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  1. Notes

5.3.3 Deciding to Attack Marlene

POOR OLD MARLENE

The decision to attack That Which Was Marlene should not be easy.

Secretly take stock of the players’ talk and reactions. Tell the players that they each face a SAN loss for violence if they go ahead.

For an Agent who thinks Marlene is just an innocent woman who’s been cursed by her husband, the SAN cost will be 1/1D10.

For an Agent convinced that she’s something worse, the SAN cost will be 1/1D6.

Clyde Baughman has provided one option: the gasoline in the Shed. If poured into the tank and ignited, it will eventually destroy the Marlene-thing.

When she sees what they’re up to, she screams in panic and begs for mercy. If they go ahead, the Other panics, leaps out of the open hatch with impossible strength, and attacks the Agent holding the gas-can. (SAN loss: 0/1D6 from suffering Violence.)

If the Agents try to block the opening and leave just enough space to a fuel line, that may call a Strength by Marlene, perhaps at a −40% penalty for trying to move a massive weight or break a chain. Likewise, if the Agents bring Marlene out of the tank but then seem about to kill her or try to bind her, she lashes out with shocking ferocity.

Marlene fights for only one or two turns, just long enough to hurt one or two Agents. Then she sprints into the woods to escape. The Other hopes to find another, better corpse to inhabit.

KILLING

If the Agents find some way to restrain her in the tank while they light the gasoline, her dying gasps and pleading shrieks are hideous, horrified and plaintive. And they go on so long. She screams and croaks far past the time when her voice should have been silenced by scorching fumes. Gradually the screams become a high, strange whine, nothing produced by a human voicebox. It rises beyond the limits of hearing into silence.

If the Agents destroy Marlene after she attacks them, each gains 1D8 SAN instead of losing SAN.