Renaissance - The Bloofer Lady

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Kronos AD1888

The Bloofer Ladies


PCs in gaslit foggy London in 1888.
Newspapers tell of the Bloofer Lady as below
A HAMPSTEAD MYSTERY
The neighbourhood of Hampstead is just at present exercised with a series of events which seem to run on lines parallel to those of what was known
to the writers of headlines as “The Kensington Horror,” or “The Stabbing Woman,” or “The Woman in Black.” During the past two or three days
several cases have occurred of young children straying from home or neglecting to return from their playing on the Heath. In all these cases the
children were too young to give any properly intelligible account of themselves, but the consensus of their excuses is that they had been with a
“bloofer lady.” It has always been late in the evening when they have been missed, and on two occasions the children have not been found until
early in the following morning. It is generally supposed in the neighbourhood that, as the first child missed gave as his reason for being away that a
“bloofer lady” had asked him to come for a walk, the others had picked up the phrase and used it as occasion served. This is the more natural as the
favourite game of the little ones at present is luring each other away by wiles. A correspondent writes us that to see some of the tiny tots pretending
to be the “bloofer lady” is supremely funny. Some of our caricaturists might, he says, take a lesson in the irony of grotesque by comparing the
reality and the picture. It is only in accordance with general principles of human nature that the “bloofer lady” should be the popular role at
these al fresco performances. Our correspondent naïvely says that even Ellen Terry could not be so winningly attractive as some of these grubby-
faced little children pretend—and even imagine themselves—to be.

There is, however, possibly a serious side to the question, for some of the children, indeed all who have been missed at night, have been slightly torn
or wounded in the throat. The wounds seem such as might be made by a rat or a small dog, and although of not much importance individually,
would tend to show that whatever animal inflicts them has a system or method of its own. The police of the division have been instructed to keep a
sharp look-out for straying children, especially when very young, in and around Hampstead Heath, and for any stray dog which may be about.

“The Westminster Gazette,” 3rd August.


Extra Special.

THE HAMPSTEAD HORROR. ANOTHER CHILD INJURED.


The “Bloofer Lady.”

We have just received intelligence that another child, missed last night, was only discovered late in the morning under a furze bush at the Shooter’s
Hill side of Hampstead Heath, which is, perhaps, less frequented than the other parts. It has the same tiny wound in the throat as has been noticed in
other cases. It was terribly weak, and looked quite emaciated. It too, when partially restored, had the common story to tell of being lured away by
the “bloofer lady.”

PCs can go to Scotland Yard. They see Inspector Murray who gives them the names of the two children…Jack Jackson
and Daisy Dee.
PCs can question parents and/or children from the poor area near Hampsted Heath who tells them of attacks on the Heath
near Shooters Hill this basically just repeat what the papers say. Indeed the parents ask “are you from the papers”

Hampstead Heath
Pcs can stake out the heath and fight three vampires in the fog. See statistics for Vampire Spawn below. Due to the fog it
is Minus 10% to missile attacks. During the fight one of the vampires called Annie breaks off and starts to walk away
muttering to herself “touch me…love me” the PCs should follow her back to Highgate cemetery….

Highgate Cemetery
If Annie is attacked she snarls “love me…touch me” as she attacks the PCs. Describe the cemetery …cold, damp and
foggy, with lots of mausoleums and tall grave stones. Maybe PCs defeat the vampires but attacks will
continue so they will have to follow vampire back to cemetery, grave has name of the woman Annie
Walkden. Grave located in the poor area and says “a child in mind unto god” even though the age is 21.
An INSIGHT roll tells PCs that she may be mentally deficient, after some research at the London Chronicle
or Police INFLUENCE (Inspector Murray) shows that she was an inmate of St Agnes’s Asylum. PCs also
find a ring with a Caduceus sign on and engraved with a name Dr Munroe near the grave which, after some
research LORE at the British Library in which they find a register of London doctors points to a St Agnes’s
Home for the Insane.

St Agnes’s Home for the Insane


PCs head to hospital, describe approach…washer
women scrubbing floors etc and corridors with
screeching patients etc. PCs led to office by a burly
male attendant.
Interview doctor He takes the PCs on a tour of the
hospital describing the inmates as “cold and
unappealing and just longing for a touch” but we do
our best. He also asks about whether they can be
sponsors in his charitable cause but leads them to a
waiting room A3. He excuses himself saying that he
will bring along a patient that will interest them who
is called Lily Monk. Doctor Munroe locks the PCs
in the waiting room with an adjoining room
containing vampires via the furnace room the
vampires are in A1. There is a sliding door, which
rises up revealing a room full of vampires! They
repeat “feed us…hear us” A LISTEN roll reveals
it’s not feed us but feel us.
A fight will follow with the vampires but afterwards
the PCs may notice PERCEPTION that a small panel exists in one wall which leads to the sewers. An INSIGHT roll
allows the PCs to realise that the bloofer ladies are escapees at night from the asylum to feed and then return at dawn.
They may also realise that Munroe has been experimenting on his patients and trying to create a cure for vampirism on
behalf of somebody but he needs vampires to experiment on. Hopefully they escape.
The PCs hear the clatter of a carriage and horses outside, they may realise that Munroe is attempting an escape and a
carriage chase ensues where the doctor who is an android tries to warn Lady G. Clue could be a letter on his desk or
person from Lady G asking
about his progress, this will have
an address being Tring Manor.
This is the final confrontation
with Lady Gwendoline. There
will be an android butler who
will attack with the Doctor in the
hall, any fight will result in a
fire. Further Investigation reveals
the Parlour has been converted to
a modern looking blood bank.
But the final confrontation will
be in the master bedroom
converted to a laboratory with
some strange modern looking
instruments and machinery.
Gwen will try to talk to Kronos
saying she is in despair and does
not want to kill for food but has
no choice. Gwen has tried to find
a cure but so far has been
defeated. She will say looking at
Kronos “love in space and time
there is no more feeling
anymore, longing to be touched,
longing for a kiss”. She will tell
them that they must defeat the
Vorvon. An interstellar vampire.
It is possible that the PCs will
not fight Gwen after all she has
assuaged her thirst with plastic
bags of human blood taken from
the Demeters Medbay. Gwen
may ask the PCs to help her gain
revenge on the Vorvon. But
Kronos will need to roll over his
”Kill Vampires” Righteousness
Points to avoid a fight. He may
gain assistance from the others to
avoid this. After any fight the
PCs notice a strange hatch in the
floor which starts to glow. This
leads to a strangely white room
with beeping lights, when the
PCs leave the room they see a
corridor with a sign saying
“welcome aboard the Demeter.

Doctor Munroe
Munroe is a human augmented with technological elements. Half-flesh and half-machine,
Munroe has come to accept this newfound condition, despite the alienation it creates. He
is entirely human in appearance.
Profession: Android Age: Appears 31
Faction: Serve Lady Gwendoline RP: 100

Hero Points 0

STR 30 CON 24 SIZ 12 INT 14 POW 09 DEX 15 CHA 14


DM +2D6 HP 20
MWL 10
AP Metal chassis 4

Skills: Athletics 75%, Culture (Own) 45%, Dodge 55%, Drive 60%, Evaluate 45%, First Aid 90%, Influence 55%, Insight
55%, Lore () 40%, Mechanisms 55%, Medicine 65%, Ride 80%, Perception 65%, Persistence 70%, Ranged Combat
50%, Resilience 60%, Sing 25%, Sleight 65%, Stealth 60%

Gun Combat 30% (Pistol 1D6+2), Close Combat 60% (Rapier 1D6+1+2D6), Unarmed Combat 50% Punch and
Kick(1D3+2D6)

Bloofer Ladies

STR 18 CON 15 DEX 16 SIZ 12 INT 08 POW 12 CHA 05


DM +1D6

1 Doris Highgrove HP 14

2 Annie Besant HP 14

3 Elsie Smethurst HP 14

4 Lily Monk HP 14

MWL 7 Move 15m


Armour: 0
Skills: Athletics 50%, Dodge 50%, Influence 40% Perception 60%, Persistence 60%, Resilience 60%, Stealth 60%,
Unarmed Combat 50% (Bite 1D3 hit point drain), (Claws 1D3+1D6)

HR: -20%/1D8 (on realising that the person is a vampire).

See notes at end regarding vampire abilities

Policemen

STR: 14 CON: 13 DEX: 13 SIZ: 14 INT: 12 POW: 11 CHA: 10


DM 1D4

HP (1) 13 (2)13 (3)13 (4)13 (5)13

MWL 7 AP 0/0
Movement Rate: 15m
Skills: Dodge 45%, Persistence 45%, Resilience 55%, Deception 45%, Perception 60%, Insight 55%, Influence 55%
Close Combat 45% Truncheon 1D6+1D4, Unarmed 50% 1D3+1D4

Lady Gwendoline

STR: 17 CON: 15 DEX: 17 SIZ: 14 INT: 14 POW: 14 CHA: 07


Hit Points 18
Armour: Adaptive Mesh 6
Mag 4
Mortal Wound 9
Damage Modifier: +1D6
Skills: Athletics 70%, Dodge 70%, Influence 65%, Perception 80%,
Persistence 80%, Resilience 80%, Stealth 80%,

Unarmed Combat 60% claw 1D6+1D6, bite 1D6+1D3 hit point drain, Gun Combat 50% (Blaster Pistol 1D8+2),
Close Combat 50% (Dagger 1D6+1D6),

Witchcraft 70%
Magick: Gwen has the ability to cast spells without the need for a philosopher’s stone or witchcraft ingredients. A vampire does not
lose levels of fatigue when casting spells.

For to Protect Against Weapons


For to Bring Down the Curse of the Moon
For to Cause Great Fear
For to Increase the Deadliness of a Weapon

Gwendoline will try to hypnotize any one of the PCs first. She will resort to shooting

Android Butler

STR 30 CON 24 SIZ 12 INT 14 POW 09 DEX 15 CHA 14


DM +2D6
HP 20
MWL 10
AP Metal chassis 4

Skills: Athletics 75%, Culture (Own) 45%, Dodge 55%, Drive 60%, Evaluate 45%, First Aid 90%, Influence 55%, Insight
55%, Lore () 40%, Mechanisms 55%, Medicine 65%, Ride 80%, Perception 65%, Persistence 70%, Ranged Combat 50%,
Resilience 60%, Sing 25%, Sleight 65%, Stealth 60%

Gun Combat 50% (Pistol 1D6+2), Close Combat 60% (Umbrella 1D4+2D6), Unarmed Combat 50% Punch and Kick
(1D3+2D6)

Vampire abilities

Damage: Vampires only take half damage from normal weapons. Silver and magickal weapons do normal rolled damage.

Hypnosis: A vampire can do a gaze attack against a victim. Using the vampires INFLUENCE vs victims PERSIST-
ANCE. If successful the victim will obey the vampire’s instructions but must roll against his PERSISTENCE every round
or break free.

Hit Point Drain: A vampire does not regenerate hit points normally. Instead, he must take them from other beings by
draining their blood. On a successful bite attack, the vampire will hang on and drain 1D3 hit points (not Damage Bonus)
from the victim every round. Each hit point drained gives the vampire one hit point. When the vampire drains the victim’s
hit points to 0, he fails unconscious and the vampire can choose to carry on draining blood; each round after the victim
has dropped below 0 hit points, he or she must make successful Resilience roll – on a failure, the victim dies. Once a
vampire’s hit points are at maximum, each further point drained from a victim can be used to raise the vampire’s fatigue
by one level.

Shapeshifting: Vampires have the ability to shapeshift into mist at will. With the mist transformation, such changes take
a combat action to perform.

Death: Upon reaching 0 HP, the vampire collapses to the ground and will turn to mist at the beginning of the next combat
round. Before then, i.e. before the round ends a PC must destroy it permanently by driving a stake through its heart (the
only way to prevent it turning to mist) and decapitating it.

Vampires and Sunlight: As creatures of the night, vampires cannot stand the touch of natural sunlight. They take one
point of damage per round that they are exposed to the sun, though some will risk travelling in the daylight hours by
wearing layers of clothing and a hood to cover as much of their body as possible.
Holy symbols: The Christian cross has proved effective against vampires in the past, and it is assumed that vampires in
non- Christian cultures may be effected by other cultural religious symbols. Any character presenting a specific symbol to
a vampire as a Combat Action matches their PERSISTANCE against the vampire’s RESILIENCE in an opposed check. If
Successful the vampire will receive a -20% penalty, based on the appropriateness of the symbol being displayed. Also on
a successful test, the vampire loses 1D4 hit points (unaffected by armour or any of the vampire’s magic).

Night Vision: Vampires have night vision.

Salt: Vampires hate salt, if scattered on the ground it slows them down due to the irrational behaviour of trying to count
the grains, if thrown at them it does 1 DAM if shot at them it does 1D4 DAM.

A HAMPSTEAD MYSTERY
The neighbourhood of Hampstead is just at present exercised with a series of events which seem to run on lines parallel to those of what was known
to the writers of headlines as “The Kensington Horror,” or “The Stabbing Woman,” or “The Woman in Black.” During the past two or three days
several cases have occurred of young children straying from home or neglecting to return from their playing on the Heath. In all these cases the
children were too young to give any properly intelligible account of themselves, but the consensus of their excuses is that they had been with a
“bloofer lady.” It has always been late in the evening when they have been missed, and on two occasions the children have not been found until
early in the following morning. It is generally supposed in the neighbourhood that, as the first child missed gave as his reason for being away that a
“bloofer lady” had asked him to come for a walk, the others had picked up the phrase and used it as occasion served. This is the more natural as the
favourite game of the little ones at present is luring each other away by wiles. A correspondent writes us that to see some of the tiny tots pretending
to be the “bloofer lady” is supremely funny. Some of our caricaturists might, he says, take a lesson in the irony of grotesque by comparing the
reality and the picture. It is only in accordance with general principles of human nature that the “bloofer lady” should be the popular role at
these al fresco performances. Our correspondent naïvely says that even Ellen Terry could not be so winningly attractive as some of these grubby-
faced little children pretend—and even imagine themselves—to be.

There is, however, possibly a serious side to the question, for some of the children, indeed all who have been missed at night, have been slightly torn
or wounded in the throat. The wounds seem such as might be made by a rat or a small dog, and although of not much importance individually,
would tend to show that whatever animal inflicts them has a system or method of its own. The police of the division have been instructed to keep a
sharp look-out for straying children, especially when very young, in and around Hampstead Heath, and for any stray dog which may be about.

“The Westminster Gazette,” 3rd August.


Extra Special.

THE HAMPSTEAD HORROR. ANOTHER CHILD INJURED.


The “Bloofer Lady.”

We have just received intelligence that another child, missed last night, was only discovered late in the morning under a furze bush at the Shooter’s
Hill side of Hampstead Heath, which is, perhaps, less frequented than the other parts. It has the same tiny wound in the throat as has been noticed in
other cases. It was terribly weak, and looked quite emaciated. It too, when partially restored, had the common story to tell of being lured away by
the “bloofer lady.”

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