form of one of the following revelations. The whereabouts of a specific special or magical item, the identity of any undeclared monsters on the table or re-roll the next two items found.
Hot Damsel: Treat as the Hot Date skill.
Mixers: This Character loves to mix potions and apparatus to create new inventions that may or may not work. By using an action to construct this apparatus out of two held items, a d6 roll may be made for each item. If an even number is rolled that items potency, range, durability whatever is doubled. If an odd number is rolled, that Item is lost.
Stiff Upper Lip: This Character may re-roll one failed panic or fear roll per turn.
Swordsman: When using certain weapons, this Character gains the advantages stated.
ITEMS UPDATES
MORE ITEMS FOR THE FIGHT AGAINST EVIL
Bolas General Item
Range: Attack x 2 in inches Modifier: 0/+1*
If successful, target loses all actions until the EONT and all attacks are at +3.
*Marksman
Bungee Rope General Item
Range: 20" Modifier: +1/+3* Damage: Normal
One end of this rope must be attached to a solid object, i.e. a building, tree or vehicle. The user may then make one attack on any Creature within range without fear of attack or counterattack. Whenever an attack is made roll a d6, a 6 indicates that the rope has a less give than anticipated and crashes the user back into the solid object to which they are tethered, bashing any creature within 1" either side of the rope and taking d6-2 damage. It requires one action to set-up or unfasten the rope.
*Extreme Sportsman
Doggie Biscuits General Item
Range: Attack in inches
If thrown all dogs, wolves and other canine creatures (including weres) within 5" will lose any remaining actions this turn whilst they eat up the natural goodness contained in this nutritious snack.
NB: A Horse Whisperer, with these in hand, gains +2 to Animal Control when dealing with canines.
Elephant Gun Weapon
| Rate of Fire | Magazine | Reload | Range | Modifier | Damage |
| 1 per Turn | 5 | 1 Turn | 10" | -2 | 3d6 |
NB: Half damage caused to Living Dead, Lycanthropes, Vampyres & Visitations
Elephant Gun Magazine Weapon Accessory
D6-1 Heavy Duty Bullets for use with Elephant Gun (Always a minimum of 1 Bullet)
Extension Lead General Item
Range: Up to 10" from any building
Can be used with any item requiring batteries to operate allowing it to operate...without batteries!
Ghetto Blaster General Irritant
When used with correct CDs can provoke certain reactions
Requires batteries to operate (1 Pack =2 turns).
Roll a d6 to determine which CD is in
| 1: Hard Rock | 2: Gospel | 3: Love Songs |
| 4: Techno | 5: Rap | 6: Eurovision |
Range is 5" of user. When used any ranged attacks against the User are at +2.
Grenade Weapon
Range: Attack x 2 in inches Modifier: -1/+1*/+2**
Damage: Normal Grenade: 5" radius, 1d6; Armour Piercing: 1d6+4
*Throw Weapon/**Marine
NB: Fumble; All Creatures within 5" of User suffer 1d6 damage (including User)
Music CD General Irritant
| Hard Rock: | All Creatures within radius lose 2 Actions due to being deafened |
| Gospel: | All Vampyres and Visitations retreat 2d6" |
| Love Songs: | All Lycanthropes/Animals fall asleep, treat as stunned until EONT |
| Techno: | All Robots/Animatronics change programme and lose an action |
| Rap: | All Students gain an extra Action |
| Eurovision: | All Creatures within radius vomit immediately and retreat 2d6" except Vampyres & Visitations who are unaffected (who said they had taste!) |
Pocket Watch General Item
Can be used by Characters as if they had the Gaze skill. Conjurors can use with +2 modifiers.
Skate Board General Item
Characters using this item can double their movement. Extreme Sportsmen gain the Leap skill whilst using this item. Requires 1 Action to mount. If the Character stops moving or moves at less than half speed they automatically dismount.
NOT A GOOD MOVE
Rake
The Character steps on the pointy end of a rake, takes a smack in the mouth and is stunned until the end of this turn.
SPECIAL ITEMS/ICONS
As always these should be used sparingly in the game, to help shape the plot and goals of the Characters.
THE MASKS OF ANTIGONY
When A Character picks up any one of these masks, he or she must roll under their intelligence or place the mask upon his or her face. The resulting effect depends upon the individual mask. To remove the mask requires the victim to roll under their Intelligence at the start of the next turn. The masks can also be removed by a 'Revoke Spell'. As all these Masks initially look the same there is no way of knowing what they are until they are placed on the face. If a Scanner puts on a Mask, there is a chance of 6 on a d6 that they will go hyper and their heads will explode.
MASK OF UNBOUND ATTRACTION
The Character becomes the immediate desire of every person of the opposite sex within LOS, including Vampyres. If caught he or she will be immediately bound and carried off within a flurry of potential lovers. Needless to say, this salacious activity will take its toll as the victim loses 1 hit per turn.
MASK OF VIOLENT REPAST
When worn, the Character becomes the target of every creature on the table with the 'Convenience Food' power.
MASK OF HADES
The Character has the power to consign one Monster within LOS to another dimension per turn, which they must do or suffer d6 hits. This power drains the will, removing 1 point of Intelligence each time it is used.
MASK OF SERVITUDE
All Vampyres on the table will be drawn towards this Character and do his bidding, though they will not knowingly inflict damage on themselves or other Vampyres. This power drains the will, removing 1 point of Intelligence each turn it is worn.