Beruflich Dokumente
Kultur Dokumente
GMG17624
A character Sourcebook
Etherscope books are published under the Open Game Created by
License and are compatible with d20 Modern rules.
www.goodman-games.com Nigel McClelland and Ben Redmond
Mysteries of the Occult
Credits
Etherscope created by Nigel McClelland and Ben Redmond
Writers: Gael Lancelot, Adam Loyd, Nigel McClelland, Ben Redmond, and David Schwartz
TABLE OF CONTENTS
Contents
Credits 1 Occult Powers 18 The Szonberg-Clintock
Occult Lore Powers 19 Family 50
Introduction 5 Hex Lore Powers
Imbuement Powers
19
21
Szonberg-Clintock Facilitator 52
Game Rule Information 52
A Poison Rose 5 Warding Powers 22 Class Features 53
Welcome to Mysteries Psychic Powers 24
of the Occult 6 Aura Reading Powers 24
Chapter 3:
Psychic Awareness Powers 26
Telepathy Powers 27 Cryptozoology 55
Chapter 1: Spirit Medium Powers 30 Cryptozoology 55
Occult Secrets 7 Commune Powers 30 Secret Beasts 55
Occult Science 7 Impressions Powers 32 Natural Cryptids 55
Scientists Who Study the Occult 7 Pattern Reading Powers 33 Supernatural Cryptids 56
Occultists Who Study Science 7 Advanced Classes 34 Engineered Cryptids 56
The History of Occult Science 7 Demon Hunter 34 Who Are Cryptozoologists? 56
Patrons of Occult Science 8 Game Rule Information 34 Organisations 57
The Ether Veil 8 Class Features 34 Cryptozoic Skill Uses 57
The Scientific View 8 Exorcist 35 Knowledge (Art) 57
Game Rule Information 35 Knowledge (Medicine) 57
Psychic Phenomena 8 Class Features 36 Knowledge (Natural Philosophy) 57
Spiritualism 9 Lemurian Scholar 37 Knowledge (Tactics) 58
Occult Energy 9
Etheric Phenomena 9
Game Rule Information 37 Cryptozoic Creatures 58
Class Features 38 Dero 58
Removing Etheric Phenomena 10 Master Psychic 38 Dinosaur, Plesiosaur 59
Ritual Magic 11 Game Rule Information 38 Dinosaur, Pteradon 60
Performing a Ritual 11 Class Features 38 Dinosaur, Tyrannosaur 60
Step 1: Choose a Power to Enhance 12 Master Spiritualist 39 Lindwyrm 61
Step 2: Apply Ritual Secrets 12 Game Rule Information 39 Neanderthal 62
Step 3: Apply Rites 12 Class Features 39 Roc 63
Step 4: Reconstruct the Ritual 13 Psychic Detective 40 Squid, Giant 63
Game Rule Information 40 Vampire Beast 64
Step 5: Perform the Ritual 13
Class Features 40 Vampire Beast: Jersey Devil 65
Sample Rituals 14 Will-o'-the-Wisp 65
Bands of Love 14 Ritual Occultist 41
Dream Contact 14 Game Rule Information 41
The Reaper's Sickle 14 Class Features 41 Chapter 4:
Occult Talents 15 Lost Civilisations 67
Broker Talent 15 Chapter 2: The Lemurian Era 67
Spirit Medium Talent Tree 15 Occult Societies 43 The Antediluvian World 67
Combatant Talents 15 The Cult of the Blood The Earth-Wrack 67
Mystic Warrior Talent Tree 15
Enginaught Talents 15 Red Sun 43 Lemuria 68
Animism Talent Tree 15 Vessel of the Elders 44 Lemurian Science 68
Game Rule Information 45 Solid Traces 68
Pursuer Talent 16 Class Features 45 Lemurian Remains 69
Psychic Sensitivity Talent Tree 16
Savant Talents 16 Opus Angelorum 45 Hard Science 69
Engelwerker 46 Current State of Research 70
Aura Talent Tree 16
Game Rule Information 46 The Fall of Lemuria 70
Ritual Magic Talent Tree 16
Class Features 47 Searching for Ruins 70
Scoundrel Talent 16 Hidden Away 71
Charlatan Talent Tree 16 The Order of the
Lemurian Technology 71
Occult Feats 16 Illuminated Mind 47 Ether Technology 71
Air of Mystery 16 Illuminated Manipulator 48 Artefacts 72
Chi Strike 17 Game Rule Information 48
Lemurian Culture 73
Distant Contact 17 Class Features 48
Lemurian Politics 73
Dowsing 17 The Society for Lemurian Religion 73
Heighten Power 17 Cryptozoology 49 The Lemurian Language 73
Intuitive Reconstruction 17
Cryptid Hunter 49
Jinx 17
Game Rule Information 49
Sangfroid 17
Class Features 50
Sceptic 17
TABLE OF CONTENTS
Lost Civilisations 74
Tables
The Guardian Theory 87
Atlantis 74 The Invasion Theory 87
Evidence 74 The Great Old Ones 88
Location 74 The Tattered King 88
Government 74 Leviathan 89
Culture 74 Umbra 90 Table 1–1: Ritual Secrets 12
Hyperborea 74 Upload: Scopehack Database 90 Table 1–2: Rites 13
Evidence 75 Demonic Possession 90 Table 1–3: Occult Feats 17
Location 75 Stage 1: The Temptation 90 Table 1–4: Occult Powers 18
Government 75 Table 1–5: The Demon Hunter 35
Stage 2: The Possession 91
Culture 75 Table 1–6: The Exorcist 36
Stage 3: The Corruption 91
Kish 75 Table 1–7: The Lemurian Scholar 37
Evidence 75
Demons and Possession 91 Table 1–8: The Master Psychic 38
Location 75 New Demons 91 Table 1–9: The Master Spiritualist 39
Government 75 Corruptors 91 Table 1–10: The Psychic Detective 40
Culture 75 Dancer of the Lost City 92 Table 1–11: The Ritual Occultist 41
Mu 76 Hellhound 94 Table 2–1: The Vessel of the Elders 45
Evidence 76 Los Muertos 95 Table 2–2: The Engelwerker 46
Location 76 Mindbore Thrall 96 Table 2–3: The Illuminated Manipulator 48
Government 76 Creating a Mindbore Thrall 96 Table 2–4: The Cryptid Hunter 50
Culture 76 Example Mindbore Thrall: Farmer Thrall 96 Table 2–5: The Szonberg-Clintock Facilitator 52
Mindbore Worm 97 Table 4–1: The Fey Paragon 83
Thule 76
Evidence 76 Demonic Agents 98
Location 77 Alexandros Delentes 98
Government 77 Marcus Freund 100
Culture 77 The Judgement Beast 101
Artefacts 77
Assyrian Grain Mill 77 Chapter 6:
Darkmakers 77 System Agents 103
The Engine Room 78
The Janssen Flute 78 What Are System
The Jerusalem Dragon 78 Agents? 103
The Mirrorfish 79 Agent Physiology and Abilities 103
Le Pendentif 79 Etheric Bodies 103
The Window 79 Great Senses 104
The Youth Fountain 79 Sequester Avatar 104
The Zanzibar Mask 79 Other Abilities 104
The Fey 80 Conclusions 104
What is Known 80 Agent Psychology 105
Who Knows About the Fey? 80 The System 105
A Secret Race 80 Agendas 105
Know Thyselves 81 Origins 106
Fey Origins 81 Guardian of Lemuria 106
The Veritas Paradigm 81 Extension of Awareness 106
The Original Land 82 Friend or Foe? 106
Science and the Occult 82 New Agents 107
Etherspace Creatures 83
Agent Benedict 107
Fey Paragon 83 Species Traits 107
Game Rule Information 84
Agent Johnson 107
Class Features 84
Species Traits 107
Agent Montgomery 107
Chapter 5: Creatures Species Traits 108
of the Dark 85 Agent Okura 108
Species Traits 108
What Are
Core Agent Errata 108
Etherspace Demons? 85
Demonic Theories 86
The Psychological Theory 86 Appendix One:
The Theological Theory 86 Legal Information 110
The Nemesis Theory 86
INTRODUCTION
INTRODUCTION
Introduction
A Poison Rose
She looks around. The room is bare. Only a simple wooden table, which she finds herself sitting behind.
Two doors, one directly ahead and another behind her chair.
The door ahead opens. In strides a figure of dread — He does nothing to stop her. She turns the knob, the door
immaculate black suit, sharply contrasted by a brilliant white opens, freedom beckons.
shirt, black bowler hat, and pitch-black glasses. At the sight, She steps through, and finds herself back in the room, at
her Scope familiar, Ogilby, a yellow snake, slithers back up the table.
her sleeve. “Miss Cinnamon, you have no escape unless we allow it.
“What do you want with me?” She demands. A crackle of Now, tell me what you did with the Rose.”
fear breaks her attempt at authority. She feels hands grab her, but she can’t see anyone there; she
“I think you know.” The answer is simple, understated. Not is forcibly sat in her chair.
patronising, just matter-of-fact. She gives him a defiant look, but he seems distracted. “Wait
She did know. It was why she had gotten rid of it. here, Miss Cinnamon. I will return shortly.”
“Yeah, well, I don’t have it any more.” She feels like scream- After he leaves, she tries to get up — and does. She is free to
ing, but holds back. move. She tries the door again. The room appears at the other
“Miss— ” He pauses. Does he know her real name? There side of the door. She can see her back leaving the room.
are few alive who do. Regaining some courage, Ogilby pokes his head out from
“Miss Cinnamon.” If he knew, he wasn’t letting on. “Do you her sleeve. “Come on, Sally. Think about it. They’ve created
realise the danger in which you put yourself when you recon- this domain somehow; you’ve just got to figure out how to
nected the Rose to its Prime device? The danger into which break it down,” he says. Sally moves to the doorframe, pon-
you put millions of people?” dering the problem, looking for a weak spot.
“You are joking. Aren’t you?” She hesitates. It dawns on her Suddenly the ground shakes. A crack opens along the
that a System agent, an automaton of order and inflexibility, doorframe, and as the room in front slips from view, a grey
is probably incapable of humour. Or understatement. corridor opens in front of her.
“Your life would be much less… difficult if you were to “That wasn’t me, Oggy.” She takes a few tentative steps
hand over the Rose’s etheric component as soon as is physi- down the hallway. There’s something up ahead. She can’t
cally possible.” quite make it out.
In fear, she blurts out before thinking, “Do you think I’m Ogilby slithers back up her sleeve. “Stick to the plan, Sal.
stupid? Why should I hand it to you? What are you going to You know what curiosity did.” He knows she can’t resist
do with it?” investigating.
“Miss Cinnamon, you do not need to know what the Rose “Let’s just get a bit closer.” She approaches the black shape
is, or what it can do. You just need to return it to our safe- dumped alongside the corridor. As she gets closer, she can see
keeping.” it’s a humanoid shape — a body slumped against the wall. It
“Well, you’ll have to look elsewhere, ’cause I don’t have it.” twitches. She draws closer; a dangerous curiosity takes control.
She focuses her mind. She would jack out, that would stuff It is an agent’s body. She is closer now — almost close enough
them and their interrogation. All she has to do is concentrate to touch it. The body jerks suddenly, wracked by spasm after
on her body back in the Prime. spasm. His face is contorted in pain. The agent looks her in
The agent starts to laugh. He knows what she’s doing and the eye. She has no sympathy for her interrogator.
he doesn’t care. Why is she still here? Panic strikes. She can’t “We’re not the only ones after the Rose,” he grunts out
escape. Somehow they’ve locked her in the Scope, preventing between spasms. “Soon you will know what we fear.”
her from returning to her body. His body shakes again and explodes in fire, twisting and
“You bastards! You bloody bastards!” She screams, launch- deforming into some aberration of what it once was — inhu-
ing herself over the table at her interrogator. man and corrupted.
The domain is slow, and she struggles to move, but she Sickly yellow eyes open in what might be its head, and it
can compensate for that. She flies at him, raking with claws. takes a step towards her.
Five strikes in under a second. She becomes like a hellcat, Its voice echoes and screeches in her head like nails down
bent on destruction. Yet her blows pass through him, as if he a chalkboard.
were a ghost. His laughter increases. She races for the door. “Give us the Rose.”
INTRODUCTION
Welcome to
ners of the arcane arts discover uni-
versal truths and produce syncretic
philosophies more suited for the
modern age.
the far reaches of the wilderness — or
just around the corner.
Chapter 4: Lost Civilisations. This
chapter presents Lemuria’s history as
Mysteries This book expands on and adds
to the occult rules presented in the
reconstructed from archaeological evi-
dence and ancient myths, plus informa-
of the Etherscope core rulebook. For play-
ers, it provides character options and
tion on other civilisations that existed
at that time. Inextricably linked with
Occult background material for characters Lemuria are the fey, and this chapter
who practice the occult as well as provides further background on this
M en of the Etheric Age like those who oppose it. For Games- mysterious race. Theories of the fey’s
to believe that science has masters, this book contains further origins appear, followed by informa-
replaced superstition. Whilst in the details on the occult elements in the tion on their physiology and reproduc-
past, humanity attributed divine Etherscope world and new adversar- tion. Lastly is a fey paragon prestige
characteristics to phenomena that ies for characters to face. class, demonstrating fey who reach the
they could not explain or control, This book is organised as follows. heights of their potential.
modern man uses science to explain Chapter 1: Occult Secrets. This Chapter 5: Creatures of the Dark.
the world and the technology to con- chapter begins with an introduction Urban myths or servants of evil? This
trol it. to occult science and what draws chapter presents current theories on the
Many people take pride in today’s people to study it. It then examines nature and origins of Scope demons.
Age of Reason. Yet the majority attend the ether veil and its relation to occult Following this are rules for possession,
church every Sunday. Horoscopes phenomena. After that, you’ll find the demons’ insidious ability to usurp
appear in both tabloids and reputable rules for ritual magic — what it is and a person’s body. Also included in this
papers. Although the Witchcraft Act how your character can use it. New chapter are several new demons and
is technically still in effect, you can’t character options include talents for demonic agents ready to plague your
walk more than few blocks without all classes and new feats that relate to player characters.
finding a shop front advertising spiri- occultism. Following this section is a Chapter 6: System Agents. What
tual guidance (“for entertainment slew of new occult powers that draw is the System? This chapter presents a
purpose only,” of course). It’s not just upon the occult skills in the Ether- number of theories on the origins and
the common folk who consult occult- scope core rulebook. This chapter goals of the mysterious entities known
ists; many well-known politicians and also describes seven new advanced as System agents. It also includes sta-
industrialists retain psychics advisors. classes for occult-focused characters. tistics and descriptions for several new
For all science has given us, it has yet Chapter 2: Occult Societies. This agents.
to replace the desire for miracles and chapter introduces five occult societ-
wonders. ies from the mad Cult of the Blood
Science pushes the boundaries of Red Sun to the scheming Szonberg-
human knowledge, but there remain Clintock Family. Each society also
things even science cannot explain. features a prestige class available to its
Among the charlatans are people who members. (Prestige classes, a higher
possess real occult power. In Earth’s level of character development, were
unexplored regions dwell creatures introduced in The Great Metropo-
unclassified in any zoological text. In lis.)
the depths of Etherspace roam crea- Chapter 3: Cyrptozoology. This
tures that defy definition. Archaeolo- chapter is your guide to cryptozool-
gists studying the antediluvian peri- ogy, the study of creatures that some
od find artefacts that produce effects believe exist, but for which no conclu-
as if by magic (or perhaps advanced sive evidence has been found. From
technology). lake monsters and feral cats to glow-
The Etherscope, conceived as a ing lights and humanoid lurkers, this
forum for scientific discourse, proves chapter explores the many theories of
equally useful for occultists. By com- cryptozoology as well as the people
paring their myths and techniques who study it. For players, this chapter
with fellow occultists from other provides skill uses that might come in
regions and other cultures, practitio- handy when hunting these creatures.
Following that, GMs find statistics for
many cryptids that may be lurking in
OCCULT SECRETS
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study it generally fall into two camps: scientists who study the occult and occultists who study science.
not just unexplained, but unverified by conventional science. faith. Despite this dogma, many significant occult scientists
Thus the occult scientist has two challenges to face: He must have been members of the clergy.
not only create a theory that explains how the phenomenon
works, he must also seek definitive proof of the phenome-
non’s existence. The latter is, of course, the more difficult
of the two. Many theories exist that attempt to give natural The History of
explanations to supernatural occurrences, and yet the phe- Occult Science
nomenon’s existence remain unconfirmed. Occult scientists
blame this problem on the inflexibility of modern science,
which they see as controlled by narrow-minded greybeards
more interested in politics than truth. Established scientists,
A ncient thinkers did not segregate science and occultism.
Their world was one in which both natural and super-
natural elements existed side by side. The Classical Period was
of course, attribute the failure to the fact that such phenom- the golden age of occult science — famous philosophers such
ena are merely superstitious nonsense. as Pythagoras and Aristotle studied alchemy and metaphys-
ics alongside mathematics and medicine. During the Dark
Ages, occultists were persecuted and science stagnated, and
thus little occult science was accomplished. The Renaissance
Occultists Who saw the rebirth of occult science, with such notable advo-
Study Science cates as John Dee and Sir Francis Bacon. However, the Age
of Enlightenment would also seal the divorce of science and
OCCULT SECRETS
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While ether theory greatly influences modern occult science, per-
remarkable discovery, and some suggest that the Etheric Age haps its most significant effect in this field has been to shape the
is also the new golden age of occult science. possibility of a unified theory of occultism. Proponents of the uni-
fied theory believe that all paranormal phenomena, from psychic
powers to antediluvian devices, operate through etheric manipu-
lation. Many occultists, especially among the more esoteric dis-
Patrons of ciplines, reject this theory, arguing that even though ether may be
Occult Science a medium, it is not the source of occult energy. Despite derision
from both occultists and scientists, the unified theory has become
the dominant theory in occult science.
D ue to the occult’s lack of acceptance, acquiring funding
for occult science research is difficult. Many occult sci-
entists work in conventional fields such as psychiatry, archae- tist focus upon or avoid a certain subject. The patron may be
ology, and ether science, disguising their true passion for unusually interested in the research’s minutia, or require that
the occult as merely a sideline or hobby. Those who dedicate certain results not be published.
themselves to occult study either are independently wealthy Patronage of occult science can come in forms other than
or have rich patrons. money for research and field work. An aristocrat with an
Finding a occult science patron can be difficult, as such interest in the occult is likely to possess artefacts of occult
folk tend not to advertise their interest. This reticence is significance. The patron’s influence may also provide the
often explained away by the lack of social acceptance for occult scientist access to museum collections and historic
occult research. In truth, many patrons have occult asso- sites that are inaccessible to the public.
ciations they wish to remain secret. Such a patron might
be a practicing occultist, the member of a fey family, or the
owner of a haunted property.
Frequently it is the patron who contacts the occult scientist.
The scientist might publish a paper with veiled or overt refer-
The Ether Veil
ences to the occult that piques the patron’s interest. Rumours
that a scientist is working an outré experiment might reach
the ears of a potential sponsor. In any case, the patron is
unlikely to require recognition for his support, often donat-
T he following are selected passages from a presentation
to the Conference of Occult Science by noted alienist
Dr. P. Woodrow Donaldson.
ing anonymously. Frequently, the patronage comes with
strings attached. The patron might request that the scien-
Psychic Phenomena
ipu-
th sku ll-nets) and man
abl ish ed tha t bra inw aves can be sensed (wi tha t cer tai n
t
Medical science has est So why then is it such a str
etch to sug ges
y
ock the rap y). s? We are onl
lated (with electrosh ethertech device
per for m sim ila r fea ts without the aid of dub bed “ps ych ic
people may be able to t has been
ial. I believe that wha
unl ock ing the hum an brain’s true potent bra inw ave s.
now interaction of
nom ena” can be rea dily explai ned by the ntl y bey ond the sku ll. This is how
phe ugh t waves radiate fai
in, tho allows
Though localised in the bra work. A “si xth sense”
I bel ieve thi s is how psychic phenomena eye ast ron omers
a sku ll-net works and bra inwaves in the same way
some naked-
on the se loo se are bet ter tha n
the psychic to pick up uir e telescopes. Indeed, the
se psychics
lst oth ers req d tho se wav es as
can see fai nt sta rs whi g lin es on a cha rt recorder,
they can rea
tha n get tin
a sku ll-net, for rather
thoughts and feelin gs.
OCCULT SECRETS
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er as it
er, but mou lds the eth
ene rgy doe sn’ t jus t travel throug h the eth ugh sci enc e has
We also know that s pri nciple. Thus psy
chics believe — tho
nts ope rat e on thi a sen tie nt bei ng
does so — Scope poi on the objects
bra inw ave s, lik e mag nets, leave imprints upi es a loc ati on
yet to prove — that A per son who possesses an
object or occ
-
ces he vis its . bra inw ave fre
touches and the pla ether veil to his
iod of tim e ine vit ably attunes the local s eas ier to rea d,
for an extended per are thu
strong brainwaves, and
tions produce equ ally
quency. Also, strong emo
enough to
directly and indirectl
y. ple’s minds? It’s easy
t psy chi cs can act ually affect other peo h oth er. If a psy-
What of claims tha r kind meet, they int
erfere with eac
wav es of a sim ila int erf ere with
show that when two wou ld certai nly
abl e to amp lif y his own brainwaves, they ave s ins tead of
chic were somehow c is usi ng brainw
tho se aro und him . Given that the psychi ect s tha n tho se of
the brainwaves of tha t they can ach ieve mor
e subtle eff
am not sur pri sed
raw electricity, I
electroshock therapy.
Spiritualism
ld create stron-
mor e pow erf ul eth eric waves, and what cou
We know that strong emo
tions cre ate y can com municate with
ual ist s hav e lon g believed that the
ger emotions tha n one’s
death? Spi rit t spiritualists really
ult sci ent ist s now believe that wha
the ghosts of the dead.
Howeve r, occ ent of death. Some
son lea ves on the ether veil at the mom
draw upon is the impres
sion suc h a per a stronger imprint,
— tha t is to say , violent — deaths leave
emotional
say that particula rly
pute thi s claim. involve seekin g pat-
though others dis
mun ing wit h the dead; many techniques
Spiritualism isn’t jus
t about com the residue from a cup
may won der how a deck of cards or
ter ns in seemin gly ran
dom eve nts . You lai n these occurrences
. I bel iev e the ether veil can exp
of tea cou ld possibly
tell the fut ure energy and affects
the eth er, ele ctroma gnetism is still
as well. Though it tra
vels thr oug h give you an elec-
ing on its for m, electroma gnetism mig ht
matter when it contac
ts it. Dep end im are spiritual do
say tha t the ether currents some cla
tric shock or health y
tan. Who ’s to uakes before hum ans,
way ? Muc h as ani mals can sense earthq
not affect physical mat
ter in som e d. Perhaps our own
ave s in way s we don’t fully understan
perhaps objects react
to nea rby bra inw if we pay attention,
se tho ugh ts tha t float around us. Yet
brainwaves insulate us
from the loo und us. Some spiri-
the eth er vei l’s eff ects in the patter ns aro
to see
we must surely be able their minds.
n hea r the so-called “spirits” in
tualists eve
Occult Energy
don’t
rmal phenomena, they
ir sid e eff ect s exp lai n a number of parano doo cur ses,
the g stories of voo
While brainwaves and dy the occult without hea rin ,
can not stu e men tal ism
explai n everythin g. One a. Some mig ht write off
these tales as mor
ugh ts of pan ace
magic amu lets, or dra lect bullets.
knit broken bones or def t energy, which in tur
n
but brainwaves can not ult ists inv oke manipu late ambien
ual s tha t occ e con seq uen c-
I believe that the rit sed etheric disturban
ce cou ld hav
ect s the eth er vei l. In theory, this locali mer ely goi ng throug h the motion
s
aff
ate d to the rit ual actions. However, inw ave s) are
es only obliquely rel ts (his bra
the occultist’s though
duc es no eff ect, thu s it wou ld seem that ed man ipu lations create uncann
y
pro
els ewh ere . Thu s int ention and reason
as important here as
effects.
Etheric Phenomena
and scientists
to the “st ran ge stu ff” that people report
ena” to refer activity.”
I use “etheric phenom untings” or “ghostly
ses of these phe nom ena often describe “ha bulenc e and areas of
ignore. Witnes e Eth erspac e, it has areas of tur
The ether veil is not
unifor m. Lik ive to occult phe-
hig h in ene rgy and seem to be most conduc
areas are
tra nqu illity. Turbulent
OCCULT SECRETS
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10
OCCULT SECRETS
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benign, in that they pose no immediate dan-
Ritual Magic
occult, they also rediscovered ritual
magic. Although no complete rituals
survived, those early scholars found
Performing a
Ritual
fragments of rituals from which they
11
OCCULT SECRETS
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Step 1: Choose a power to enhance. multiple times (increasing the DC throw the power requires.
Step 2: Apply ritual secrets. each time), but you cannot apply a sin- Each application of this secret
Step 3: Apply rites. gle secret more times than the number applies to only one modifier (or to the
Step 4: Reconstruct the ritual. of secrets you know. For example, if power’s DC). However, the maximum
Step 5: Perform the ritual. you know three secrets, each can be number of times you can apply this
applied up to three times. secret counts separately for each mod-
ifier (this is an exception to the limit
Table 1–1: Ritual Secrets on applying a secret multiple times).
Step 1: Choose Secret DC Modifier For example, the Hex Lore power evil
a Power to Damage eye gives the target a –1 penalty on
attack rolls, saving throws, and skill
Enhance Per additional damage die
Per +1 ability damage/drain
+5
+5 checks. If you know three secrets, you
can increase all three penalties to –4
R
Duration
ituals do not create occult effects.
Per unit increase +5 by applying this secret 9 times. How-
Instead, performing the ritual
Potency ever, doing so increases the Hex Lore
enhances an occult power the ritualist Per +1 bonus/–1 penalty +3 check’s DC by +27 (3 x 9).
already knows. Per +1 to saving throw DC +3 Range: This secret allows you to
The first step in reconstructing a Range increase the power’s range. The stan-
ritual is to choose an occult power you Per range increase +5 dard ranges (from shortest to longest)
wish to enhance. This power must use Targets are: touch, close, line-of-sight, and
an occult lore skill (Hex Lore, Imbue- Per additional target +10 psychic connection. “Close” range is
ment, or Warding), unless you have
a fixed range usually between 25 and
the soul ritual class feature (intro-
Damage: This secret increases the 75 feet. If you increase a power’s range
duced later in this chapter), in which
damage, ability damage, or ability to close, the range is 25 feet, plus 5
case you may choose a power from any
drain that a power deals. Damage dice feet per every two ranks you possess
occult skill you know.
are of the same size as the base damage in the related occult skill. “Line-of-
To complete the ritual, you make a
dice. This secret has no effect on pow- sight” requires only that you see the
skill check as normal. The skill check’s
ers that do not deal damage. target. “Psychic connection” has no
DC is based on the base power’s DC
Duration: This secret allows you to distance limit, but you must possess
modified by the ritual’s secrets (which
increase a power’s duration by increas- an item bearing the target’s psychic
add to the DC) and rites (which sub-
ing the size of the units measured. (The signature (see Etherscope, Chapter 2:
tract from it). For example, the Reap-
number of units remains the same.) Traits, “Occult Skills”). For example,
er’s Sickle ritual (see below) is based on
Standard units (from shortest to lon- to change a power from touch range to
the Hex Lore power grip of fear, which
gest) are: rounds, minutes, 10 minutes, line-of-sight requires two applications
has a DC 20. The ritual’s secrets have
hours, days, and permanent. Thus you of this secret.
a total DC modifier of +26, while its
can make an effect that normally lasts Targets: This secret allows you to
rites have a total DC modifier of –24.
1 minute instead last 1 hour with two target additional creatures or objects
The resulting DC is 22.
applications of this secret. with the power. Each target must be of
Making an effect permanent roughly the same type. (For example,
requires a blood sacrifice of 1 hit point you can enchant two suits of armour
Step 2: Apply per secret applied to the ritual. You at once, but not a suit of armour and
or another willing, intelligent subject a toolkit.) This secret has no effect on
Ritual Secrets must provide this blood. Characters powers that do not have targets.
cannot recover hit points lost in this
R itual secrets applied to a power
increase its potency, but they also
increase the occult skill check’s DC
way as long as the power remains. On
a failed skill check, the characters still
Step 3:
lose the hit points, but the loss is not
(see Table 1–1: Ritual Secrets). The
ritual initiate talent (see “Occult Tal-
permanent. Apply Rites
This secret has no effect on powers that
ents,” below) gives you access to one
secret; you gain access to additional
ritual secrets as class features. Each
have an instant or indefinite duration.
Potency: This secret allows you to
increase a numerical bonus or penalty
R ites are the “ritual” parts of ritual
magic. They are specific actions
and situations that reduce the occult
secret modifies the occult power in a
that a power grants to a roll or char- skill check’s DC (see Table 1–2:
different way. You can apply any or all
acteristic (such as a penalty on a skill Rites), but make the ritual more dif-
secrets you know to a power as part of
check or a bonus to Defence). You can ficult in other ways. Unlike ritual
a ritual. You can apply a single secret
also increase the DC of any saving secrets, every ritualist has access to all
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rites (though many rites are unneces- your ranks in the Occult influence to ing ancient texts and composing arcane
sary until the ritualist acquires more this acquisition check.) Material com- formulae. You must make a series of
secrets). You can apply a rite any num- ponents are expended as part of the Research checks equal to the total
ber of times. However, these modifiers casting. These include such items as number of secrets you use. (For exam-
can only cancel DC modifiers from incense, sacred wine, and animal sac- ple, a ritual that increases a power’s
ritual secrets; you cannot reduce the rifices. A focus is an item that you can duration by three steps and adds two
DC of a ritual to below the DC of the reuse (the ritual does not consume it), additional targets requires 5 checks.)
base power. such as a crystal ball or a Lemurian The DC for these checks is 20 + 3 per
statue. different secret. (The Research check
Table 1–2: Rites The GM may determine that you in the previous example has a DC 26,
Rite DC Modifier cannot purchase a specific component, because the ritualist uses two secrets:
Backlash but you must acquire it in the course duration and targets.) You cannot
Per 1d6 points of damage –4 of an adventure. The item could be take a 10 or 20 on these checks. Each
Completion time exceedingly rare (a flower from deep- check requires 1 day. (You must work
Per increase –4 est Africa) or illegal (the bloody heart at least 12 hours each day. Aside from
Components of an innocent man). The GM should short breaks to eat, drink, and the like,
Expensive material component (acquisition DC 20) –4 determine the DC modifier of such a you must work undisturbed.) Days of
Per additional +5 to acquisition DC –2 component. work need not be consecutive. A failed
Expensive focus (acquisition DC 25) –4 Event: Certain rituals can only check delays the research one day; two
Per additional +5 to acquisition DC –2 be performed when a specific event failures in a row mean you make a crit-
Event occurs. Celestial events are the most ical mistake and must start over.
Once a day (dawn, midnight) –4 common, although other events (such According to legend, anyone with
Once a month (lunar phase) –8 as spring tide, the first frost, or the the proper occult skill can use an
Once a year (vernal equinox, winter solstice) –16 blooming of a century flower) may ancient Lemurian ritual. Modern ritu-
Less than once a year (comet, harmonic convergence) –32 herald the proper time for a specific als, however, work only for the person
Location ritual. The less common the event, who reconstructs them. This limi-
Common (a forest grove, a roof top) –4 the more potent the resulting ritual is tation may result from a flaw in the
Uncommon (a graveyard, a cathedral) –8 likely to be. reconstruction process, or it may be a
Rare (a templar chapterhouse, an ancient tree) –16 Location: Some rituals require the supernatural quirk.
Unique (Stonehenge, Roswell) –32 proper setting. The less common the Although you cannot use another
setting, the more powerful the ritual character’s ritual, having access to his
Backlash: Ritual magic twists the is likely to be. Common locations are notes provides you with a +2 circum-
universe in unnatural ways. Some- those that, depending on your locale, stance bonus on Research checks to
times the universe springs back by are either unavailable or abundant reconstruct the same ritual.
inflicting damage onto the ritualist. (it’s easy to find an open field in the You might also acquire ritual nota-
The ritualist takes the damage as countryside, but not so in the heart tions (that provide a +2 bonus) during
soon as he completes the ritual. The of the Great Metropolis). Uncom- the course of an adventure. In many
damage is occult (the ritualist bleeds mon locales are the sorts of places cases, you need to make a Knowledge
through his nose, eyes, and mouth, you expect to find (about one) in every (lingustics) and/or Knowledge (mysti-
boils erupt over his skin, and so town or city district. Rare locations cal philosophy) check to interpret the
forth); damage reduction and energy are found in only a few (typically ritual in order to duplicate it.
resistance do not prevent it. large) cities or in the deep wilderness.
Completion Time: You can reduce Unique locations exist only one place
a ritual’s DC by increasing the time in the world.
it takes to accomplish it. Standard Step 5: Perform
times (from shortest to longest) are: the Ritual
Full round or less, 1 minute, 10 min-
Step 4:
utes, 1 hour and 8 hours. For example,
if you modify a power that normally
takes a full-round action to activate,
Reconstruct O nce you reconstruct the ritual,
you may perform it whenever
you wish (circumstances permitting).
and instead perform it as a 10-minute the Ritual To perform the ritual, you must meet
ritual, you reduce the DC modifier the requirements (which are the same
from secrets by –8.
Components: A ritualist can miti-
O nce you decide the parameters of
the ritual and the GM approves
it, you combine the secrets and rites.
as the base power’s except where rites
modify them) and make the appropri-
gate a ritual’s difficulty using rare and ate skill check (against the modified
Doing so involves long hours research-
expensive components. (You may add DC). If you succeed, you produce the
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ritual’s effects (which are the same as
the base power’s, modified by secrets).
Sample
Rituals
T he following are examples of
rituals a character might
discover or develop. Unless oth-
erwise noted, the occult powers
below appear in Etherscope,
Chapter 2: Traits, “Occult
Skills.”
Bands of Love
T he wedding ring is a sym-
bol of eternal love. This
ritual enchants a pair of rings,
protecting the people who wear
them for as long as they remain
true to each other. This ritual is
typically incorporated into a wed-
ding ceremony.
Skill (Power): Warding (Lemurian
blessing).
Secrets: Duration (DC +5), Poten-
cy x3 (DC +9), Targets (DC +10).
Rites: Event (vernal equinox, DC
–16), Location (cathedral, DC –8).
Research: 5 days, DC 29.
Check: This ritual must be per-
formed in a cathedral (or other large Dream Contact can affect her with other Telepathy
religious building) on the vernal equi- powers.
nox. Performing this ritual takes one
hour. Make a DC 30 Warding check. T his ritual allows you to forge
mental contact over any distance
with a target through her dreams.
You can maintain contact for as
long as you concentrate and the target
If you succeed, the two recipients remains asleep.
each receive a +2 deflection bonus to Skill (Power): Telepathy (contact).
Secrets: Range x3 (DC +15). If the target is not asleep when you
Defence and a +4 resistance bonus on activate this power, you may choose
saving throws while wearing one of the Rites: Casting Time (10 minutes,
DC –8), Event (sleeping target, DC to concentrate until the target falls
enchanted rings. Only the two targets asleep (at which point this power takes
of this power can benefit from wear- –4).
Research: 3 days, DC 23. effect).
ing the rings. If either ring is destroyed
or disenchanted, both rings lose their Check: In order to use this ritual,
power. you must possess an object bearing the The Reaper's Sickle
Performing this ritual also requires
a blood sacrifice of 6 hit points. The rit-
ualist and/or either of the two targets
target’s psychic signature (see Ether-
scope, Chapter 2: Traits, “Occult
Skills”). You concentrate for 10 min-
T he crescent moon is a symbol of
death and rebirth. Drawing upon
its death aspect, you can paralyse up to
may contribute to this sacrifice. The utes to enact this ritual. three targets with the fear of their own
hit point loss from this ritual is per- Make a Telepathy check (DC equal mortality.
manent until either ring is destroyed to the target character’s base Will save Skill (power): Hex Lore (grip of
or disenchanted. bonus +18, or +8 if the target is will- fear; see “Occult Powers,” below).
ing). If you succeed, you have mental Secrets: Potency x2 (DC +6), Tar-
contact with the sleeping target and gets x2 (DC +20).
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Rites: Backlash (3d6, DC –12), study of the celestial patterns at the the attack to succeed.
Event (crescent moon, DC –8), Loca- time of a person’s birth and at key Prerequisites: Fighting Technique
tion (open sky, DC –4). moments in his life. Though mean- (any allowing the use of a ranged
Research: 4 days, DC 26. ingless to a layman, a gifted medium weapon), Knowledge (mystical phi-
Check: Drawing upon their fear of can gather much insight from a horo- losophy) 4 ranks.
death, you can paralyse up to 3 human- scope. Smite: Like a savant with the
oids or animals in your line of sight. Horoscope: You can chart a horo- faith talent, you call upon your belief
You can perform this ritual only when scope for someone you haven’t met in supernatural forces to empower
the crescent moon is visible. Using this (but about whom you know at least your blows. Whenever you spend an
ritual is an attack action that provokes basic details), allowing you to perform excellence point on a melee attack
attacks of opportunity. a Pattern Reading on him without roll (whether to re-roll it or to max it
Make a DC 22 Hex Lore check. If his involvement. Gathering suffi- out), add your combatant level as an
you succeed, each target must make a cient details requires 1d4 hours and a enhancement bonus to the damage
Will save (DC 15 + your Intelligence Research check or a gather informa- you deal. (This additional damage is
modifier) or be paralysed (see Ether- tion check with an appropriate influ- multiplied on a critical hit.)
scope, Chapter 2: Traits, “Special ence (in either case, the DC is 15 + the Prerequisites: Fighting Technique
Traits”) for as long as you concen- target’s character level). If you succeed, (any allowing the use of melee weap-
trate on the targets (concentrating is you may treat the target as a willing on), Knowledge (mystical philosophy)
an attack action). Each round on her participant for any Pattern Reading 4 ranks.
turn, a target may attempt a new sav- check regarding him; however, unless
ing throw to end her paralysis (this is the target is present, the DC of any
a full-round action that does not pro- such check increases by +5.
Enginaught
voke attacks of opportunity). Prerequisites: Reading focus, spirit
Drawing on death’s power is dan- medium skills (Pattern Reading). Talents
gerous; you take 3d6 points of damage
when you cease concentrating or the
last victim makes her save.
This is a mind-affecting effect. Combatant W hen one thinks of occultism,
one does not immediately
think of enginaughts. Yet among the
Talents enginaught fraternity, a number of
Occult O ccultism has long been associ-
ated with martial arts; a combat-
ant who can master both is a powerful
common superstitions persist.
class a number of new options can cajole or threaten a malfunction-
T
based on occult themes. hough many who practice mar- ing machine into working. Whether
tial arts do so only to train their or not this qualifies as occultism, it
bodies and minds, few realise that they certainly defies conventional engineer-
also train their spirits. Through study ing.
Broker Talent of structured routines and ancient wis- Cajole Device: You can convince
dom, the mystic warrior can achieve a mechanical or ethertech device to
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on these checks. occult auras. Activating an aura costs cations of legerdemain and psychol-
Prerequisite: Cajole device. one excellence point and is an attack ogy.
action that does not provoke attacks
of opportunity. An aura lasts for 1 Charlatan Talent Tree
minute per savant level and is a mind-
Pursuer
Talent
affecting effect. Although invisible
(except to aura sight), the aura does
A faith healer is able to convince
others that he has healing pow-
ers. This con is most often associated
not go unnoticed and subconsciously
with charismatic religious sects.
A lthough a pursuer’s uncanny
insights may seem like magic to
some, few are actually psychic. Yet those
draws the attention of others.
Auspicious Aura: Your presence
makes others feel safe. When you
Faith Healing: With strong words
and actions, you can trigger a pla-
cebo-like effect. Make a Bluff check
who do possess psychic powers often activate this aura, each ally (includ-
opposed by the target’s Resolve check
view them as quite natural, even normal. ing yourself) within 30 feet gains a +1
as a full-round action. If you succeed,
luck bonus on all saving throws.
the target can ignore ability damage
Psychic Sensitivity Prerequisites: Occult skills (Ward-
to one ability score or one of the fol-
ing).
Talent Tree Enchanted Aura: Magic dances
lowing conditions: cowering, dazed,
disabled, exhausted, fatigued, nause-
C rystals, always popular with
wannabe mystics, have gained
renewed popularity among those with
around you like electricity in the air.
When you activate this aura, each ally
(including yourself) within 30 feet
ated, panicked, shaken, or stunned.
The target is “healed” for a number of
rounds equal to your Charisma modi-
real gifts. gains a +1 luck bonus on weapon dam-
fier, after which the condition returns
Crystal Scrying: Some psychics age rolls.
(assuming the duration hasn’t expired).
believe that crystals resonate with psy- Prerequisites: Occult skills (Imbue-
This talent does not prevent the target
chic vibrations. When you use a crys- ment).
from reacquiring the condition. The
tal as part of a Psychic Awareness skill Unnerving Aura: You project an air
GM may allow other conditions to be
check, you increase your sensitivity to of unnatural menace. When you acti-
“healed” at his discretion.
these vibrations. The time required to vate this aura, each opponent within
Prerequisite: Fast Talk.
use the power is doubled (an attack 30 feet takes a –1 penalty on all saving
or move action becomes a full-round throws.
action; a free action is unchanged).
However, you gain a bonus to the Psy-
chic Awareness check equal to half
Prerequisites: Occult skills (Hex
Lore).
Occult
your pursuer level. Ritual Magic
Feats
Prerequisite: Psychic skills (Psychic Talent Tree
Awareness).
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equal to your Intelligence modifier. as a nexus or cosmic tear (see “The jinx a target within 30 feet. You jinx a
Affected checks include gather infor- Ether Veil,” above), just as you would specific roll, such as an attack roll, sav-
mation and who’s who influence checks a physical location. ing throw, or skill check.
and Investigate, Knowledge, Research, You can use this feat before the tar-
Scope Use (to find documents), and Heighten Power get attempts the roll, in which case the
Sense Motive (to assess a social situa- roll automatically provides the lowest
tion) skill checks.
C hoose occult lore skills (Hex
Lore, Imbuement, and Warding),
psychic skills (Aura Reading, Psychic
numerical result (usually 1). Alterna-
tively, you can jinx after a successful
Chi Strike Awareness, and Telepathy), or spirit
roll, forcing the target to re-roll (the
target uses the second result even if it
B y striking at key chi points, you
can damage opponents who are
resistant to mundane weapons.
medium skills (Commune, Impres-
sions, and Pattern Reading). Your
occult powers with those skills are
is better than the first).
You cannot jinx a roll if the target
has spent an excellence point on it.
Prerequisites: Combat Martial harder to resist. You cannot spend an excellence point
Arts, Knowledge (mystical philoso- Benefit: Powers of the chosen type� in this way if you have already spent an
phy) 8 ranks, base attack bonus +4. which allow a saving throw have a sav- excellence point since your last turn.
Benefit: Your unarmed strikes are ing throw DC of 10 + half your char-
treated as occult weapons. acter level + the appropriate ability
modifier or the power’s default saving
Sangfroid
Distant Contact throw, whichever is higher.
Special: You can gain this feat mul- Y ou can focus your thoughts even
in the midst of danger.
Y
her.
ou do not have to touch someone
to make telepathic contact with
tiple times. Each time you take the
feat, it applies to a new occult skill cat-
Benefit: You gain a +4 bonus on
Concentration checks to use an occult
egory. skill defensively.
Prerequisite: Telepathy 4 ranks.
Benefit: You can make telepathic
contact with a subject at a range of
Intuitive Reconstruction Sceptic
30 feet. You must make eye contact
with the subject, but she does not
have to be willing, and once you catch
Y ou have a knack for combining
ritual elements.
Prerequisites: Ritual initiate talent
N ot only do you not believe in the
occult, but your mere presence
makes occultism more difficult.
her eye, you can make the attempt. (see “Occult Talents,” above). Prerequisites: Must have no ranks
(See Etherscope, Chapter 2: Traits, Benefit: The number of Research in occult skills.
“Occult Skills,” Telepathy for more checks you need to reconstruct a ritual Benefit: Any occult skill use per-
information.) is reduced by 2 (to a minimum of 1). formed with 30 feet of you has its DC
In addition, you gain a +2 competence increased by your Charisma modifier.
Dowsing bonus on Research checks to recon- Special: If you ever take ranks in
struct a ritual. an occult skill, you lose the benefits of
Y ou have an intuitive sense of ley
lines and how to navigate them.
Prerequisites: Knowledge (mysti-
Jinx
this feat. At the GM’s discretion, you
might replace it with another, occult-
related feat, such as Jinx or Heighten
cal philosophy) 4 ranks, Navigate 4
ranks.
Benefit: You can use the Navigate
Y our presence brings bad luck to
those around you.
Benefit: You can spend an excel-
Power.
skill to find etheric phenomena, such lence point as a free action (you can do
this even when it is not your turn) to
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Occult
Power Description
Occult Lore Powers
Hex Lore
A Blight Upon Your House Target takes a –4 penalty on influence checks for 1 hour/rank
Powers Bumbler’s Curse Target takes a –2 penalty on Charisma-based skill checks for 1 minute/rank
Cause SicknessG Target is fatigued for a number of days equal to half your ranks
C
Distraction Target must make DC 10 Concentration check or fail action
haracters with occult skills
Grip of Fear Target is paralysed as long as you concentrate
— Aura Reading, Commune,
Summon OutsiderG Summons an outsider (e.g., an Etherspace demon)
Hex Lore, and the like — are capable
Imbuement
of many strange accomplishments, as
Alchemy Toughen or weaken an object in one of several ways for 1 day/rank
detailed in the skill descriptions in the
Enchant VestmentG Worn item provides bonus to an ability score
Etherscope core rulebook. Characters
Geomancy Alter a room so that it provides bonuses or penalties to certain skills for 1 day/rank
who take levels in the advanced and
Warding
prestige classes presented in this book
Banish OutsiderG Make a Warding check to banish an outsider back to the ether
(and the Scope psychic class in Upload:
Peace Knot Opponents must make Will saves (DC 10 + your Intelligence modifier) to attack the subject
Etherpunk) are capable of much more.
Shock Glyph Warded lock or security system deals damage to intruders
These classes allow their members to Psychic Powers
expand their occult skills by learning Aura Reading
additional uses — occult powers — for Analyse Etheric Creature* Make critical hits against etheric creatures
those skills. These new occult pow- Flow of HistoryG* Deduce the future
ers are detailed below. (Characters are Kirlian Imaging View a damaged object or person in its undamaged state
also welcome to learn the occult pow- Sense the Occult Sense occult powers and objects
ers described for the Scope psychic in Spiritual HealingG Remove an occult or mind-affecting effect from a subject
Upload: Etherpunk; they are included Time Stamp Determine the time that the last psychic imprint was left on an item
on Table 1–4: Occult Powers.) The lev- Track Avatar* Use Aura Reading instead of Survival to track in Etherspace
el at which a character attains one, and Psychic Awareness
the powers from which he can choose, DopplegangerG Gain another’s ranks in a skill
are described in each advanced and EthervisionG* In Etherspace, you can’t be flanked or blinded and you pierce concealment and disguise
prestige class’ description. Graceful Avatar* Avatar gains 25–50% concealment
Remember, occult skills are divided Locate Person Determine a subject’s current location based on an item with his psychic imprint
as follows: One with the Currents* Travel speedily to Scope domains
Occult Lore Skills: Hex Lore, Sense Weather Determine approaching weather conditions
Imbuement, and Warding. Tap the Collective Unconscious Answer a simple question
Psychic Skills: Aura Reading, Psy- Telepathy
chic Awareness, and Telepathy. Alter MemoryG Erase or change a subject’s memory
Spirit Medium Skills: Commune, Etherspace Mind-Probe* Draw truth from target’s mind
Impressions, and Pattern Reading. HallucinationG Make subject witness false images and sounds
The new occult powers are present- Sense Link Experience another’s sense (sight, hearing, and so on) for 1 minute/rank
ed in the following format. Share Memories Allow another to experience your memories
Suggestion Compel subject to perform a task
Power Name Telepathic Force ProjectionG* Create etheric energy weapons in Etherspace
Greater/Lesser Power Wave of Despair* In Etherspace, creatures within 60 ft. must make Fortitude saves or be paralysed
P
Spirit Medium Powers
owers are divided into greater and
Commune
lesser powers. Greater powers,
Call GhostG Summon a ghost to aid you for 10 minutes/rank
as their name implies, are more pow-
Channelling Allow a spirit to control your voice and/or body
erful and more difficult to attain, as
Impressions
described in the individual advanced
Astral ProjectionG Enter the Scope without a tab or Scope jack
and prestige class descriptions.
Empathic Healing Take another’s injuries to yourself as nonlethal damage
Following this line is a description
Sense Demonic Presence Sense the presence, location, strength, and identity of Etherspace demons
of the power in plain English. Pattern Reading
Check: This section includes the Combat Patterns Gain +2 to hit or +2 Defence against an opponent
power’s game mechanics. How you ForetellingG Grant +6 bonus or –6 penalty on future action
use the power, the DCs of the checks, Psychometry See the last instance of emotional intensity on an object or corpse
and so forth. G
This is a greater power. (All other powers are lesser powers.)
* This power appears in Upload: Etherpunk, Grain 3: Classes, “New Psychic Powers” sidebar.
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Try Again: Whether or not you can with all his might. He makes a DC 20 al, but it is one of the foulest curses you
try again, and any other stipulations Hex Lore check and rolls a 23. Clay- can put on an enemy.
that apply to trying again. ton is cursed. He attempts his High Check: You must possess an object
Special: Any special notes that Society influence check (with the –4 with the target’s psychic signature to
apply to the power, including whether penalty) and rolls an 18 — a failure curse him with sickness. At the begin-
or not you can take 10 or 20 with it. (the DC was 20). Everybody turns ning of each day in which you wish to
Time: How much time the power away from Clayton, some with apolo- curse your enemy, make a DC 30 Hex
takes to use. getic smiles, as he stands there looking Lore check. Your target then makes a
Attack of Opportunity: Wheth- rather foolish. Further appeals that Will save (DC = your check result). If
er or not using the power provokes day are unlikely to do him any good, the target fails his save, he is fatigued
attacks of opportunity. either. for the day.
Example: A detailed example of If the target rolls a natural 20 on his
someone using the power. Bumbler’s Curse save, the curse is terminated and you
Lesser Power cannot target him with this power for
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OCCULT SECRETS
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Lady Jane Espenson. Each morn- Try Again: Yes. Try Again: Yes.
ing for eight days (Marianna has 16 Special: You can take 10 but cannot Special: You can take 10 but cannot
ranks in Hex Lore), Marianna plans take 20 on this check. take 20 on this check.
to spend 30 minutes cursing the other Time: Attack action. Time: Attack action.
woman with sickness. On the first day, Attack of Opportunity: Yes. Attack of Opportunity: Yes.
she rolls 32 on her Hex Lore roll. Lady Example: A witch hunter chases Example: Grace steps around the
Jane attempts a Will save but rolls a Lawrence across the rafters of a large corner and sees the murderous voo-
26. All day, she is taken with a great factory. Lawrence goes on the offensive: doo witchdoctor she’s been hunting.
fatigue. On the second day, Marianna He stops clambering and turns to face Before she can call out to her friends,
rolls 34 on her Hex Lore roll. Lady his pursuer. The witch hunter, believ- the GM tells her to make a Will save.
Jane rolls a natural 20 on her Will save ing his quarry has conceded, steps out The save fails and Grace is paralysed
and recovers from her strange ailment. onto the exposed beam that separates by the witchdoctor’s gaze. The next
Fuming, Marianna realises that she them. Waiting until the witch hunter round Grace attempts to break free
cannot touch her again through the is halfway along, Lawrence attempts from the hex (as a full-round action),
curse — at least for a time. to hex him with distraction. Lawrence but fails her save again. Meanwhile,
has a Hex Lore bonus of +15, and the witchdoctor’s two goons grab her
Distraction increases the DC of the check to 25. arms. She spends another round try-
Lesser Power He takes a 10, which with his bonus ing to resist and this time she succeeds
T his hex distracts the target with is just enough. The witch hunter must on her save. Although she can’t do
a quick jolt to his brainwaves. make a DC 15 Concentration check. much this round, she screams to alert
The results vary depending on what His total is only 9 and the GM rules her friends (a free action).
the target was doing at the time: A that he suffers a momentary bout of
vertigo: He loses his footing and falls. Summon Outsider
diplomat might speak too frankly, an
Greater Power
enginaught might briefly forget what
Grip of Fear
tool he needs, or a driver might turn
too sharply.
Lesser Power
M any believe that Scope demons
are urban myths meant to scare
Check: To distract a target, you
merely need to point at him. (Disrupt-
ing a skill check that takes less than one
L ike the warlocks of legend, you can
paralyse a person with a glance.
Check: You can paralyse a humanoid
naive Scope users. The student of Hex
Lore knows that these creatures are all
too real.
full round requires a readied action.) or animal in your line of sight. Make a With this power, you can summon
Make a DC 20 Hex Lore check. If DC 20 Hex Lore check. If you succeed an outsider to Prime Reality or to
the target is using a skill that requires the target must make a Will save (DC your location in the Scope. The crea-
focus, he must make a DC 10 Concen- = 13 + your Intelligence modifier) or ture appears before you instantly, but
tration check or fail (with the appropri- be paralysed (see Etherscope, Chapter without an additional ritual, it quickly
ate consequences). The target can retry 2: Traits, “Special Traits”) for as long returns to whence it came.
the skill at the next opportunity. You as you concentrate on the target (as an Check: To summon an outsider, you
can increase the distraction by increas- attack action each round). Each round must know (i.e., have seen or studied)
ing the DC of your Hex Lore check: on its turn, the target may attempt a and state the kind of creature you wish
For every +5 by which you increase new saving throw to end the effect to call. This power summons a typical
the DC, increase the DC of the target’s (this is a full-round action that does member of that kind. Alternatively,
Concentration check by +5. not provoke attacks of opportunity). you can summon a specific individ-
This is a mind-affecting effect. This is a mind-affecting effect. ual if you know its true name (which
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W
appears where you designate (within hile alchemy can’t turn lead and then sprinkles the resulting pow-
60 feet) and remains for 1 round per into gold, it can alter the prop- der on the moving pistons. He makes
rank of Hex Lore you possess. erties of materials in ways inexplicable his Imbuement check. Alfie chooses to
The outsider must make a Will save to modern chemistry. Using arcane have the pistons take full damage from
(DC 15 + your Intelligence modifier). formulas and unusual components, fire. The engine’s own heat and pres-
If it fails, it obeys your commands to you can redefine how an object reacts sure will soon break the pistons, leav-
the best of its abilities. Outsiders resist to physical stress and strain and to ing no sign of sabotage.
this control, and a target forced to energy dynamics.
take actions against its nature receives Check: You can transmute an object Enchant Vestment
a new saving throw with a +2 bonus. or part of an object no larger than 125 Greater Power
W
Obviously self-destructive orders are cubic feet (a 5-foot cube). The process ith this power, you can create
not carried out. requires components purchased with an item that when worn by
If the outsider makes the initial or a DC 20 acquisition check (you may a true hero (or villain) grants him a
subsequent save, it is free to act as it add your ranks in the Occult influ- bonus to an ability score.
pleases, often attacking anyone in its ence to this check). Make a DC 20 Check: The worn item varies
vicinity (including the summoner). Imbuement check. If you succeed, you depending on the ability score you
When the duration expires, the out- modify the object in one of the follow- wish to enhance (for example, a bear-
sider returns to the ether from where ing ways (see Etherscope, Chapter 4: skin shirt to boost Constitution or
it was summoned. Combat, “Special Attacks,” Attack an a medicine bag to boost Wisdom).
Try Again: Yes. Object). The item must be a mastercraft item
Special: You cannot take a 10 or a • +1 or –1 hardness for every 2 ranks to begin with, as inferior works can-
20 on this check. you have in Imbuement. not hold the occult forces. Make an
Time: Full-round action. • +1 or –1 hit point for every rank you acquisition check in order to obtain
Attack of Opportunity: Yes. have in Imbuement. the necessary material components
Example: From the rafters, Law- • +1 or –1 to its break DC for every (see the table below for acquisition
rence watches the witch hunter land rank you have in Imbuement. DCs; you may add your ranks in the
with the grace of an acrobat. Lawrence • The object takes full damage from Occult influence to this check). These
decides that drastic measures are nec- cold, electricity, or fire (your components are consumed during the
essary. He spends a round in concen- choice). enchanting.
tration and attempts to call forth a • Armour gains or loses the bullet- Enchanting the item takes the num-
tentacled horror. The Hex Lore check proof quality. ber of days as indicated on the table
DC is 33 (25 + the horror’s CR of 8). At the GM’s discretion, these below. At the end of this time, make
Lawrence’s player spends an excellence changes may cause certain devices to an Imbuement check (DC listed on
point for an automatic 20. Adding be inoperable or to break when used. the table below). If you succeed, any
Lawrence’s Hex Lore skill bonus pro- This power’s effects last 1 day per character who wears the enchanted
vides a total of 35, enough to summon rank of Imbuement you possess. vestment can spend an excellence point
the demon. Try Again: Yes. as a free action to gain the indicated
The demon appears in front of the Special: You can take 10 but cannot enhancement bonus to the chosen
witch hunter. It makes a DC 18 Will take a 20 on this check. ability score for as long as he wears the
save (15 + 3 for Lawrence’s Intelli- Time: 1 hour. By spending an excel- item. If he removes the vestment for
gence modifier). The GM rolls a 15, lence point, you can use this power as any reason the effect ends, although
adding the demon’s +6 Will save for a full-round action. If you do so, the he may later don the item and spend
a total of 23. Although it is not under duration is only 1 minute per rank. an excellence point to reactivate it. A
Lawrence’s control, the demon attacks
the nearest target, the witch hunter.
Lawrence sneaks off lest the horror Enchant Vestment DCs
notice him before the summoning’s Improvement Acquisition DC Imbuement DC Time Taken
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character can only benefit from one etheric energy, making certain activi- he considers his options. Enhancing
enchanted vestment at a time. ties easier or more difficult. the flow to the south would improve
Try Again: Yes, but each new Although the native British art of his skills at diplomacy and bluffing.
attempt requires a new item as the geomancy (as witnessed by Celtic ste- Alternatively, hindering flow to the
previous item has proved unmanage- les) is all but lost to modern occultists, centre would make it harder for the
able. this art has been reintroduced to the customer to properly appraise the
Special: You can take a 10 or 20 on isles by Chinese immigrants in the statue or resist Chung’s sales pitch. On
this check, as normal. form of feng shui. the other hand, hindering the flow to
Time: Times are given in days in Check: Before arranging a room north would make the customer less
the table above. It is assumed that the (or similar outdoor space), you must apt to sense Chung’s dishonesty. Deci-
character is working 12 hours a day on choose a direction and decide whether sions, decisions….
the item. A single Imbuement check is you want to enhance or hinder the
made at the end of the indicated time. etheric flow in that direction. This Warding Powers
Aside from short breaks to eat, drink, process involves rearranging the room’s
and the like, the character must work
undisturbed. The work cannot be left
contents (perhaps adding or removing
elements) in accordance with the natu- T he following powers are based on
the Warding skill.
partway through and resumed at a ral flow of the room and the effect you Banish Outsider
later date. If the check fails, the mate- try to achieve. Make a DC 25 Imbue- Greater Power
rials used in creation are consumed, ment check. If you succeed, all skill
although the item is not damaged.
Attack of Opportunity: Yes.
Example: Eric Straus, ace zepcar
checks related to the direction you
choose (see the table below) gain a +2
luck bonus or –2 penalty (depending
A ccording to legend, Lemurians
used this power in their battles
against the demons they had released.
pilot and part-time jewel thief, has on whether you enhance or hinder the Though it was too little, too late to
commissioned an occultist to create a flow, respectively) when performed in save those ancients, modern occultists
pair of driving gloves that augment his the room. hope it will serve them better.
reflexes (giving him a +4 enhancement Any significant change made to the Check: In Prime Reality, you can
bonus to his Dexterity). On his way to room’s layout cancels the geomancy. banish an outsider back to the ether.
attend a soiree thrown by the Earl of Otherwise, the effects last for a num- You must focus on the outsider, which
Worcester, Eric finds himself stuck ber of days equal to your ranks in must be within 60 feet. Make a Ward-
in traffic and takes a short cut. He Imbuement. A room can benefit from ing check (DC 25 + the creature’s
spends an excellence point to activate only one application of geomancy at a Challenge Rating). If you succeed,
the gloves and flips the switch on his time. the outsider returns to the ether and
lanebreaker to circumvent prescribed Try Again: Yes. cannot manifest in Prime Reality for a
flyways. Thanks to some clever pilot- Special: You can take a 10 but can- number of rounds equal to your ranks
ing, Eric arrives at the earl’s high-rise not take a 20 on this check. in Warding.
just in time for dinner. As he enters, Time: Arranging a typical room Against summoned outsiders in the
he removes his gloves (losing the takes 1 hour (the GM may increase or Scope, this power ends the duration
increased Dexterity) and tucks them decrease this time depending on the of the summons. This skill use has no
inside his jacket. nature of the area being affected). effect on outsiders in the Scope that
Later, Eric tries to break into the Attack of Opportunity: Yes. have not been summoned.
earl’s vault past its motion-sensitive Example: Wan Chung is trying to Try Again: Yes.
security system. He recovers his gloves sell a decorative Chinese statue as an Special: You cannot take a 10 or a
before removing his jacket. As he slips ancient Lemurian artefact to a rich 20 on this check.
them on his hands, he spends an excel- but gullible geijin. He has a few hours Time: Full-round action.
lence point to reactivate the enchant- before the buyer arrives and decides Attack of Opportunity: Yes.
ment. to use feng shui to better his chances. Example: With one ally down and
As Chung surveys the meeting room, another pinned by the black beast,
Geomancy
Lesser Power
Geomancy Directions and Related Skills
T he ether veil is not static — it flows
like water. Occultists believe that
this flow affects events in Prime Real-
Direction Skills
Centre Concentration, Knowledge (any), Investigate, Research, Resolve, and Search
East Strength- and Dexterity-based skills and Fighting Technique (any)
ity. Geomancy is the art of regulating North Wisdom-based skills (except Fighting Technique and psychic skills)
this flow. By arranging physical objects South Charisma-based skills (except Fighting Technique, Resolve, and spirit medium skills)
in specific ways, geomancers influence West Creative Art, Engineer (any), Forgery, Munitions, Navigate, and Scope Use (remote)
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1d8 points of electricity damage per 2 his Reflex save, reducing the damage an object’s aura retains a memory of
ranks you have in Warding. The victim to 12 points — not enough knock him its whole form. While mainstream
can make a Reflex save for half damage offline. He now makes a Scope Resil- researchers dismissed his findings,
(DC 13 + your Intelligence modifier). ience check (as a Concentration check). occult scientists hailed it as a great
The character must make a Concen- The DC is 22 (10 + 12 points of dam- achievement. Psychics use Kirlian’s
tration check (DC 10 + the damage age dealt). Unfortunately, Crissscross process as both a tool of investigation
dealt) or fail his attempt to bypass fails the Concentration check and con- and an aid in repairing objects and
the security. If he survives, he can try sequently the Scope Use (immersed) people.
again to bypass the lock. check to break through the security Check: To view a Kirlian aura, you
In addition, you are mentally alert- gate. Crisscross can try again to break must clear your mind and focus your
ed when this ward is discharged. The through — after he faces the drones thoughts on the object or person in
ward is permanent until discharged. alerted by his initial failure. Also, he question. You must be in physical
A lock or security program cannot be grits his teeth as he realises Ruination contact with the object or willing par-
affected by more than one shock glyph is now aware of an intruder’s presence. ticipant. Then make an Aura Reading
at one time. check based on the time since the dam-
Try Again: Yes. age was done to the object or person.
Special: You can take 10 or 20 as The table below shows the DCs based
normal on this check. Psychic Powers on the events.
Time: 10 minutes.
Attack of Opportunity: Yes.
Example: Crisscross is trying to T he following occult powers are
based on the psychic skills: Aura
Reading, Psychic Awareness, and
Kirlian Imaging DCs
Time Since Damage DC
break into the personal domain of rival Recent past (last hour or so) 15
Scope rider Ruination in order to find Telepathy.
Last day 20
out how Ruination programmed his Last week 25
Scope familiar. Crisscross has man- Aura Reading Powers Last month 30
T
aged to break through several layers he following powers are based on Last year 35
of security, but unbeknownst to him, the Aura Reading skill. Longer time ago (GM’s discretion) 40
Ruination has placed a shock glyph on
the final gate. As Crisscross attempts Kirlian Imaging A successful check gives you an image
his Scope Use (immersed) check, the Lesser Power of the object’s or person’s undamaged
glyph triggers. The GM rolls 5d8,
resulting in 25 points of electricity
damage. However, Crisscross makes
I n 1939, Semyon Kirlian discov-
ered that even after being damaged,
state. Thus you can identify an object
from a broken fragment (assuming you
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recognise the whole object), spot a miss- check. The DC is 10 if the object is Spiritual Healing
ing piece from a sabotaged device, or imbued with supernatural energy (typ- Greater Power
see a foreign object (even a cybernaugh- ically from an occult lore skill use) or if
tic implant) inside a person’s body.
Doing so allows you to add your Wis-
the person is currently using an occult
skill. Otherwise the DC is based on the
W ith this power, the psychic can
not only see blemishes in the
target’s aura, but cleanse them from the
dom modifier as a circumstance bonus length of time since a power last affect-
aura. In this way, the psychic can remove
on Engineer (ethertech, mechanical or ed the target. Use the DCs from the
psychological or occult conditions.
structural), Investigate and/or Knowl- table for Kirlian imaging DCs. If the
Check: You can diagnose a target
edge (medicine) checks involving the target activated an occult power during
using the aura sight power (described
damaged object or person. that time, the DC is reduced by –5.
in the Etherscope core rulebook) or
Try Again: Yes Rather than reading a person or
with sense the occult (described above).
Special: You can take 10 with this object, you can sense magic in a loca-
If you succeed, you become aware of
skill check, but not 20. tion, as approved by the GM (such as a
any mind-affecting or occult effect
Time: Full-round action. haunted room in a castle or the site of
upon the target.
Attack of Opportunity: Yes. a series of disappearances). This use is
Once you know what is affecting the
Example: Jonas finds Miss Cockcroft more difficult due to the lack of a spe-
target (through aura sight, sense the
at the end of the alley in pool of blood. cific focus and increases the DC by +5.
occult, or by witnessing the outward
She is still alive, but bleeding from a You can detect the presence of ethe-
effects), you may attempt to cleanse
chest wound. Jonas concentrates on ric phenomena, such as a nexus or ley
the subject’s aura. You must touch
her and makes an Aura Reading check line, in this way (see “The Ether Veil,”
the subject and concentrate. Make an
(DC 15 because the wound is recent). above).
Aura Reading check; the DC is 15 +
As though he had X-ray vision, he sees Once you have detected the presence
the character level or HD of the crea-
that the wound is not deep, but what of active or residual occultism, you may
ture that created the effect + the abil-
looks like a piece of shrapnel is lodged make a Knowledge (mystical philoso-
ity score modifier associated with the
in her rib. He then uses his Knowledge phy) check (using the same DC as the
effect (if the initial effect did not have
(medicine) to remove the shard and Aura Reading skill check). If success-
an associated ability, use Charisma). If
staunch the bleeding. Because he has ful, you identify the specific power or
successful, you remove one mind-affect-
seen the wound in her aura, he adds his other occult phenomena.
ing or occult effect from the subject.
Wisdom modifier as a bonus on this Try Again: Yes.
Try Again: Yes.
check. Special: You can take 10 on this
Special: You cannot take 10 or 20 on
After calling for an ambulance, Jonas check, but not 20.
this check.
takes a moment to focus on the small Time: Full-round action.
Time: Full-round action. You can
piece of metal. Jonas makes another Attack of Opportunity: Yes.
increase the DC by +5 to use this pow-
DC 15 Aura Reading check and suc- Example: Cordelia’s brother Edward
er as an attack action, or +15 to use it
ceeds. Projecting from the bit of metal, has been acting strange all through
as a free action.
he sees the outline of a sword cane. If dinner, and she suspects that someone
Attack of Opportunity: Yes, unless
he can find the owner of a sword cane may have used an occult power on him
you perform the power as a free action.
with the tip broken off, then he has earlier today. She concentrates on him
Example: Emily watches in terror
found the villain who stabbed Miss for a few seconds and makes an Aura
as the demon’s tentacle strikes Bruce.
Cockcroft. Reading check. The GM tells Cordelia’s
Rather than retaliate, Bruce instead
player that the DC is 20 — since she
Sense the Occult turns around and attacks his allies.
realises it must have occurred within
Lesser Power Emily does not need to read Bruce’s
the last day, but not the last few hours,
aura to know the tentacled horror has
O ccult powers affect the ether’s the GM has no reason to conceal the
dominated him.
flow. With this skill use, you DC. She succeeds and senses that
Emily edges past her other allies and
can detect those alterations. An object Edward has been targeted by an
makes a touch attack on Bruce. She suc-
that was used as an occult focus or was occult power. Cordelia now makes
ceeds and places her hand on the ten-
formerly imbued, or a person who has a Knowledge (mystical philosophy)
tacle’s gash. Emily took a move action
used or been the target of an occult checks to see if she can identify the
this turn to reach Bruce and an attack
power, retains this information in his power. She succeeds again (against the
action to touch him, so she is going to
aura. same DC) and realises that someone
try to cleanse his aura as a free action.
Check: You can detect the presence has implanted a hypnotic suggestion
Emily makes an Aura Reading check.
of active or residual magic on a per- in Edward’s mind. Cordelia removes
The DC is 15 +5 (the tentacled horror’s
son or object you touch. You focus on Edward from the soiree before he can
hit die) +7 (the tentacled horror’s Cha-
the target and make an Aura Reading act on the suggestion.
risma modifier, since no ability score
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is listed for the domination ability) a dusty shelf, she finds a strange-look- John has been in a few street fights (he
+15 (for activating this power as a free ing bronze figurine. She touches it and has the Brawl and Dodge feats), he has
action) for a total DC 42. Emily has an makes a DC 20 Aura Reading check, no training in Queensbury rules.
Aura Reading skill of +25. She rolls a rolling 24. She senses that the last psy- In the first round of the match, John
12 for a total of 37. Not only is Bruce chic imprint on the item was left five readies an action to use doppelganger
still dominated, but now he has turned years ago, between April and May. to copy the duke’s Fighting Technique.
from her allies to face Emily. Precisely the time when her aunt Mar- The duke begins his with the deadly
jorie came here with her son and they weapons manoeuvre. John makes a
Time Stamp both disappeared…. DC 22 Psychic Awareness check (the
Lesser Power duke is 7th level) and gains 10 ranks of
Psychic Awareness
Y ou can read the aura of an object Fighting Technique (Queensbury box-
and determine when (and possibly Powers ing) for 12 rounds (John has 12 ranks
by whom) it was last touched. in Psychic Awareness, but the duke
Check: When touching an object,
make a DC 20 Aura Reading skill T he following powers are based on
the Psychic Awareness skill.
has only 10 ranks in Fighting Tech-
nique). The duke laughs as he lands a
painful blow. John calmly steps into
check. If you succeed, you determine Doppelganger
when the last psychic imprint was left proper stance and (spending an excel-
Greater Power lence point on his Fighting Technique
on the item. You cannot determine the
B
exact time the imprint was left, but you y watching someone carefully check) sends a straight fist punch into
can narrow it down to within a specific — both his physical movements the surprised duke’s face.
range depending on the imprint’s age and his etheric vibrations — you can
attempt to copy his actions. In this Locate Person
(see the table below). For example, if
way, a psychic can pass off herself of as Lesser Power
the imprint was left an hour ago, you
can get within 10 minutes of the exact
time (“It was left between 12:47 and
12:57”). If the imprint is a year old, you
an expert in any field.
Check: You must observe the tar-
get for at least one full round during
T his power allows you to locate a
person through an object that
possesses his psychic imprint. Though
can pinpoint the time to within a week which time he must make a skill check. more difficult, a psychic can also use
(“Between June 3rd and June 10th”). Make a Psychic Awareness check (DC this ability to locate a corpse.
15 + the target’s character level). If you Check: You can locate any person
Time Stamp succeed, you gain a number of virtual (or corpse of a person) as long as you
Age of the Imprint Range ranks in the observed skill equal to can handle an object that still has his
Up to one hour 10 minutes the ranks the target possesses or the psychic signature.
Up to one day One hour ranks you have in Psychic Awareness, The DC of the check depends upon
Up to one week Six hours whichever is lower. The virtual ranks how much information you wish to
Up to one month One day do not stack with any existing ranks discern about the person’s location and
Up to one year One week you may have in that skill. These vir- the strength of his signature on the
Up to ten years Two months tual ranks last for a number of rounds object. For a dead subject, tracking the
Up to a century Two years equal to your ranks in Psychic Aware- target becomes more difficult the lon-
Up to a millenium Fifty years ness, after which time they fade from ger the person has been deceased. The
Up to 10,000 years Two centuries your memory. You cannot emulate an base DCs and modifiers are shown in
occult skill with this power, although the table below.
For every 5 points by which you you may copy a Scope skill or a Fight- Try Again: Yes.
exceed the DC, you can sense one pre- ing Technique (if you possess the req- Special: You can take 10 or 20 on
vious psychic imprint, in the reverse uisite feats). this check as usual.
order that they were left on the item. Try Again: Yes, if the target per- Time: 1 minute.
If you have already encountered these forms the skill again. Attack of Opportunity: Yes.
imprints, you may recognise them. Special: You can take 10 on this Example: A prominent industrialist
Try Again: Yes. check, but not 20. has gone missing and the only clue is
Special: You can take 10 or 20 on Time: Full-round action. a bloody knife found in his flat. Des-
this check. Attack of Opportunity: Yes. perate, the police call in psychic detec-
Time: Attack action. Example: The duke finds psychic tive John Farley. John senses fear on
Attack of Opportunity: Yes. detective John Farley alone with the the knife. He spends twenty minutes
Example: Lady Jane Espenson duchess in her boudoir. The duke mentally tracing the person who felt
opens a wardrobe in her family’s sum- challenges John to a boxing match to that emotion. Because he took 20,
mer house on Lake Como. Inside, on defend his wife’s honour. Although he gets a total of 34 on his Psychic
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Locate Person DCs ders when the assassin hoped to use cance of the knowledge (the password
Situation (and examples) DC the weapon, his thoughts turn to the to a high security domain).
Information required skies. Watching the clouds, he tries to Try Again: Yes, but you must wait
Simple general direction (“She is east of here”) 25 guess the coming weather for the next 24 hours before asking the same or a
Name of general area (“She is in Ancoats”) 30 24 hours. He makes a DC 15 Psychic similar question.
Specific address (“56 Great Ancoats Street”) 35 Awareness check and rolls a 12. How- Special: You cannot take a 10 or 20
Effects of aura ever, the GM informs the player that on this check.
Target’s aura is strong on the object (it having been this roll was, in fact, sufficient, because Time: Full-round action.
in his close possession for more than a month) –5 the strong weather that is coming Attack of Opportunity: Yes.
Object has emotional value to the target (positive or provides a +5 bonus. With a flash of Example: Paul’s collaborator Colin
negative; stacks with previous) –5 insight, O’Sullivan realises a storm seems to have influential connections.
Each week (or fraction thereof) the target will strike in the night — a storm that Paul is curious, but he doesn’t want to
has been deceased +5 could cover the murderer’s plot. stir up trouble by asking around about
Colin. Instead he taps the collective
Awareness check. The DC is 30 to Tap the Collective Unconscious unconscious. His first question is what
trace the target’s exact location (35 –5 Lesser Power people know about Colin’s connec-
for possessing an object of emotional
S ome occultists believe that each tions. He spends a full round attuning
value), and John discovers it. Had the himself to the collective unconscious.
person’s conscious mind is just an
target been dead (perhaps killed with Although no one likes to talk about it,
extension of a collective unconscious
the knife and dumped elsewhere), the most people in Colin’s borough know
mind. By tapping into the collec-
DC would have been 5 higher and he was arrested for alleged NRM
tive unconscious, you can unlock any
John would have discovered only the activity; the GM therefore sets the
knowledge that at least one person
corpse’s general area. DC at 20. Paul gets a total 24 on his
knows. Of course, the more people who
know a fact, the easier it is to discover. Psychic Awareness check, and the
Sense Weather GM relays this information to him.
Lesser Power Check: Tapping the collective
unconscious allows you to discover the Paul now wants to know how highly
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O
The easiest method is to erase the passed (for any memory alterations on nce you are in telepathic contact
memory. However, the target becomes that subject). with a target, you can send her
aware that he is missing the recollec- Special: You may not take a 10 or sounds and images.
tion the first time that lost memory 20 on this check. Check: Once in telepathic contact
would come to mind. This power erases or alters only with the target, make a Telepathy
A more difficult, but less detect- the target’s conscious memory. The check. The target then makes a Will
able, method is to alter the details of true memory remains locked in his save (DC = your skill check). The tar-
the memory. Major details are actions subconscious, and can be retrieved get gets a bonus on this save based on
the target performed, as well as people with an Etherspace mind-probe (see the information you try to convey, as
and objects with which he interacted. Upload: Etherpunk, Grain 3: Class- shown on the table below.
Minor details cover anything else of es, “New Psychic Powers” sidebar)
which he was aware, but with which or hypnotherapy. If the target knows Hallucination Bonus on Will Save
he did not interact (such as a face in and accepts that his memory has Still image +0
the crowd). been altered, another character may Moving image or sound +5
If you wish to alter multiple details, attempt to restore his lost memory Moving image and sound +10
use only the highest DC. with a successful Knowledge (mystical
This power alters a memory of up philosophy) check (DC equal to the If the target fails, you can impose a
to 1 minute per rank of Telepathy psychic’s roll to erase the memory). sight and/or sound upon him. The illu-
you possess. You can erase only a spe- Each check requires 1 hour of therapy, sion lasts for as many seconds as you
cific instance of seeing something, and and the therapist cannot take a 10 or have ranks in Telepathy. The target
therefore can only erase it from the 20 on this check. may recognise the sound or image as
target’s memory if that was the only Time: 1 minute. illusory based on evidence. However,
time he has seen it. For example, this Attack of Opportunity: Yes. unless he is aware of the existence of
power can’t make the target forget his Example: Beatrice tracks her long- psychics, he is persuaded to have seen
mother’s face, but it could make him time nemesis Gordon into the sewer or heard the illusion, but may doubt
forget seeing her at a recital. Similarly, system, confronts him, and guns him his own perceptions.
this power cannot affect the target’s down. Then she notices a horrified Try Again: Yes.
general knowledge and thus has no gamma crouched in the corner, eyes Special: You cannot take 10 or 20
effect on skills, feats, influences, or
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on this check. attack action each round) to main- tional sense counts as an additional
Time: Attack action. tain the sense link; however, you do target.
Attack of Opportunity: Yes. not need to maintain contact with the Time: Free action.
Example: Jeanine is holding a target. You do not control the subject, Attack of Opportunity: No.
séance for two customers. While she nor can you communicate with him by Example: As Eric shakes the bank
has no ability to speak with the dead, means of this power. employee’s hand, he makes a Telepa-
Jeanine is a talented psychic. Once You can maintain the link for up to thy check to contact the fellow’s mind.
her clients have joined hands with 1 minute per rank you have in Telepa- Succeeding, he makes another Telep-
her, she makes telepathic contact. She thy. If you are blinded or deafened, athy check to see through the banker’s
then proceeds to conjure up the white, or suffer some other sensory depriva- eyes. This check also succeeds, but the
hazy shape of a dear departed. She tion, the linked character functions banker receives a Will save to resist
makes a Telepathy check and rolls a as an independent sensory organ, and Eric’s mental intrusion. The DC is 15
21. Her customers gain a +5 bonus provides you the benefit of the linked (12 +3, Eric’s Wisdom modifier). The
on their Will saves (the ghost is mov- sense from its perspective. The target banker only rolls a total 12. Eric sees
ing but silent). Her male customer is unaware of your intrusion. himself ask the banker to retrieve his
rolls 15 and fails his Will save, while If the target is willing, you may safe deposit box. His own face disap-
her female customer rolls 22 and suc- instead override one of his senses with pears from view as the banker turns
ceeds. John Sawry catches a glimpse your own. The target then senses what and walks to the vault. The banker
of Nana Sawry, while his wife Helen you do for as long as you concentrate. stops to talk with someone. Although
doesn’t see anything. Try Again: Yes, but you must re- Eric cannot hear what is said, he
establish contact. makes a Spot roll to read the other
Sense Link Special: The ritual secret targets man’s lips and determines that it is
Lesser Power allows you to link an additional sense idle chatter. Soon, the banker reaches
Y ou can override one of your sens- (see “Ritual Magic,” above); each addi- the vault door. Eric pays close atten-
es with that of another tion as the banker enters the
person. Psychics typically vault’s passcode. Just then,
use this skill to see or hear his ethercomm device rings.
through another’s eyes or With an annoyed sound, Eric
ears, but a decadent psychic breaks the sense link and
might experience touch or pulls out the device.
taste through another.
Share Memories
Check: After you estab-
Lesser Power
lish telepathic contact with
your target, you can experi-
ence one of his senses (sight,
hearing, touch, smell, or
O nce you are in telepathic
contact with a target,
you can send him your mem-
taste) in place of your own. ories.
You cannot switch between Check: After you make
senses with the same skill telepathic contact with
use. Make a DC 20 Telep- the target, make a DC 20
athy check. The target Telepathy check. (The GM
attempts a saving throw may impose penalties for old
(DC 12 + your Wisdom memories or memories from
modifier) to resist; the target a time when you were in a dif-
suffers no ill effects from use ferent state of consciousness,
of this power. such as drunk, fatigued, and
If you succeed, you might so on.) If you succeed, the
make Spot (if you see target can share one of your
through his eyes) or Listen memories and make Spot
(if you hear through his ears) and Listen checks to notice
checks as the subject. You elements of information you
lose your Dexterity bonus to missed. Of course, the target
Defence while sensing what is limited to seeing what you
the subject senses. You must could see (gamma and delta
continue to concentrate (an humans cannot use their
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muggers confront him. Fearful, Jor- mental abilities are excellent (Int 16,
dan cries, calling for Max, his imagi- Wis 15, Cha 15), granting the ghost Moving Objects
nary friend, to make the bad people go powerful physical abilities as well. One of the powers of a spirit medium
away. The muggers, confused, pause More powerful than the child, the is the ability to make a spirit move an
for a minute. ghost flies to the muggers and makes object for her. This works like asking
The DC to call his “imaginary short work of them, then returns to a question, though the spirit instead
friend” (in truth, a ghost) is 35, and comfort Jordan. moves an object of no more than 20
after a minute of crying, Jordan makes pounds. This includes lifting tables,
Channelling moving a loved one’s jewellery, create
his check: 38. The air shimmers near a thumping sound somewhere in the
the child, and a massive humanoid Lesser Power
room, and so on. This ability has little
B
shape appears, misty-white and hov- y opening your mind, you can practical value — it’s mostly for show,
ering over the ground. allow a spirit to enter your body and thus the ability is not a true power,
While Jordan’s physical abilities and speak through your mouth. This but simply another aspect of a séance.
are pitiful (Str 8, Dex 12, Con 8), his is a more direct method of perform-
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unknown circumstances, and they you heal 2 points of ability damage per If an opponent attacks you while
wish to know what happened. Matilda hour until you are normal again. you are healing a target, you must
successfully contacts the spirit of the Try Again: Yes. make a Concentration check (DC 10
family’s dead patriarch, but Matilda Special: You may take 10 or 20 on + the damage dealt) or you lose con-
decides it would be better for the fam- this check, as normal. centration and the healing ends. Being
ily to hear the man’s words directly. Time: Full-round action. dazed from nonlethal damage does
Matilda rolls 1d20 and adds her Attack of Opportunity?: Yes. not interrupt the healing; however, if
Commune modifier (+15) to the Example: Alexia needs some infor- you fall unconscious, the power ends.
check. She rolls an 11, for a total of mation from a special domain so she Try Again: Yes, though you may
26. Matilda loses control of her body, can track a killer, but she does not attempt to cure a specific poison or
and the family reunites with their have much in the way of Scope tabs, disease only once per hour.
patriarch. and she is far from a Scope point. Special: You may take 10 but not
However, things grow out of hand However, Alexia is an accomplished 20 on this check.
when his wife accuses him of dark spiritualist. She settles onto the floor, Time: 1 full round per 5 hit points
crimes. The man becomes violent entering a meditative trance. or 1 ability point transferred.
and attempts to assault the woman Alexia takes 20 on her DC 30 Attack of Opportunity: Yes.
through Matilda’s body. Fearing for Impressions check, succeeding, and Example: During a battle with a
the woman’s safety, Matilda attempts sends her consciousness into the police officer, a bullet wounds Clar-
to force the spirit out of control with ether. ence, dealing 18 points of dam-
a Will save. Her Will save modifier is However, Alexia doesn’t realise how age. His spiritualist friend, Alistair,
only +7, and she rolls an 8, for a total long she’s been away from her body. attempts to absorb Clarence’s injuries.
of +15. Matilda watches in horror as She has 9 ranks in Impressions, and Alistair has a +18 bonus on Impres-
“she” attacks the woman. after 90 minutes she feels a pain in her sions checks, and he is a bit tougher
chest, even though it’s in Prime Real- than Clarence, with a massive damage
Impressions Powers ity. She easily makes the DC 10 For- threshold of 14.
titude save. She decides that she can Alistair takes 10 on his Impres-
T he following powers are based on
the Impressions skill.
survive a little longer in the Scope, but
doesn’t want to push her luck.
sions check, for a total of 28. Clarence
heals 5 hit points this round, while
Astral Projection Alistair takes 5 points of nonlethal
Empathic Healing damage. Next round, Clarence heals
Greater Power Lesser Power an additional 5 points of damage,
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siders with the etheric subtype) with- Combat Patterns If you apply the bonus or penalty on
in 60 feet. If you sense demons, you Lesser Power attack rolls or to Defence, the bonus
may then locate the source with a DC lasts for a number of rounds equal to
20 Impressions check. This check also
allows you to determine the demon’s
Y ou can use your ability to read
patterns in combat, allowing you
to gain an edge in battle.
half your ranks in Pattern Reading.
If the adjustment is to a skill, saving
strength, according to the following throw, or a non-combat action, the
Check: By studying your opponent
table. bonus or penalty only lasts until the
and making a DC 20 Pattern Read-
instance is completed. If the event has
ing check, you can predict his next few
Sense Demonic Presence attacks. For a number of rounds equal
no associated roll, the GM has final
Demon’s Hit Dice Strength say over what this power does, but it
to half your ranks in Pattern Reading,
1–6 Weak should not be too great.
you gain either a +2 bonus on attack
7–14 Moderate You may never use this power on
rolls or a +2 bonus to Defence against
15–20 Strong yourself; its effects may alter only the
that opponent. (You may choose
21+ Really strong outcome of another’s fate.
where to apply this bonus at the start
Try Again: You may not try to
of your turn on each round.)
After sensing a demon’s strength affect the same prediction again, but
Try Again: Yes.
in this way, you can concentrate for you may attempt to alter additional
Special: You may not take 10 or 20
another round to determine the exact predictions.
on this check.
type of demon it is. Make an Impres- Special: You can take 10 but not 20
Time: Full-round action.
sions check (DC 20 + the demon’s on this check.
Attack of Opportunity: No.
Challenge Rating). If you succeed Time: Free action.
Example: Jackson encounters a fero-
and are familiar with the demon’s Attack of Opportunity: No.
cious demon in his personal domain.
type (whether having encountered it Example: Matilda is viewing a cli-
Enraged by the intrusion, Jackson flies
or read about it — perhaps with an ent’s future when she sees a possible
into melee with the monster, only to
appropriate Knowledge check), you accident in the victim’s destiny. The
discover the demon is a bit too power-
identify it. If you succeed on the check man will be almost run over by a car
ful for him to handle. Jackson spends
by 10 or more and are familiar with as he is leaving her studio, but he will
his next round studying the demon’s
this specific demon, you identify the leap to the side just in time. Unfortu-
movements and etheric resonances, as
individual. nately for him, Matilda also knows
well as the patterns around him.
Try Again: Yes, but not more than that he is a high-ranking member of
If Jackson makes a DC 20 Pattern
once per minute. a Great Metropolis crime gang. She
Reading check, he may add either a +2
Special: You may take 10 but not attempts to tweak the future.
bonus on his attacks or to his Defence,
20 on this check. Matilda’s total on her Pattern Read-
helping him survive a bit better. How-
Time: Move action. ing check is 37; a success. The client
ever, Jackson rolls a natural 1, garner-
Attack of Opportunity: No. takes a –6 penalty on any checks to
ing a total of only 9. Furthermore, he
Example: Jordan is walking down escape his vehicular death. Perhaps he
allowed the demon a full round to
the street when he hears horrific, didn’t dodge that car after all.
attack him without retribution. The
frightening sounds. Fearful of mon- spiritualist is in deep trouble now! Psychometry
sters in dark corners, the child rolls a
Lesser Power
31 on his Impressions check. He feels Foretelling
two demonic presences, but he cannot
tell what they are. Fearful and curious
Greater Power
B y holding an object, you can read
the patterns left upon it by those
at the same time, he makes another
Impressions check, this one DC 20,
Y our ability to predict the future is
so powerful that you may nudge
events, possibly changing the outcome.
who held it previously. Forensic medi-
ums can even use this power to see the
and succeeds. He concentrates for an last thing a person saw before his death.
Check: After predicting someone’s
additional round, and determines that Check: By holding an object or
future (see Etherscope, Chapter 2:
two strong demons lurk behind a trash corpse and making a DC 20 Pattern
Traits, “Occult Skills,” Pattern Read-
dumpster. While young, Jordan is not Reading check, you can see the last
ing), but before telling the subject your
stupid, and he flees the alley. instance in which someone interacted
discovery, you may make a DC 35 Pat-
with the object or corpse with emo-
tern Reading check to alter the future
Pattern Reading Powers slightly. This power often grants
tional intensity (usually the murder,
disposal, or some similar instance).
T he following powers are based on
the Pattern Reading skill.
either a +6 bonus or a –6 penalty on
future rolls or to static traits (such as
Defence) in a particular moment in
You witness 1 minute of the emotional
scene for every 2 ranks you have in
Pattern Reading.
time (your decision).
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Add +2 to the DC for each day since Master Psychic: The undisputed Hit Dice
the instance. lord of psychic skills.
Try Again: Yes, but each additional
attempt increases the DC by +2.
Master Spiritualist: The undisput-
ed lord of spirit medium skills.
D emon hunters gain 1d8 hit points
at each level, adding their Con-
stitution modifier to the die roll.
Special: You can take 10 but not 20 Psychic Detective: A detective
on this check. and spy who uses psychic skills in his Scope Points
Time: 1 minute. investigations.
Attack of Opportunity: Yes. Ritual Occultist: A student of
D emon hunters gain 1d8 Scope hit
Example: Blaine the spiritualist occult lore who harnesses the power points at each level, adding their
investigator enters the autopsy room of ritual magic. Charisma modifier to the die roll.
where doctors analysed a murder vic-
tim. The cadaver baffles the doctors, Class Skills
as the murderer and motivations are
unclear; thus, the police ask Blaine to
help. Reaching out to touch the corpse,
Demon Hunter T he demon hunter class has the
following class skills: Climb
(Str), Escape Artist (Dex), Hide
Blaine closes her eyes and reads the
patterns left on it. A ncient peoples blamed demons for
all sorts of ills from disease to bad
weather. Although science has found
(Dex), Intimidate (Cha), Investigate
(Int), Jump (Str), Knowledge (current
The corpse is three days dead, add- events, history, linguistics, mystical
ing +6 to the base DC, for a total of natural explanations for most mis-
philosophy, tactics) (Int), Listen (Wis),
26. Blaine’s Pattern Reading modi- fortunes, events remain that science
Move Silently (Dex), Munitions (Int),
fier is +16, so she takes 10 on the roll. cannot explain. According to some,
Research (Int), Resolve (Cha), Scope
In her mind’s eye, she sees the victim these events are the work of demons
Awareness (Wis), Scope Resilience
running in the forest, hurt and bleed- — beings from Etherspace who seek
(Cha), Scope Use (immersed) (Int),
ing from her mouth and nostrils. The to destroy humanity. Demon hunters
Sense Motive (Wis), Spot (Wis), and
victim turns just in time to see the are the brave souls who face these mon-
Swim (Str).
murderer’s face clearly before he stabs sters head on.
Skill Points at each level: 5 + Int
her. Blaine has a positive identification While science promises a world
modifier.
of the murderer, and makes a call to without fear, it has actually made things
the courthouse. worse. By entering Etherspace and Influences
claiming it as their own, people have
reawakened the enemies of humanity.
Yet, while most demon hunters blame Y our social template determines
the influences available to you.
The demon hunter receives the fol-
the Etherscope for the recent increase
Advanced in demonic activity, many also see it
as an opportunity. Too long has man
lowing number of points to spend on
influences:
Classes been hunted in his own home. Now, a Influence Points at each level: 1
demon hunter can jack in and face the
Class Features
A dvanced classes allow you to demons at their source.
refine the focus of your character.
This section provides seven advanced
classes particularly suitable for occult
Game Rule Information A ll of the following are class fea-
tures of the demon hunter class.
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Table 1–5: The Demon Hunter their goals. Many demons employ a
Level Base Attack Fort Ref Will Defence Bonus Special brutal technique known as possession
1 +0 +1 +0 +1 +1 Psychic tracking, technique master to control humans and enter Prime
2 +1 +2 +0 +2 +2 Bonus feat Reality. However, a few people rise up
3 +2 +2 +1 +2 +2 Hunter’s grace in defence to send these demons back
4 +3 +3 +1 +3 +3 Demonbane (1d6), swift psychic tracking where they belong.
5 +3 +3 +1 +3 +3 Bonus feat Exorcists are spirit mediums with
6 +4 +3 +2 +3 +4 Destabilise the ability to drive demons from pos-
7 +5 +4 +2 +4 +4 Demonbane (2d6) sessions and from Prime Reality.
While exorcists have some spiritual
sessed by an outsider (DC 20). Track- Demonbane (Su): A hunter’s righ- power, they use this power in different
ing an outsider requires a base DC teous anger becomes tangible in the ways than spiritualists. Most do not
20 Knowledge (mystical philosophy) Scope. At 4th level, your avatar is sur- care about money or influence. Many
check modified by the conditions (see rounded by an aura that is anathema do not even care about themselves.
the table below).� to demons. This aura is usually invis- Their only goal is to rid the world of
ible; it becomes a visible halo when demons.
Psychic tracking an outsider (with the etheric subtype) Exorcists are most commonly
DC Modifiers approaches within 30 feet and flares priests, often Christians or Islamists.
Condition DC Modifier whenever you strike or are struck Many yogis and native shamans and
Every 24 hours since the trail was made +1 by an outsider. Your avatar’s melee medicine men also become exorcists.
Ether veil is turbulent (nexus) +5 attacks (including unarmed attacks) Regardless of their faith, the masses
Ether veil is tranquil (doldrums) -5 deal an additional 1d6 points of dam- view a true exorcist with respect. By
Outsider is possessing a victim +5 age to outsiders. Also, any outsider using their spiritual powers to call to
that strikes your avatar with a natu- the demon’s etheric essence, exorcists
ral attack or melee weapon takes 1d6 drive demons out of the body, and
A successful check allows you to
points of damage. This damage is hopefully from Prime Reality as well.
detect psychic tracks and follow them.
occult in nature and is not prevented Exorcists tend to be loners, although
You must make another Knowledge
by damage reduction or energy resis- many take acolytes. Exorcists despise
(mystical philosophy) roll each mile
tance. At 7th level, the aura inflicts spiritualists, believing them to be
and any time the track becomes diffi-
2d6 points of damage to outsiders. either full of hogwash or incapable of
cult to follow. You move at half your
Swift Psychic Tracking: At 4th lev- using their gifts to better humankind.
normal speed (or at your normal speed
el, you can move at normal speed when Exorcists get along well with demon
with a –5 penalty on the check, or at up
using psychic tracking without taking hunters, with whom the exorcists
to twice your speed with a –20 penalty
the normal –5 penalty. The penalty share a bond.
on the check). If you fail a check, you
for moving at twice your speed while The life of an exorcist is harsh, and
can retry after searching for 1 hour.
tracking is reduced from –20 to –10. exorcising a demon is only half the
Technique Master: Any Fighting
Destabilise (Su): At 6th level, your battle. Often, a demon attacks once
Technique skill that is a class skill
touch can accelerate the destabilising evicted from its mortal shell, and the
for you is a class skill for the demon
effect Prime Reality has on demons. exorcist does not want a loved one to
hunter class.
Make a touch attack against a crea- become the next victim.
Bonus Feat: At 2nd and 5th level,
you gain a bonus feat from the follow- ture with the etheric subtype in Prime
ing list (you must meet all the usual Reality. If you succeed, spend an excel- Game Rule Information
lence point to destabilise the creature;
prerequisites):
Academic, Alertness, Armour Pro-
ficiency (archaic), Armour Proficiency
the creature is dazed for 1 round and
must make a DC 20 Charisma check
T he rules for playing an exorcist
are described below.
(light), Athletic, Attentive, Blind-Fight, or take 1d3 points of Constitution Requirements:
Defensive Martial Arts, Heroic Surge, damage.
Improved Damage Threshold, Military
Scientist, Nimble, Scope Raider, Spir-
T o qualify for the exorcist advanced
class, you must meet the follow-
ing requirements:
ited, Stealthy, Toughness. Exorcist Influence: Church 2 ranks
Hunter’s Grace (Su): Demon hunt-
Skills: Commune, Impressions,
D
ers train to resist the influence of emons are foul creatures, seem- or Pattern Reading 5 ranks
demons. At 3rd level, you gain a bonus ingly intent on invading Prime Concentration 2 ranks
to all saving throws equal to your Cha- Reality and subjugating humanity, Knowledge (mystical
risma modifier. and they stop at nothing to achieve philosophy) 5 ranks
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Creatures of the Dark, “Demonic Pos- Whether they like each other or not is Skills: Hex Lore, Imbuement, or
session”). a different matter, but they recognise Warding 4 ranks
competence when they see it. Knowledge (history) 2 ranks
To truly understand Lemuria, Knowledge (mystical
scholarly modes of thought are not philosophy) 4 ranks
Lemurian sufficient. An opening of the mind is
necessary, which requires dabbling Hit Dice
Scholar
L
in occult skills. This progress is the emurian scholars gain 1d6 hit
L emurian lore is disseminated reason why the best Lemurian schol- points at each level, adding their
through the archaeological ars are the ones who develop mystical Constitution modifier to the die roll.
records, distorted through the prism powers. Lemurian scholars, therefore,
of neighbouring or later civilisations, are of great interest to secret societ- Scope Points
ies and occultists. A true master of
L
and remains. Some secret societies emurian scholars gain 1d8 Scope
claim to preserve Lemurian knowl- lost lore can hold sway over members
hit points at each level, adding
edge, but even they have only frag- of the occult community simply by
their Charisma modifier to the die
mentary remains (at best) at their virtue of her knowledge. Conversely,
roll.
disposal. Lemurian scholars spend their lives
Lemurian scholars are not just hoping to find an untapped treasure Class Skills
experts on Lemuria. They live their trove of lost lore — which some secret
lives according to the precepts uncov-
ered by Lemurian remains. Knowl-
societies claim to possess.
Lemurian scholars don’t advertise
their talents, simply because those
T he Lemurian scholar has the fol-
lowing class skills: Concentra-
tion (Con), Forgery (Int), Intimidate
edge has a spiritual value for them,
who deserve to know, know. Those (Cha), Investigate (Int), Knowledge
and they follow Lemurian precepts
who don’t are not their concern. Some (current events, history, linguistics,
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mystical philosophy, natural philoso- in the Occult influence, you gain a Scope Points
phy) (Int), Listen (Wis), Research bonus on Diplomacy and Intimidate
M
aster psychics gain 1d8 Scope hit
(Int), Resolve (Cha), Scope Awareness checks equal your Lemurian scholar
points at each level, adding their
(Wis), and Spot (Wis). level.
Charisma modifier to the die roll.
Skill Points at Each Level: 7 + Int
modifier. Class Skills
Master Psychic
Influences
T he master psychic class has the
following class skills: Bluff (Cha),
Y our social template determines
the influences available to you.
The Lemurian scholar receives the
F ew possess true psychic ability and
fewer still develop it beyond a sim-
Concentration (Con), Diplomacy
(Cha), Intimidate (Cha), Knowledge
ple party trick, like finding misplaced (current events, linguistics, mysti-
following number of points to spend objects or picking up stray thoughts. cal philosophy) (Int), Listen (Wis),
on influences: The master psychic advanced class rep- Resolve (Cha), Sense Motive (Wis),
Influence Points at each level: 3. resents those rare individuals who seek and Spot (Wis).
to extend their psychic potential from Skill Points at each level: 5 + Int
Class Features a mere knack to a powerful tool. A few modifier.
A ll of the following are class fea- master psychics may learn from ancient
tures of the Lemurian scholar texts or New Age manuals, but most Influences
develop their powers a priori through
class.
Lemurian Research: Lemurian
scholars are experts in identifying
meditation and self-reflection.
Y our social template determines
the influences available to you.
The master psychic receives the fol-
Lemurian artefacts. You gain a com- Game Rule Information lowing number of points to spend on
T
petence bonus equal to your Lemu- he rules for playing a master psy- influences:
rian scholar level on Investigation, chic are described below. Influence Points at each level: 2.
Research, Knowledge (linguistics),
and Knowledge (mystical philosophy) Requirements: Class Features
checks when dealing with Lemurian
artefacts or information.
Occult Lore Aptitude: Any occult T o qualify for the master psychic
advanced class, you must meet
the following requirements:
A ll of the following are class fea-
tures of the master psychic class.
Bonus Psychic Power: At 1st,
lore skills that you have as class skills
are class skills for this class. Skills: Two of the following: Aura 3rd, 4th, 6th, and 7th level, you gain
Bonus Feat: At 2nd and 5th level, Reading 5 ranks, Psychic a bonus psychic skill of your choice.
you gain a bonus feat from the follow- Awareness 5 ranks, or Add Aura Reading, Psychic Aware-
ing list (you must meet all the usual Telepathy 5 ranks ness, or Telepathy to your list of class
prerequisites): Concentration 5 ranks skills. Alternatively, you can learn one
Academic, Alertness, Attentive, Knowledge (mystical of the psychic powers listed in the
Deceptive, Focused, Iron Will, Jinx (see philosophy) 5 ranks “Occult Powers” section, above. Some
“Occult Feats,” above), Literate, Spirited, techniques are described as greater
Hit Dice psychic powers, which you can take
Versatile.
Bonus Occult Lore Power: At 3rd,
6th, and 7th level, you gain a bonus
occult lore skill of your choice. Add
M aster psychics gain 1d6 hit
points at each level, adding their
Constitution modifier to the die roll.
only at 6th and 7th level.
Psychic Aptitude: Any psychic
skills that you have as class skills are
Hex Lore, Imbuement, or Warding to class skills for this class.
your list of class skills. Alternatively, Bonus Feat: At 2nd and 5th level,
you can learn one of the occult lore you gain a bonus feat from the follow-
powers listed in the “Occult Powers”
section, above. Some techniques are Table 1–8: The Master Psychic
described as greater occult lore pow- Level Base Attack Fort Ref Will Defence Bonus Special
ers, which you can take only at 7th 1 +0 +0 +0 +2 +1 Bonus psychic power, psychic aptitude
level. 2 +1 +0 +0 +2 +1 Bonus feat
Initiate: At 4th level, you have 3 +2 +1 +1 +3 +2 Bonus psychic power
gained knowledge of the secret code 4 +3 +1 +1 +3 +2 Bonus psychic power
words and signs that identify you to 5 +3 +1 +1 +4 +3 Bonus feat
other occultists. When dealing with 6 +4 +2 +2 +4 +3 Bonus greater psychic power
anyone who possesses at least 1 rank 7 +5 +2 +2 +5 +4 Bonus greater psychic power
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ing list (you must meet all the usual less of the medium’s viewpoint, ghosts Class Skills
prerequisites): and spirits of the land are simply ethe-
Academic, Alertness, Attentive, Blind-
Fight, Deceptive, Distant Contact (see
ric impressions left upon people, plac-
es, and things by means of the ether
T he master spiritualist class has
the following class skills: Bluff
(Cha), Concentration (Con), Creative
“Occult Feats,” above), Dodge, Focused, veil. Thus, while the rituals of a native
Art (Int), Diplomacy (Cha), Knowl-
Improved Initiative, Influential, Iron shaman summoning sky spirits do not
edge (current events, history, linguis-
Will, Lightning Reflexes, Persuasive, resemble a gypsy communing with a
tics, medicine, mystical philosophy,
Windfall. ghost, the result is the same.
natural philosophy) (Int), Listen
Naturally, the masses hold master
(Wis), Perform (Cha), Profession
spiritualists in high regard. People
(Wis), and Sense Motive (Wis).
desire the ability to speak with their
Master departed loved ones, to have comfort
Skill Points at each level: 5 + Int
modifier.
Spiritualist in the knowledge that their deceased
are happy. Often master spiritualists Influences
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T
brilliant mind of his generation. Unfor-
Detective he rules for playing a psychic
detective are described below. tunately, nobody knows, as Brian is clin-
ically retarded. In fact, most of his brain
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skill of your choice. Add Aura Read- 6 ranks Ritual Secret: At 1st, 3rd, 5th, and
ing, Psychic Awareness, or Telepathy Knowledge (mystical 7th level, you learn a new ritual secret
to your list of class skills. Alternatively, philosophy) 6 ranks (see “Ritual Magic,” above).
you can learn one of the psychic powers Research 6 ranks Bonus Feat: At 2nd and 5th level,
listed in the “Occult Powers” section, Special: You must be able to read at you gain a bonus feat from the follow-
above. Some techniques are described least one ancient language. ing list (you must meet all the usual
as greater spirit medium powers, which prerequisites):
you can take only at 7th level. Hit Dice Academic, Archaic Weapons Profi-
R
Improved Eyes Unseen: At 5th itual occultists gain 1d6 hit points ciency, Armour Proficiency (archaic), Cre-
level, a psychic detective has used his at each level, adding their Consti- ative, Exotic Archaic Weapons Proficien-
psychic skills so often that they blur tution modifier to the die roll. cy, Focused, Intuitive Reconstruction (see
together. When using eyes unseen, “Occult Feats,” above), Iron Will, Master
you can replace Psychic Awareness Scope Points Engineer, Meticulous.
with any other psychic skill. Alterna- Bonus Occult Lore Power: At 3rd,
tively, if you use Psychic Awareness,
the bonus you gain on your Search and R itual occultists gain 1d6 Scope hit
points at each level, adding their
Charisma modifier to the die roll.
6th, and 7th level, you gain a bonus
occult lore skill of your choice. Add Hex
Investigate checks is now equal to the Lore, Imbuement, or Warding to your
number of Psychic Awareness ranks Class Skills list of class skills. Alternatively, you
you possess. can learn one of the occult lore powers
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This chapter presents five such organisations, ranging intellects on the beings of Prime Reality whose thoughts
from religious sects and demon cults to the applied influ- travel across the infinity of their home. Prime Reality fas-
ence of a wealthy and powerful family. Each has different cinates these beings; it offers a new planar dimension and
approaches, agendas, and methods. Each has its own his- a chance to expand their entropic realm. Although alien
tory and hidden truths. These societies can be used in any in mind and form, the most powerful of Etherspace enti-
Etherscope game, either as villains or, in some cases, as ties learn to understand mortal minds, to create aspects of
organisations for player character membership or involve- themselves that interact with mortals, and gather followers
ment. Accompanying each society is a prestige class that in Prime Reality. The Cult of the Blood Red Sun is the lat-
captures the essence of its methods and interests. est gathering of such followers.
The Cult of the Blood Red Sun began with the discov-
The Cult of the
ery of consciousness transfer into Etherspace in the 1950s.
Mental visions plagued the founding cultists — they
revealed the creation of the world by Etherspace’s elder
entities, thus giving the cult its name. While many believe
Blood Red Sun Etherspace entities had always been able to contact and
manipulate the minds of certain artistic or psychically
“And as I stared upon the ruins of the once-great city, a blood sensitive individuals, the Etherscope’s creation brought
red sun, ever changing, ever burning, arose to fill the sky and millions of raw consciousnesses to their realm. Further,
covered the land with the radiance of its new masters.” it allowed the entities greater access to Prime Reality. By
—Henry Mason, 1968, famed poet, astrologer and seeking out, gathering, and granting power to the mortals
Etherspace libertine. Found written in his own blood in they turned to their cause, the creatures of another world
the insane asylum cell where he was incarcerated, at the created the Cult of the Red Sun to serve them in this cur-
time of his suicide. rent era.
The Cult of the Blood Red Sun possesses the most mixed
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space open the cultists’ minds to that this often involves possession of research does not escape the notice
their urgings and temptation. These mortal hosts by entities from Ether- of the Eugenics League, although it
beings know how to appeal to those space and that many of the cult’s does not know who is responsible for
who seek power, vengeance, solace, senior members undergo this pro- such activities. The League has begun
or arcane knowledge, or whose minds cess. a subtle, but determined, effort to find
are weak, creative, or sensitive. Indi- Second, cultists can travel, com- those responsible and end this blas-
vidual covens form as geographically municate and manipulate Etherspace phemy. Even the Cult of the Blood
appropriate and contain eclectic mix- in ways unknown to etheric science. Red Sun knows it cannot escape the
es of individuals, who communicate The intelligences of Etherspace grant League’s influence and power indefi-
with each other and their masters. dedicated servants a special connec- nitely, despite its high levels of secrecy
These covens exist in nearly every tion to their alien home. and anonymity. The cult now races
land and coordinate on an interna- Also, with their masters’ aid, cult- against time and one of the most pow-
tional scale across empires. ists gain power in Prime Reality; they erful organisations in the world to
The alien communications and advance the cult’s goals using wealth, bring about the birth of a god in Prime
rituals of their masters take a toll on influence, prestige, and status in gov- Reality — a god that will usher in a
mortals. They were never meant to ernment, industry, on the streets, or new dominion over the world.
harness such powers. Members of the among the people.
cult possess aberrations, both physi- The Cult of the Blood Red Sun
cal and mental, that mark them as seeks to destroy the world by bringing
allies — and help prevent discovery Prime Reality into correspondence Vessel of
and infiltration. These aberrations with Etherspace. Destroying the the Elders
also often lead to the destruction of barriers between the planes of
both cultists and their schemes, as
well as leave clues and create warn-
ings for those able to discern such
existence will allow the cult’s alien
masters to enter the world and
remake it according to their desires.
D irect possession is a powerful
tool in demonic schemes. How-
ever, it is not infallible. Even sophis-
things. The cult pursues its agenda in ticated possessing forces occasionally
Like its membership, the Cult of numerous ways. It influences many fail to understand mortal perceptions
the Blood Red Sun’s resources are lesser occult societies to carry out and actions and undertake activities
many and diverse. Their influence practices that weaken the barri- that draw attention to their plans.
crosses the world’s physical and ers between worlds. To further this The arrogance of possessing entities
social boundaries — a rarity in the aim, the cult promotes the use of the and their contempt for mortal organ-
insular nations and societies of the Etherscope and the advancement of isations and adversaries has more
Etheric Age — allowing the cult to etheric science, without regard for than once undone the schemes of the
combine information, resources, and consequences. Encouraging the dis- Cult of the Blood Red Sun.
manpower in ways incomprehensible tribution and desire for ether tech- To counter this disadvantage, a new
to other secret societies. Further, the nology among those normally denied breed of cultist has arisen among the
cult can draw upon the power of its it supports the goal of ethertech pro- cult’s mystically inclined members.
masters in two ways. liferation. Rather than become possessed, these
First, the cult has access to occult The elder intelligences inf luence cultists bear a fragment of a demon’s
resources, knowledge, and servants peoples’ perceptions and suscep- essence within their bodies. The
beyond the limits of even the most tibility to their inf luence through result is a being able to draw upon
dedicated occultists. Few are aware occult-based art and literature hid- the eldritch power and knowledge of
den within high and popular cul- an Etherspace entity alongside the
ture. Possession and supernatural understanding and social awareness
assassination are key tools in remov- of a human being. The combination is
ing obstacles. powerful, both physically and super-
Recently, the cult began its bold- naturally, but also possesses unique
est and most dangerous undertak- flaws as the two life-forces were never
ing, which they call “Firstborn.” The meant to co-exist. Many cultists dedi-
essence of the most powerful entities cated to occult studies undertake this
cannot be contained within fragile path despite these dangers, and their
mortal vessels. Eugenicist cultists are kind rapidly dominates the middle
striving to create an artificial body ranks of the cult.
capable of containing an elder entity’s
essence. The result would be a being
of godlike power. Such abhorrent
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Table 2–1: The Vessel of the Elders vessel of the elders grants the cultist
Level Base Attack Fort Ref Will Defence Bonus Special tremendous resilience. At 2nd level,
1 +0 +1 +1 +1 +1 Disturbing presence, occult lessons you gain Toughness (avatar) and
2 +1 +2 +2 +2 +1 Alien physiology, etheric resilience Toughness (body) as bonus feats.
3 +2 +2 +2 +2 +2 Dark inheritance, otherworldly mind Dark Inheritance: The etheric
4 +3 +2 +2 +2 +2 Eldritch symbiosis energies that course through each
vessel of the elders mutates him in a
Influence Points at each level: 2. different way. At 3rd level, you may
Game Rule Information increase any one attribute of your
Requirements: A
class.
ll of the following are class fea-
tures of the vessel of the elders
the vessel of the elders combines
eldritch intelligence with human
V essels of the elders gain 1d8 other classes are class skills for this ranks in Knowledge (mystical philos-
Scope hit points at each level, class. ophy) as ranks in any occult skill, and
adding their Charisma modifier to Alien Physiology: Mortal bod- you have access to all the occult pow-
the die roll. ies were never meant to house the ers detailed in this book (see Chapter
kinds of essence with which a ves- 1: Occult Secrets) and in Upload:
Class Skills sel of the elders is joined. On the Etherpunk. You can use this aspect
surface, the vessel shows no sign of
T he vessel of the elders has the
following class skills: Concen-
tration (Con), Engineer (ethertech)
change. However, internally the ves-
sel’s body undergoes rapid mutation
of eldritch symbiosis a number of
times per day equal to 1 + your Cha-
risma modifier (minimum 1).
into unnatural, inhuman shapes: His Eldritch symbiosis is a supernatu-
(Int), Intimidate (Cha), Investigate
innards exhibit extra or unidentifi- ral ability.
(Int), Knowledge (civics, current
able organs, unnatural tumours that
events, history, industry, linguistics,
would normally kill the host, and
mystical philosophy) (Int), Research
(Int), Resolve (Cha), and Sense
Motive (Wis).
Skill Points at each level: 7 + Int
internal appendage-like growths such
as tentacles and vestigial fingers. At
2nd level, an examination and a DC 5
Opus
Knowledge (medicine) check reveals
modifier.
your unnatural nature. In addition, Angelorum
Influences all Knowledge (medicine) checks to
T
treat you take –10 penalties and such his Roman Catholic order,
Y our social template determines
the influences available to you.
The vessel of the elders receives the
attempts automatically reveal your
unnatural nature.
Etheric Resilience: Inside and
known in the New Reich as
Engelwerk, is a band of priests, exor-
cists, and Scope riders dedicated to
following number of points to spend outside of Etherspace, the power of tracking down demonic activity and
on influences: the alien essence that empowers a exterminating the entities respon-
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enable their public acknowledge-
ment.
Engelwerker
O pus Angelorum maintains a
number of agents, known as
Engelwerkers, dedicated to search-
ing Etherspace for demons and
destroying them. Engelwerkers are
part Scope rider, part demon hunter,
part spy. They must maintain a secret
sible. They believe they fight a divine The cardinals are still divided in identity both within the Church and
war on the side of the angels, ridding opinion as to the divine nature of the the Scope rider community. They
the world of supernatural evil. Whilst Bitterlich Revelations — many fear are skilled hunters, occultists, and
they remain a fringe and secretive that these visions were sent by anoth- Etherspace explorers.
element within the Catholic Church, er demonic force, attempting to cor- Methods vary from agent to agent,
they have a great deal of influence. rupt the Church into participating in but all share a common base of skills
They also desire to be open in their a hellish civil war. An uneasy com- and influences that make them excel-
quest, so that they might bring more promise exists, where Opus Angelo- lent hunters in the Scope and par-
souls to the service of God and the rum is allowed to continue its work, ticularly skilled at combating etheric
war against the demons. provided that its activities remain creatures. Whilst many within the
According to the society’s history, secret. Church distrust Opus Angelorum,
in the 1940s Gabriele Bitterlich, a The order is based in the ancient its Engelwerkers maintain a strict
housewife from the Tyrol region of Petersberg Castle in the Tyrol, and policy of secrecy, rising to positions
the New Reich, experienced visions has extensive influence throughout of power and influence despite this
from God. These visions revealed the the New Reich, particularly in Aus- mistrust.
secrets of angels and demons. She saw tria and northern Italy. Its secretive
a great continual war between these nature leads many to underestimate Game Rule Information
forces, fought throughout the uni- the influence it wields, as many agents
verse. Empowered by her visions, a
new Roman Catholic order appeared,
rise to positions of power within the
government, the Church, and the T he rules for playing an Engel-
werker are described below.
dedicated to fighting this war along- Scope rider subculture.
side the angels. Opus Angelorum, Opus Angelorum is not fond of Requirements:
“The Work of Angels,” was founded
on the principle of fighting the holy
war against demonic influences.
its secretive nature. Its priestly mas-
ters desire to bring the order into the
public eye and to bring the Bitterlich
T o qualify for the Engelwerker
prestige class, you must meet
the following requirements:
This order would have remained Revelations onto a par with St. John’s Influences: Church 12 ranks
a minor faction within the Church Revelations — the Bible’s last book. Occult 3 ranks
were it not for the discoveries that In comparison to its ministry’s early Skills: Knowledge (mystical
followed Etherspace exploration. days, when the order was vocal in philosophy) 12 ranks
Opus Angelorum exorcists took a trying to bring about its goals, the Resolve 12 ranks
particular interest in early rumours secretive nature imposed upon it pro- Scope Awareness 6 ranks
of demonic activity in the Scope and vides its agents with the opportunity Scope Resilience 6 ranks
sent explorers to seek evidence of the to infiltrate all levels of the Church. Scope Use (immersed) 6 ranks
Bitterlich Revelations. To the sur- They work towards the point where Feats: Iron Will, Spirited, Track
prise of many in the Church’s hierar-
chy, they identified and catalogued a Table 2–2: The Engelwerker
great number of the demons Gabriele
Level Base Attack Fort Ref Will Defence Bonus Special
Bitterlich described. This discovery 1 +0 +0 +0 +2 +1 Cloistered whispers
propelled the order from fringe-cult 2 +1 +1 +1 +3 +1 Demonic lore
status to prominence as a power-play- 3 +2 +2 +2 +3 +2 Mind of the Lord
er within the Catholic Church. 4 +3 +2 +2 +4 +2 Angelic protection
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Allegiance: Opus Angelorum You cannot use this class feature on sion, the order dates back to the
(major or minor) acquisition checks. You may use this days of Lemuria and Atlantis, and
ability up to a number of times per was once an organisation charged
Hit Dice week equal to your Engelweker level. with keeping the world’s lore avail-
E ngelwerkers gain 1d6 hit points Demonic Lore: Your training at able. However, the order’s paradigm
at each level, adding their Con- hunting and killing demons in Ether- shifted after two great losses. The
stitution modifier to the die roll. space makes you a lethal enemy. You first loss occurred when Atlantis and
can cause critical hits against out- Lemuria fell, when most of the order’s
Scope Points siders that are normally immune to books were lost. The lost knowledge
critical hits. includes the reasons for the Earth-
E ngelwerkers gain 1d10 Scope hit
points at each level, adding their
Charisma modifier to the die roll.
Mind of the Lord: You believe
your mind is blessed by the power of
Wrack that destroyed the continents
and ended the antediluvian period.
the Lord and his angels, allowing you The order, attempting to rebuild
Class Skills to resist the lies of demons and all their society and lore, helped create
their infernal kin. You gain a bonus two of the greatest libraries ever seen:
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The order is perhaps the only society Hit Dice giance, tricking those using occult
that everyone knows about, but no powers into believing you follow
one knows what it really is.
I lluminated manipulators gain 1d6
hit points at each level, adding
their Constitution modifier to the
another path.
Influential: At 1st, 2nd, and 4th
level, you may choose one influence
die roll.
and gain the benefits of the Influen-
Illuminated Scope Points tial feat (see Etherscope, Chapter 2:
Manipulator Traits) with that influence, though
I lluminated manipulators gain 1d6 not the feat itself. Unlike the Influen-
M anipulation and control are par Scope hit points at each level, add- tial feat, this ability stacks with itself
and part of the Order of the ing their Charisma modifier to the as well as other feats. Thus, a 4th-lev-
Illuminated Mind. While the order die roll. el manipulator may choose the same
once claimed scholars, it now hosts influence three times, gaining a +6
Class Skills bonus on checks using that influence,
politicians, crime lords, warlocks,
and anyone else who has the power to
influence others. Illuminated manip-
ulators are those few with such great
T he illuminated manipulator
class has the following class
skills: Bluff (Cha), Creative Art (Int),
or +8 if he also has the Influential
feat for that influence.
Persuasive Voice: At 2nd level,
talent that they can talk anyone out Diplomacy (Cha), Disguise (Cha), you learn the art of truly tricking
of (or into) anything. These manipu- Forgery (Int), Handle Animal (Cha), someone. You add your illuminated
lators come from all walks in life, but Intimidate (Cha), Knowledge (art, manipulator level on Bluff, Diploma-
they must first show an aptitude at civics, current events, history, indus- cy, and Intimidate checks, as well as
playing the crowds before they are try, linguistics, tactics) (Int), Listen Sense Motive checks to detect anoth-
approached to join. Occult reinforce- (Wis), Perform (Cha), Resolve (Cha), er’s chicanery.
ments and specialised training grants Sense Motive (Wis), Sleight of Hand Charming Smile: At 3rd level,
these manipulators minor telepathic (Dex), and Spot (Wis). your skill is so powerful that you may
defences, protecting their secrets Skill Points at Each Level: 5 + Int imprint minor psychic suggestions
from probing minds. modifier. in your target. By spending an excel-
lence point and speaking to a charac-
Game Rule Information Influences ter, you may win the target to your
side, charming him completely. The
T he rules for playing a illuminat-
ed manipulator are described Y our social template determines
the influences available to you.
The illuminated manipulator receives
target makes a Will save (DC 15 +
your illuminated manipulator level +
below. your Charisma modifier). If the tar-
the following number of points to
spend on influences: get fails, his attitude shifts to Help-
Requirements
Influence Points at Each Level: 6. ful immediately, and he is more than
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The
(or as some detractors refer to it,
“The Crypt”) in London. Though the
exterior façade is dated, the interior
is surprisingly spacious with several
Society for large halls for lectures and social-
ising. The Conference Room also
Cryptozoology houses the Society’s extensive library.
Along with the stacks of natural phi-
losophy textbooks, one finds books
T he Society for Cryptozoology
was founded in 1954 by the late
Dr. Daniel Wessex. Dr. Wessex,
on cryptozoology, world mythology,
and similar esoterica.
Membership in the society is
a noted anatomist, had served as a
divided into two tiers: associate and
medic in the Royal Navy during the
full membership. Gaining associate
Pacific War. While on shore leave on
membership requires only that an
one of the islands, Dr. Wessex was
individual pay a small subscription.
attacked by an anthropomorphic liz- zoology charges a subscription, this
This level of membership entitles the
ard, but escaped. He learned more money covers only the organising of
member to attend Society conven-
about this creature from the island- conferences and the upkeep of the
tions (but not participate) and grants
ers, who believed it to be a nature Conference Rooms. Unlike some
limited access to the Society’s library.
spirit. Dr. Wessex convinced Navy other cryptozoological institutions,
It order to gain full membership, one
officials to investigate the island, but the Society does not fund expedi-
must be an associate member for two
the reconnaissance revealed no evi- tions. However, many members
full years. In addition, two or more are independently wealthy or have
dence of the creature. On his return
existing members must vouch for connections to persons or organisa-
to Britain, Dr. Wessex researched
the member’s scientific acumen. Full tions willing to fund cryptozoologi-
other sightings of crypto-anthro-
members can make presentations at cal research. Thus the Society is an
poids. His research, as well as his
conventions and offer critiques of excellent resource for aspiring cryp-
own experience, convinced Dr. Wes-
other members’ presentations. Full tozoologists to find both guidance
sex that the reason cryptozoology
members also gain full access to the and funding for their work.
was not taken seriously as a science
Society’s library and may submit the-
was because many adherents did not
ses for inclusion in the collection.
approach it as a science. Annoyed
A wide variety of people are asso-
with crackpot theories about demons
and prophecies, Dr. Wessex estab-
ciate members of the Society for Cryptid Hunter
Cryptozoology. Most are scien-
lished the Society for Cryptozoology
as a means for trained scientists to
discuss the issue of cryptozoological
tists in related fields, but others are
merely interested amateurs. Mem-
bers of the Society are always inter-
W hile some members of the
Society for Cryptozool-
ogy are research scientists relying
creatures in a rational manner. (See
ested to hear (informally, of course) on news reports and local agents for
Chapter 3: Cryptozoology for more
from those who have encountered their data, many take to the field in
information.)
cryptids. Society members sponsor search of cryptids. Cryptid hunt-
The Society for Cryptozoology is
associate members they believe can ers are members of the Society who
the largest of its kind in the world.
make worthwhile contributions to specialise in tracking cryptids — the
The society boasts over 100 full and
the formal study of cryptids. Usually goal, of course, being to capture or
associate members from Britain and
the sponsorship falls to trained aca- kill one of these elusive creatures. Yet
the empire — many esteemed natu-
demics, but a non-scientist who con- while cryptid hunters find and collect
ral philosophers. The Society’s mis-
ducts extensive fieldwork or supports much indirect cryptid evidence, none
sion is to facilitate communication
such work may also be invited to join. has (yet) acquired a specimen suffi-
between legitimate scientists in the
Because other scientists are suspi- cient to prove the existence of such
field of cryptozoology. To this end,
cious of cryptozoology, the Society creatures. Regardless, they continue
the Society hosts a semi-annual con-
maintains the highest standard of to hunt.
vention and provides a network for
scientific inquiry. A member can be
members to get funding for crypto-
zoological research.
expelled for faking evidence or for Game Rule Information
proposing a non-natural explanation
This convention takes place in
the Etherscope, at the Society for
Cryptozoology Conference Room
for a cryptid — though such an event
rarely occurs. T he rules for playing a cryptid
hunter are described below.
Although the Society for Crypto-
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Table 2–4: The Cryptid Hunter ence. You gain a competence bonus
<s>Level Base Attack Fort Ref Will Defence Bonus Special
equal to your cryptid hunter level on
1 +1 +1 +1 +0 +1 Notice anomaly
Knowledge, Listen, Spot, and Sur-
2 +2 +2 +2 +0 +1 Resilient
vival checks related to cryptids. For
3 +3 +2 +2 +1 +2 Patronage
the purposes of this class feature, a
4 +4 +2 +2 +1 +2 Sniping
cryptid is defined as any fantastic or
extinct animal, any humanoid that is
Requirements: (mechanical, pharmaceutical, struc- not a standard character race, or any
tural) (Int), Handle Animal (Cha), outsider in Prime Reality.
C ryptid hunters gain 1d8 hit annoyed if you ask for it too often or
lowing number of points to spend on for unrelated materials.
points at each level, adding their
influences: Sniping: A cryptid hunter’s goal is
Constitution modifier to the die roll.
Influence Points at each level: 2. to take down a creature in one shot.
Scope Points Doing so serves two purposes: It pre-
Class Features vents the creature’s escape and keeps
C ryptid hunters gain 1d6 Scope hit
points at each level, adding their
Charisma modifier to the die roll. A ll of the following are class
features of the cryptid hunter
the specimen as intact as possible.
When you take a full-round action
class. to line up a shot with the Dead Aim
Class Skills Notice Anomaly: Through the feat, your weapon’s critical threat
study of natural philosophy, a cryptid range increases by 1 and it deals extra
The
Szonberg-
Clintock
Family
M any secret societies claim to
be ancient and powerful, but
the most ancient and powerful is not
secret, and barely a society. One could
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hardly accuse the Szonberg-Clintock dants honour this tradition. The goal charitable organisation. It has no
family of having occult goals. Hid- the family pursues above all others is qualms about ruining the lives of
den agendas, yes: All old families the continuation not only of its line, those who cross it. When the Szon-
have interests in current affairs and but of the fey people. The older Szon- berg-Clintocks take an interest in a
a hand in politics. However, nothing berg-Clintock women are infamous young fey, they lavish her with gifts
is supernatural about this extended as armchair matchmakers. In fact, and opportunities for success. How-
clan of rich landowners who possess a the entire family keeps an eye out for ever, should their rising star falter or,
significant portion of the New Reich, other fey, and makes sure they find worse, shame the family, the Szon-
not to mention a controlling interest suitable arrangements for marriage. berg-Clintocks cut her loose and the
in several American companies, the When family members identify family ensures her destruction, mak-
monopoly of iron extraction in the another fey, they use their consider- ing sure that everyone forgets both
Anatolian region, and the gratitude able influence to keep tabs on her. the person and her affiliation with
of the British crown for “services ren- The Szonberg-Clintocks and their the family.
dered.” The family has a number of terms
The Szonberg-Clintock family to refer to fey husbanding and favour-
regularly makes the covers of news- currying; the “pet project” is the
papers and magazines; it includes an most commonly used one. Similarly,
inextinguishable supply of cousins “facilitating” means to work on the
and nephews who devote their project.
lives to exploring the Andes, Over time, the Szonberg-
building hospitals for the Clintocks have come to link
colonised peoples, and mar- the plight of all fey with their
rying film producers. This family, and all fey interests
profusion is especially with their interests. Con-
notable because births in versely, if someone works
the Szonberg-Clintock to the detriment of family
family are rare. An unfor- activities, then that person
tunate proportion of Szon- works against all fey. Fey who
berg-Clintock family seems work against the family are
cursed with infertility. the worst kinds of traitor. The
This phenomenon is not due Szonberg-Clintocks keep their
to any biological or medical flaw. projects secret because they do
Those family members “cursed with not want to make enemies or, worse,
infertility” are simply those who make all fey targets. They realise that
married humans. All true Szonberg- if the masses knew of their nature and
Clintocks are fey, as are their allied activities, they would cause irrepa-
families, supporters, and networks. agents are generous with their help. If rable damage to all fey. Humans fear
The family’s influence is immense. a fey in which they have an interest is powerful, secret groups. Convincing
It has intermarried with every royal in trouble, they help her. Afterward, them that a secret race masquerading
family in Europe and more than a few they make sure that the fey knows as human is not dangerous to their
in the Near East. Many family mem- who helped her, and that a way to species would be difficult.
bers bear different names, through show her gratitude is available. In All the heads of the family, tra-
marriage or the vicissitudes of his- this manner, the Szonberg-Clintocks ditionally, are women. The women
tory. It doesn’t matter. They know have accumulated an astounding meet regularly to discuss business
their family, and the family knows number of favours from all over the affairs and the continuation of the
them. Under one name or another, world. Those who readily repay their pet project. Men nickname this gath-
they have been major players for cen- favours are brought into the fold, ering of black-clad, severe, knitting
turies. Even the Szonbergs-Clintocks little by little, and can end up in the women the “Council of Crows.” It
do not know how old their family is; family’s full-time employ. If such new summons male members and sends
after all, even historical records peter allies provide exceptional service, or them on errands. Refusing or failing
out after a millennium or two. are of a suitably high social standing, a mission is inadvisable. Ostracism is
They do know that they are an they or their children can enter the worse than death for such a close-knit
ancient line, and that they exist now family. A Szonberg-Clintock tradi- family — and death can be arranged.
because their ancestors took care to tion is to introduce “long-lost cous- The current family head, Gwendo-
find fey to marry and have children. ins” and launch them into society. lyn Clintock-Smythe, is part of the
And, of course, their modern descen- However, the family is not a Scottish branch, and therefore the
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humans. By nominating the direc- invaluable they are and treats them
tor of the institute and several of its
department heads, the Szonberg-
with corresponding respect and fear. T o qualify for the Szonberg-
Clintock facilitator prestige
class, you must meet the following
Clintock family makes sure that the requirements:
institution pursues, among other
scientific enquiries, a clandestine Szonberg- Influences: High Society 4 ranks
Any other 3 ranks
research programme dedicated to Clintock Skills: Bluff 8 ranks
fey physiology and psychology. One
custom among the Council of Crows, Facilitator Diplomacy 11 ranks
Allegiance: Szonberg-Clintock
when a family member or servant
displeases it, is to order the offender
to spend time in Paris as a test sub-
“F acilitating” is the usual term
within the Szonberg-Clintock
family for the familial pet project
family (major or minor)
Special: Non-fey characters
need GM approval to
ject for the institute’s long and boring take this prestige class.
of keeping an eye out for other fey,
Hit Dice
Table 2–5: The Szonberg-Clintock Facilitator
Level
1
2
Base Attack Fort Ref Will Defence Bonus Special
+0
+1
+0
+0
+0
+0
+2
+3
+1
+1
Cross-training, one family
Deep pockets
S zonberg-Clintock facilitators
gain 1d6 hit points at each level,
adding their Constitution modifier
3 +1 +1 +1 +3 +2 Under any roof to the die roll.
4 +2 +1 +1 +4 +2 Repaying favours, retainer
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Scope Points fey as long as you know of the target’s ask you to repay it.
heritage. You also gain a +2 compe- Retainer: The Szonberg-Clintock
S zonberg-Clintock facilitators
gain 1d6 Scope hit points at each
level, adding their Charisma modifier
tence bonus on Spot checks made to
see through the disguises of fey, as
family supplies its most valued facili-
tators with personal retainers. Such
well as to recognize non-fey “poseurs” a retainer may be a secretary, body-
to the die roll.
who might be disguised as fey. guard, troubleshooter, or anything
Class Skills Deep Pockets: When the family else the facilitator requests. The
trusts a facilitator enough, it opens retainer is often a fey — a member of
T he Szonberg-Clintock facilita-
tor has the following class skills:
Bluff (Cha), Diplomacy (Cha), Forg-
its considerable vaults and influence
to him. At 2nd level, you may gain a
the pet project out to prove his worth
— but may be from another race.
+5 bonus on any acquisition check. If At 4th level, you gain a retainer. The
ery (Int), Intimidate (Cha), Investi- you use this bonus, at least one mem- retainer is a 7th-level character. With
gate (Int), Knowledge (civics, current ber of the family is aware that you the GM’s help, create the retainer
events, history, industry, linguis- have used family funds, and expects just as you would create a new charac-
tics) (Int), Resolve (Cha), and Sense to see results beneficial to the family. ter. You choose the retainer’s classes,
Motive (Wis). You can use this bonus as often as feats, skills, and the like. The retainer
Skill Points at Each Level: 7+ Int you like, but the family might grow does not gain experience points like
modifier. suspicious. other characters, but when you gain a
Under Any Roof: Fey exist across level, the retainer does as well.
Influences the world and in any social class. The retainer follows your orders,
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Chapter 3: Cryptozoology
C ryptozoology is the study and pursuit of cryptids: hidden creatures. Hidden, that is, to the world of western
science, which to most Etherscope characters is the only valid form of knowledge. Cryptids are mythical
animals or creatures whose existence is hypothesised but not yet proven. The Loch Ness Monster, Bigfoot, and
Mokélé Mbembé are not just local attractions. To some people, they are the Holy Grail. A need to prove that the
legends are true fuels cryptozoology.
Cryptozoology
est spirits, unseen but for someone’s cousin’s brother-in-law,
“up there in the pastures, who lost an arm last summer.”
Even the great cities are home to mysteries. Some speak
of dragonlike creatures that cults in the Great Metropo-
“C ryptid” is a misnomer, as any cryptozoologist will lis’ Chinatown hold sacred. Others mention reports from
explain. Nobody can study a creature that is not seen sewer workers of rat-kings: six great rats stuck together by
or heard or does not exist in some way. Instead, cryptozool- the tail, ruling rodent empires under the feet of humans.
ogists (and their rarer counterparts, cryptobotanists) study Beneath the mundane city, gamma sewers are forbidden
living beings that leave what they call “traces of existence” territory to most other races, and therefore subject to myth
— shreds of evidence to prove that something is out there. and speculation.
Sightings and witness testimonials are types of such traces. Some cryptids are remarkably adept at remaining unseen.
Bodies of devoured shepherd girls are another. Cryptozo- They avoid detection or silence witnesses. Some of the great
ology is not a risk-free occupation. Some creatures want to cryptozoic mysteries are bad for the health of investiga-
remain hidden and are ready to kill for it. tors. It is hard to say how many of the people who tried to
catch a glimpse of Mokélé Mbembé died because of West-
ern Africa’s diseases and hazards, and how many because of
something else.
Secret Beasts A number of theories attempt to explain these secret
beasts.
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gerous: If one were to bring back even Among these theories, Lemuria
the body of such a cryptid, the soci- holds an important role, as Lemu-
etal repercussions would be tremen- rian hypotheses cannot be tested and
dous. Nevertheless, these expeditions can therefore explain many things.
continue, even though they consis- Certainly, the association of cryptids
tently end in frustrating failure. Some with supposed Lemurian sites, such
experts claim that a few expeditions as the grand’papangue in the Mas-
have succeeded, but the governments carenhas islands, lends credence to
of various countries keep a lid on the the suppositions. Yet the remoteness
discoveries, for fear they would upset in time of such explanations means
the social order. there is little proof to support the
supernatural theory.
Supernatural Cryptids A number of hybrid theories exist.
Some consider that alien creatures
B ackers of the evolutionary theory
of cryptozoology (above) explain
supposed cryptid supernatural quali-
evolved since they arrived on our
world, while others hold to the notion
that both natural and supernatural
ties by the ignorance of the observing cryptids roam the world. Of course,
population or the transforming quali- when a hypothesis straddles two par-
ties of myth, which attribute strange adigms, it becomes even more difficult
characteristics to perfectly natural to prove, and there are as many hybrid
animals and plants. However, other explanations as there are experts.
theories not only acknowledge the these creatures’ supposed origins.
existence of these supernatural quali- Many people know that most such
ties, but rely on them. To these schol-
Engineered Cryptids research took place in the colonies,
A
ars, cryptids come from other realms final hypothesis, becoming more and that the speed of Reich victory
(most notably Etherspace) that obey popular, is that cryptids are the in the mainland prevented their use
different natural laws. They point to results of genetic modification. Many in combat situations. Now areas of
old legends as evidence that the cryp- of the progresses in eugenics attract West Africa, formerly French terri-
tids entered this world at some point publicity, as the Eugenics League is tory, are extremely dangerous for the
during our history. careful to maintain its popularity British occupation troops as well as
One popular hypothesis involves and influence. Yet early research on for the natives. Military research cen-
ancient invocation, with an anterior the subject was not well regarded and tres may exist in the region, but due
civilisation bringing the cryptids from required secrecy. The notion of a mad to the loss of the French records and
their home realm to Earth. People scientist, working in a secret laborato- to the secret nature of such work, only
who believe this theory are a mix of ry to create a new breed of humans or a thorough expedition could discover
hustlers, gullible knaves, and a silent animals, may not be far from truth. the truth.
few who keep quiet and listen. These Additionally, some modern eugen-
last are the competent ones, who may ics research is secret, particularly its
have evidence to support their notion military applications. Military cryp-
that some cryptids come from the tids fascinate many researchers. All
Who Are
ether. As usual in the world of the such creatures, of course, would be Cryptozoologists?
occult, those who say little demand dangerous — or at least useful — in
the closest scrutiny.
Most “scientific” cryptozoologists
war. Their presence within a civilian
population could have dramatic con- C ryptozoology is a passion that
infects many different people.
First and foremost are scientists.
laugh at the notion of cryptids from sequences. Rumours of “reverse epsi-
Etherspace, or “etherizoids,” as anat- lons,” animals bred with human genes Cryptozoology is not a mainstream
omist W. H. Housefield derisively to make them deadlier, are a constant subject and has no devoted university
dubs them. Yet cryptozoology is also in cryptozoological circles. Some departments or research institutes, yet
the domain of people with an inter- may have escaped, and scientists or many academics dream of discovering
est in the occult — an interest that governments could have set oth- the truth about legendary beasts. The
may trump their scientific pretences. ers free intentionally. In some cases, border between cryptozoology and
If they are correct, then cryptids have such as with French military eugen- mainstream science is a fine one. An
survived a long time in our world, ics research before the Pan-European animal, once discovered, becomes the
which may be as hostile to them as War, no records exist anymore, and province of biology; it is no longer of
theirs is to us. thus scientists have no way to trace interest to cryptozoologists. Gorillas
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were a legend until 1847, and early Britain. See Chapter 2: Occult Soci- Knowledge (natural philosophy) and
cryptozoologists searched far and eties for more information about this Knowledge (tactics) prove the most
wide for them. As soon as one was organisation. useful, but cryptozoologists are a
brought back to Europe, they left the A few other private foundations resourceful lot who take advantage of
subject to zoologists. This fact also fund and support cryptozoic expedi- many talents and much knowledge.
means that no true successes exist for tions. The two main such institutions Characters can use the following
cryptozoology. Even the discovery of are the Fairfield Foundation and skills in a cryptozoic context.
a fabled animal means that cryptozo- the Kalnikov Society. The Fairfield
ology detaches itself from the species, Foundation is an American society Knowledge (Art)
and does not profit from its revela- involved in tropical agriculture and
tion.
Other people are involved in cryp-
is linked to the great fruit and food
companies. M onster Legends (variable
DC): You can use this skill to
recall myth and legend about a cryp-
tozoology for thrills or gain. These No one knows who runs the Kal-
people are the big-game hunters after nikov Society. Rumour mentions the tid. Doing so is not the same as iden-
ever bigger game, the explorers more Soviet Union, the Reich, the French tifying the creature, although it could
at ease within the jungle than civili- and Italian revolutionaries, the Vati- remind you of its characteristics. You
sation, or the collectors who send can, the freemasons, and a world- remember the importance of the crea-
agents to find specimens for private wide Satanist network. Its interests ture for local culture and history, as
zoos. The degree of celebrity associ- often turn to the arctic and Antarctic well as the worth that local society
ated with an important cryptozoic regions, as well as deep-sea explora- assigns to it. The DC for this check
discovery is not inconsequential, and tion. appears on the following table.
is more than enough motivation to Both foundations insist that one
take to the trail, but financial inter- of their employees accompany each Monster Legends
est exists as well. Supposed magical expedition they fund “for added secu- Cryptid DC
properties of some cryptids (or por- rity.” This hired help is often drawn Popularly known creature 15
tions of their anatomies) make them from experienced cryptozoologists Particular variation on a known cryptid 20
valuable. and is an invaluable source of expe- Obscure creature 25
Some people are not interested in rience and knowledge to a fledgling Hardly known, even to the locals 30
cryptozoology as a whole, but spe- expedition. These private organisa-
cifically in one creature or one region. tions are not interested in cooperat- Knowledge (Medicine)
Motivations for this interest are usual- ing and expect the sole exploitation
ly intense and personal, ranging from
nationalist pride to revenge. Whilst
of the results that their researchers
return. Such conditions often hin- C ryptozoic Vet (variable DC):
Should you wish to make sure
a cryptozoic animal survives (if only
on the hunt, these people often make der the would-be cryptozoologist’s
up with sheer energy what they lack attempt to pierce the mystery of hid- because you were hired to bring it
in scientific or exploratory skills. den creatures. back alive), you might need to treat it
An enterprising cryptzoologist for diseases and wounds. You can use
Knowledge (medicine) to treat a cryp-
Organisations might also persuade various military
tid. However, all DCs for the skill
arms to launch an expedition, if he
F ew structures for cryptozoology
exist. Over time, several insti-
tutes or academies for cryptozoologi-
couches the submission in appro-
priately strategic terms. The Eugen-
checks in such a situation increase by
20. A cryptosystematics check (see
below) provides a +10 bonus on this
ics League is another possibility,
cal inquiry have appeared in Britain, although it downplays the impor- check. Feats and talents do not apply
mainland Europe, and America, but tance of cryptids, as the League sees to Knowledge (medicine) checks with
these bodies invariably crumble after them as a sort of competition for their cryptids, as the patient is unknown
a few years. Their members’ disparate own creations. to medicine. At the GM’s discretion,
interests and the lack of support from you may find it impossible to treat the
the rest of the academic establishment creature, if its workings are too alien.
dooms them. What remains are aca-
demic networks, personal contacts,
and a handful of journals, whose edi-
Cryptozoic
Obviously, you cannot use this skill
on plants or minerals.
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Conditions of Observation DC
Direct observation, good conditions
Cryptosystematics
15
Cryptozoic
Hurried observation or bad conditions (dim lighting or the like)
Hurried observation and bad conditions
20
25 Creatures
Tracks or remains of a prey 30
T
Hearsay 40 – the result of the witness’ Knowledge (natural philosophy) check he following selection of cryp-
tids represents some mysteri-
identification of a cryptid and its cat- presents the exposed area on its left ous creatures that might dwell in the
egorisation. With a successful check, shoulder that accounts relate. He world’s secret places.
you not only know which creature makes a DC 30 Knowledge (tactics)
confronts you, but also remember check and realises that it does. He Dero
details mentioned in descriptions shoots and the bullet deals an addi-
you’ve read.
Once you identify a cryptid, you
tional +2 points of damage; the lion
charges with its mate. Lord Cleigh- D uring the late 1940s and early
’50s, Ray Palmer, a prominent
pulp sci-fi magazine editor, promoted
gain a +10 circumstance bonus on ton benefits from the damage bonus
checks with the following skill uses against both of them. He’s going to the writings of Richard Shaver. Shav-
(all described in this section): cryp- need it. er claimed the stories where related to
tozoic vet, monster legends, and weak him telepathically by Titans, ancient
spot. You can extend this bonus to inhabitants of Lemuria who towered
other characters by explaining the over 3oo feet tall. Some cataclysmic
creature’s characteristics to them in event caused the Titans to abandon
a speech of approximately 2 minutes, Earth, leaving behind their servitors.
which requires a DC 20 Knowledge These servitors evolved into a number
(natural philosophy) check. of races including humans, tero, and
dero.
Knowledge (Tactics)
W eak Spot (DC 30): By spend-
ing a full-round action observ-
ing a cryptid, you can identify its
weak spot. This action does not pro-
voke attacks of opportunity. Assum-
ing you have the equipment and skill
to take advantage of such a weakness,
once you identify it, you gain a +2
bonus on damage rolls against that
creature. Weak spots are the same
within a species; accordingly, once
you have identified one cryptid’s weak
spot, you get the same bonus against
all creatures of this species.
Identifying a cryptid’s weaknesses
is difficult. Sometimes, it derives
from an animal the cryptid resembles;
sometimes, the cryptid is too alien or
deceptive for this tactic to work. Not
all cryptids have weak spots; the GM
decides whether or not they do.
Example: While on safari, Lord
Cleighton tracks down not a simple
lion but the legendary Black Lion of
the Serengeti. Being an experienced
hunter, Lord Cleighton attempts to
determine whether the black beast
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Radiation twisted the dero (which the usual benefits for human charac-
is short for “detrimental robot”) dur- ters and so receive 1 fewer skill point
ing the cataclysm. According to Shav- than is listed on their character class
er, they are humanlike in appearance description at each level and 4 points
but shorter (no more than 5 feet tall) fewer at 1st level. They also receive
with grey skin and deformed limbs. only one bonus feat at 1st level.
The dero live in caves beneath the Unusual Anatomy: Whenever a
earth and are said to possess the character attempts surgery on a dero,
last remaining technological items he takes a –4 penalty on the Knowl-
of ancient Lemuria. Although they edge (medicine) skill check.
know how to use these devices, they Skill Bonuses: Dero gain a +4
have lost the means to create new bonus on Engineer (ethertech) and
ones. The dero, Shaver tells, are sadis- Intimidate checks.
tic creatures who seek to undermine This sample dero had the follow-
humanity. ing ability scores before racial adjust- Dinosaur
While it was popular with maga- ments: Str 12, Dex 13, Con 13, Int
zine readers, the “Shaver Mystery”
is not taken seriously, even in occult
15, Wis 10, Cha 10.
Dero Saboteur (Ordinary Scoun-
O ver 60 million years ago, the
dinosaurs — the terrible lizards
of prehistory — became extinct. What
circles. On the other hand, the dero’s drel 3): CR 2; Medium human- killed them is still under debate, but
existence may explain widespread oid (fey); HD 3d6+9; hp 19; Mas the most popular theory blames a tec-
myths of dwarves, goblins, and other 15; Init +1; Spd 20 ft.; Defence 14, tonic upheaval even greater than the
industrious, subterranean faeries. touch 13, flat-footed 13 (+1 Dex, Earth-Wrack (see Chapter 4 : Lost
Dero speak a corrupted version of +2 class, +1 leather armour); BAB Civlisations). Whatever the cause,
the ancient Lemurian language and +2; Grap +3; Atk +3 melee (1d4+1, however, some within the scientific
many also speak the language of near- claw) or +3 melee (1d4+1/19–20 plus community believe that the extinc-
by surface dwellers. 1d4 electricity, shock knife*) or +3 tion was not complete. According to
ranged (1d10, crossbow); Full Atk +3 these researchers, small pockets of
Species Traits melee (1d4+1, 2 claws), or +3 melee dinosaurs survived the upheaval and
L ike most humanoids, dero do not (1d4+1/19–20 plus 1d4 electricity, their descendents walk the earth.
have racial hit die; they advance shock knife*) and –2 (1d4, claw), or
+3 ranged (1d10, crossbow); SQ
by character class.
darkvision 60 ft., dero traits, ether-
Dinosaur, Plesiosaur
Dero have the following racial
traits:
Ability Score Modifiers: Dero
sense; Val any/any; AL any/any; SV
Fort +3, Ref +1, Will –1; Str 12, Dex
13, Con 15, Int 17, Wis 8, Cha 8.
B ritain’s Loch Ness monster
(“Nessie”) is world famous, but
people all over the world tell simi-
have a +2 bonus to Constitution and
Intelligence and a –2 penalty to Wis- Scope Avatar: HD 3d6–3; hp 7; lar stories of monsters lurking in
dom and Charisma. Mas 8; Init –1; Defence 11, touch lakes and bays. Some cryptozoolo-
Fey Subtype: Dero have the fey 11, flat-footed 9 (–1 Dex, +2 class); gists believe these creatures are the
subtype. BAB+0; Grap +3; Atk +3 melee last remaining plesiosaurs — long-
Claws: Deros’ hands are clawlike (1d4+1, claw); Full Atk +3 melee necked, aquatic dinosaurs that once
and twisted, though this affliction (1d4+1, 2 claws); SQ Scope familiar; roamed the earth’s seas.
does not affect their ability to manip- SV Fort –1, Ref –1; Str 17, Dex 8,
Con 8. Species Traits
ulate objects. Dero are considered
A
armed with their claws and each claw Skills: Engineer (ethertech) +10, quatic: Plesiosaurs can move
attack deals 1d4 points of damage Engineer (mechanical) +9, Hide in water without making Swim
plus the dero’s Strength modifier. +7, Intimidate +9, Listen +5, Move checks and cannot drown in water.
Ethersense: This ability works like Silently +7, Spot +5. Scent: This ability allows a plesio-
the fey ability of the same name (see Feats: Simple Weapon Proficiency, saur to detect approaching enemies,
Etherscope, Chapter 1: Characters, Toughness (body). sniff out hidden foes, and track by
“Character Races”). Advancement: By character class. sense of smell (see Etherscope, Chap-
Scope Familiar: This ability works * See Upload: Etherpunk, Grain ter 2: Traits, “Special Traits”).
like the fey ability of the same name 4: Gear, “Personal Equipment,” Ether- Plesiosaur: CR 10; Gargantuan
(see Etherscope, Chapter 1: Charac- punk Weapons. animal; HD 16d8+112; hp 184; Mas
ters, “Character Races”). 24; Init +0; Spd 10 ft., swim 50 ft.;
Non-Human: Dero do not receive Defence 12, touch 6, flat-footed 12
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Species Traits
(–4 size, +6 natural); BAB +12; Grap
+36; Atk +20 melee (2d8+18, bite);
Full Atk +20 melee (2d8+18, bite);
20 ft., fly 40 ft. (good); Defence 15,
touch 13, flat-footed 12 (+3 Dex, +2
natural); BAB +2; Grap +7; Atk +2
I mproved Grab (Ex): To use this
ability, the tyrannosaur must hit an
opponent two or more size categories
FS 20 ft. by 20 ft.; Reach 15 ft.; SQ melee (1d8+1, bite); Full Atk +2 melee smaller than it with its bite attack. If
scent; Val –/–; AL –/–; SV Fort +17, (1d8+1, bite) and –3 melee (1d4+1, 2 it gets a hold, it shakes the grabbed
Ref +10, Will +6; Str 34, Dex 10, claws); FS 5 ft. by 5 ft.; Reach 5 ft.; opponent back and forth, automati-
Con 24, Int 2, Wis 13, Cha 9. SQ scent; Val –/–; AL –/–; SV Fort cally dealing bite damage each round.
Skills: Listen +6, Spot +6. +3, Ref +6, Will +2; Str 12, Dex 16, Once the opponent stops resisting,
Feats: None. Con 10, Int 2, Wis 12, Cha 5. the tyrannosaur attempts to swallow
Advancement: 17–31 HD (Gar- Skills: Listen +3, Move Silently the creature (see below) on its next
gantuan); 32–45 HD (Colossal). +8, Spot +6. turn.
Feats: None. Scent (Ex): This ability allows a
Dinosaur, Pteradon Advancement: 5–8 HD (Large); tyrannosaur to detect approaching
9–14 HD (Huge). enemies, sniff out hidden foes, and
C onsidered by many scientists to
be the ancestors of modern birds,
these flying reptiles are carnivores
Dinosaur, Tyrannosaur
track by sense of smell (see Ether-
scope, Chapter 2: Traits, “Special
Traits”).
and scavengers. Their wingspans have
been said to range from less than a
meter to as much as 15 feet.
“D id you ever see the moving
picture adaptation of Conan
Doyle’s The Lost World? No, I don’t
Swallow Whole (Ex): If a tyran-
nosaur begins its turn with an oppo-
nent two or more size categories
suppose you would have, Jefferies. I smaller than itself held in its mouth,
Species Traits saw it once as a child — scared the it can attempt a new grapple check as
S cent (Ex): This ability allows a dickens out of me. It’s funny what though trying to pin the opponent. If
pteradon to detect approaching runs through your mind when your it succeeds, it swallows its opponent,
enemies, sniff out hidden foes, and life is threatened. There I was, para- automatically dealing bite damage.
track by sense of smell (see Ether- lysed with fear, as this huge carnivore Once inside the tyrannosaur, the
scope, Chapter 2: Traits, “Special was barrelling down at me and all opponent takes bludgeoning damage
Traits”). could think about was how it didn’t equal to the tyrannosaur’s bite attack
Pteradon: CR 2; Medium animal; move at all like the stop-motion beast plus 1d6 points of acid damage per
HD 4d8; hp 18; Mas 10; Init +3; Spd I remembered.”
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Lindwyrm
I n heraldry, the lindwyrm is a drag-
on without wings and with only
one pair of legs. A number of region-
al monsters share this basic shape,
including the Bavarian tatzelwurm,
the Scandinavian linnorm, the Greek
basilisk, and the Mongolian intestine
worm. All of these creatures are not-
ed for their lethal bite, which in some
myths turns a man to stone.
Lindwyrms live underground and
prefer to ambush their prey. The
beasts’ habits might explain why,
despite numerous expeditions to such
diverse places as the Alps and the
Gobi Desert, no modern researcher
has observed a lindwyrm alive or
dead.
Species Traits
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size larger. However, its space and Grap –1; Atk –1 melee (1d6–2, slam); can dive.
reach remain those of a creature of its SQ –; SV Fort –1, Ref +1; Str 7, Dex Skill Bonus: Rocs have a +4 racial
actual size. 12, Con 8. bonus on Spot checks.
Skill Bonuses: Neanderthals gain Skills: Climb +13, Hide +6 (+10 Bonus Feat: Rocs gain Multiattack
a +4 competence bonus on Hide and in natural terrain), Listen +3, Move as a bonus feat.
Move Silently checks in natural ter- Silently +6 (+10 in natural terrain), Roc: CR 9; Gargantuan animal;
rain. Spot +10, Survival +8. HD 18d8+126; hp 207; Mas 24; Init
Neanderthal: CR 1; Medium Feats: Alertness, Power Attack, +2; Spd 20 ft., fly 80 ft. (average);
humanoid (atavistic, human); HD Simple Weapon Proficiency. Defence 17, touch 8, flat-footed 15 (–4
2d8+2; hp 11; Mas 12; Init +0; Spd Advancement: By character class. size, +2 Dex, +9 natural); BAB +13;
30 ft.; Defence 12, touch 10, flat-foot- Grap +37; Atk +21 melee (2d6+12,
ed 12 (+1 leather armour, +1 natu- Roc talon); Full Atk +21 melee (2d6+12,
ral); BAB +1; Grap +7; Atk +3 melee 2 talons) and +19 melee (2d6+6, bite);
(1d4+3, slam) or +3 melee (1d8+3,
Large club) or –3 ranged (1d8+2, L ong have people in the East told
stories of a giant bird living on
one or another of the islands that
FS 20 ft. by 20 ft.; Reach 15 ft.; SQ
flyby attack, low-light vision, snatch,
Large javelin); FS 5 ft. by 5 ft.; Reach wingover; Val –/–; AL –/–; SV Fort
5 ft.; SQ powerful build; Val any/any; dot the Indian Ocean. The collection +18, Ref +13, Will +7; Str 34, Dex
AL any/any; SV Fort +4, Ref +0, of stories A Thousand and One Ara- 15, Con 24, Int 2, Wis 13, Cha 11.
Will +1; Str 14, Dex 10, Con 12, Int bian Nights brought this marvel of Skills: Hide –3, Listen +8, Spot
7, Wis 12, Cha 8. ornithology to the West’s attention. +12.
Scope Avatar: HD 2d6–2; hp 5; Since then, many hunters and explor- Feat: Multiattack.
Mas 8; Init +1; Defence 11, touch ers have sought the creature known as Advancement: 19–32 HD (Gar-
11, flat-footed 11 (+1 Dex); BAB +0; the roc, a bird so large it can snatch an gantuan); 33–54 (Colossal).
Grap –1; Atk –1 melee (1d4–2, slam); elephant as easily as a hawk snatches
a hare.
SQ –; SV Fort –1, Ref +1; Str 7, Dex Squid, Giant
12, Con 8.
Skills: Climb +7, Hide +5 (+9 in
Species Traits
M arine biologist speculate that
F
natural terrain), Listen +3, Move lyby Attack: When flying, a roc many sea creatures grow to
Silently +5 (+9 in natural terrain), can take a move action (includ- titanic sizes deep in the oceans. Giant
Spot +8, Survival +6. ing a dive) and an attack action at any squid remains have been found in
Feats: Alertness, Simple Weapon point during the move. The creature whales’ guts, but no one has captured
Proficiency. cannot take a second move action a live specimen. Perhaps these ben-
Advancement: By character class. during a round when it makes a flyby thic behemoths are the true krakens
Large Neanderthal: CR 3; Large attack. and sea serpents of legend.
humanoid (atavistic, human); HD Snatch: A roc can choose to start a
Species Traits
4d8+12; hp 30; Mas 16; Init –1; Spd grapple when it hits with a claw or bite
30 ft.; Defence 12, touch 10, flat-foot-
ed 12 (–1 size, +3 natural); BAB +3;
Grap +17; Atk/Full Atk +8 melee
attack, as though it had the improved
grab special attack. If it gets a hold on
a creature three or more sizes smaller,
A quatic: Giant squids can move
in water without making Swim
checks and cannot drown in water.
(1d6+9, slam) or +8 melee (2d6+9, it squeezes each round for automatic Constrict: A giant squid deals ten-
Huge club) or –3 ranged (2d6+6, talon damage. tacle damage with a successful grap-
Huge javelin); FS 10 ft. by 10 ft.; The roc can drop a creature it has ple check against creatures smaller
Reach 10 ft.; SQ powerful build; Val snatched as a free action or use a than itself.
any/any; AL any/any; SV Fort +7, standard action to fling it aside. A Improved Grab: To use this abil-
Ref +0, Will +2; Str 22, Dex 8, Con flung creature travels 1d6x10 feet, ity, the squid must hit with its tenta-
16, Int 7, Wis 12, Cha 8. and takes 1d6 points of damage per cle attack. �����������������������������
It can then attempt to start
Scope Avatar: HD 4d6–4; hp 10; 10 feet travelled. If the roc flings a a grapple as a free action without
Mas 8; Init +1; Defence 11, touch snatched opponent while flying, the provoking an attack of opportunity.
11, flat-footed 11 (+1 Dex); BAB +0; opponent takes this amount or falling Squids gain a +4 bonus on grapple
damage, whichever is greater. checks. If a giant squid makes a suc-
Wingover: A flying roc can turn up cessful tentacle attack against a target
New Subtype to 180 degrees once each round as a smaller than itself, it can constrict
Atavistic: Humanoids with this subtype free action, in addition to any other (see above).
represent an earlier step on the evolu- turns it is normally allowed. A roc Ink Cloud: A giant squid can
tionary ladder than modern man. cannot gain altitude during a round emit a cloud of jet-black ink as a free
when it executes a wingover, but it action. The giant squid’s ink cloud
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fills a 20-foot cube. The cloud pro- prey. The vampire beast also recovers negates the blood loss. Ending the
vides total concealment, which the 2 hit points. If it is at maximum hit blood loss does not restore Constitu-
squid normally uses to escape. The points, the creature gains these hit tion damage.
cloud obscures all vision. points as temporary hit points for 1 Skill Bonus: Vampire beasts have a
Jet: A giant squid can jet backward hour. +4 species bonus on Jump and Listen
once per round as a full-round action. Chirp: The vampire beast can emit checks.
This increases the giant squid’s swim a high-pitched chirp as an attack Vampire Beast: CR 1; Small ani-
speed to 320 feet. action. Each creature (except other mal; HD 2d8+4; hp 13; Mas 15; Init
Giant Squid: CR 10; Huge ani- vampire beasts) within 30 feet must +3; Spd 40 ft.; Defence 14, touch 14,
mal; HD 12d8+60; hp 114; Mas 21; make a DC 13 Fortitude save or be flat-footed 11 (+1 size, +3 Dex); BAB
Init +0; Spd swim 80 ft.; Defense 17, stunned for 1d4 rounds. This is a son- +0; Grap –3; Atk/Full Atk +3 melee
touch 9, flat-footed 17 (–2 size, +9 ic effect. (The save DC is 10 + 1/2 the (1d4+1 plus wounding, bite) or +3
natural); BAB +9; Grap +29; Atk beast’s HD + its Constitution modi- melee (1 Con damage, blood drain);
+15 melee (1d6+12, tentacle); Full fier.) FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blood
Atk +15 melee (1d6+8, 10 tentacles), Wounding: A vampire beast’s sali- drain, chirp, low-light vision, wound-
+10 melee (2d6+4, bite); FS 15 ft. by va contains an anticoagulant that pre- ing; Val —/—, AL none —/—; SV
15 ft.; Reach 10 ft. (30 ft. with ten- vents blood from clotting. A charac- Fort +4, Ref +5, Will +1; Str 13, Dex
tacles); SQ aquatic, darkvision 60 ft., ter who takes damage from a vampire 17, Con 15, Int 2, Wis 12, Cha 6.
constrict 1d6+8, improved grab, ink beast’s bite takes 1 point of Constitu- Skills: Jump +8, Hide +6, Listen
cloud, jet; SV Fort +11, Ref +6, Will tion damage each round from blood +8, Move Silently +10.
+4; Str 26, Dex 11, Con 21, Int 1, loss, starting on the round of the bite. Feats: None.
Wis 12, Cha 2. A DC 15 Knowledge (medicine) check Advancement: 3 HD (Small); 4–6
Skills: Hide –8, Listen +8, Spot (or Intelligence check if untrained) HD (Medium).
+8. or any effect that restores hit points
Feats: None.
Advancement: 13–18 HD (Huge);
19–36 (Gargantuan).
Vampire Beast
T he vampire beast is a cryptid
found up and down North and
South America under various region-
al names. In Latin America, this crea-
ture is sometimes called “el chupaca-
bra,” the goat sucker. Each vampire
beast has its own unique appearance,
although certain traits are common.
A typical vampire beast has a body
like a kangaroo, with a canine head on
its long neck. Its hide resembles that
of a mangy dog, variously hairy and
scaly. The vampire beast has many
small, sharp teeth, which it uses to
bite its prey before sucking its blood.
Reported variations include horns,
hooves, skin flaps, and spines.
Species Traits
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Vampire Beast: ena. If the lightning strike occurs in Energy Creature: A will-o’-the-
an area of turbulent ether, however, wisp exists in Prime Reality only in
Jersey Devil a will-o’-the-wisp may form. These the ether veil. The will-o’-the-wisp has
T he Jersey devil is an example of unusual creatures appear as ball no physical form, and therefore uses
a vampire beast with a unique lightning, but last longer and possess its avatar’s characteristics even when
feature — in this case, bat-like wings an alien intellect. interacting with material objects and
instead of forelegs. This beast is native According to folk myth, will-o’-the- creatures.
to the Pine Barrens of southern New wisps lure people into danger, though Also, due to its specific nature,
Jersey. whether they do so intentionally is the will-o’-the-wisp’s physical ability
Jersey Devil: CR 3; Medium ani- hard to prove. While occult scien- scores in avatar form are higher than
mal; HD 6d8+12; hp 39; Mas 15; tists agree that the will-o’-the-wisp is its mental ability scores would nor-
Init +2; Spd 40 ft., fly 40 (poor); an etheric creature, debate continues mally allow.
Defence 14, touch 14, flat-footed 11 over whether they form spontaneous- Incorporeal: As beings of pure
(+2 Dex, +1 natural); BAB +4; Grap ly or the combination of energy and energy, will-o’-the-wisps are incor-
+6; Atk/Full Atk +6 melee (1d6+3 ether allows an existing Scope entity poreal (see Etherscope, Chapter 2:
plus wounding, blood drain) or +6 to express itself in Prime Reality. Traits, “Special Traits”).
melee (1 Con damage, suck); FS 5 ft. Will-o’-the-wisps produce light Vulnerabilities: Will-o’-the-wisps
by 5 ft.; Reach 5 ft.; SQ blood drain, equivalent to a torch, but make no are more vulnerable than other incor-
chirp, low-light vision, wounding; Val sounds. poreal creatures. Treat metal weap-
—/—, AL —/—; SV Fort +7, Ref ons and electricity attacks as occult
+8, Will +3; Str 15, Dex 15, Con 15, Species Traits for the purposes of hitting a will-o’-
O
Int 2, Wis 12, Cha 6. utsider: Will-o’-the-wisps are the-wisp.
Skills: Jump +9, Hide +5, Listen outsiders and share traits com- Skill Bonus: Will-o’-the-wisps
+8, Move Silently +5. mon to such creatures. have a +4 species bonus on Bluff
Feats: None. Etheric Subtype: Will-o’-the- checks. When using Scope Aware-
Advancement: 7–9 HD (Medium), wisps are etheric creatures and share ness to duplicate a Dexterity-based
10–12 HD (Large). traits common to such creatures. The skill (such as Tumble), the will-o’-the-
will-o’-wisp exists only in the ether wisp uses its avatar’s Dexterity modi-
Will-o'-the-Wisp veil and therefore does not suffer fier instead of its Wisdom modifier.
from instability. Will-o’-the-Wisp: CR 3; Diminu-
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The Lemurian Era
to some understanding of the antediluvian world’s shape.
Most scholars agree that three major empires ruled dur-
ing the antediluvian period: Atlantis (also called Antilia),
Lemuria (often referred to as Kumari Kandam), and Thule
L emuria is just one of many civilisations believed lost (or Tile). A fourth major power, Mu, receives occasional
with little trace. Historians, scientists, and archaeolo- mention, but geologists contest the existence of a landmass
gists ponder over many such civilisations and attempt to in the Pacific.
work out a chronology and geography for what they refer to In addition to these empires, evidence exists for a num-
as the antediluvian world. Interestingly, the analysis of this ber of smaller nations in northern Europe and the Middle
myths reveals a recurring theme of mysterious disappear- East. Some theorists believe other nations existed around
ances and massive geological shifts, which suggest links Africa, the Americas, and other Asian regions.
between the history of their destruction.
The Earth-Wrack
The Antediluvian World
W hile dates are difficult to ascertain for the period the
M any scholars are happy to accept the biblical flood as antediluvian civilisations dominated, most scholars
a historical event, using it as an explanation for many agree on an approximate date of around 6,000 BCE for the
of the dramatic events that caused the loss of so many dif- end of the Lemurian era. Given the dramatic and rapid fall
ferent civilisations. Scientists and historians alike believe of all these nations at a similar point in history, and the
that geological shifts created current landmasses. Whilst evidence for major continental shifts, scholars attribute
the scientific community accepts such discussion, students this fall to a major geological event — the Earth-Wrack
must wade through many conflicting ideas before coming — that changed the shape of the world. At least two large
landmasses — Lemuria and Atlantis — disappeared, while
new land rose from the oceans. Biblical scholars speculate
Plate Tectonics that the flood stories record this event. Evidence suggests
Plate tectonics is a theory that shows how the continents’ shape has that a large sea, covering most of Central Asia, Siberia, and
changed over geological time. The theory states that the different Eastern Europe, washed through the Bible lands, spilling
landmasses are held on plates that float on the magma beneath into the Mediterranean and Atlantic, leaving the Black Sea
the Earth’s surface. As these plates move, they push up mountains, as its only legacy.
cause earthquakes, and open volcanoes. Scholars believe a chain of major seismic and volcanic
In the Etherscope world, geologists believe that major and rap- events caused the Earth-Wrack, as tectonic plates split
id changes in the position of tectonic plates can take place over a apart and tipped. This dramatic upheaval changed the face
period of a few years, or even months. This idea is largely theoreti-
cal, but it allows geologists to explain the existence of lost con-
of the planet, creating new mountain ranges and landmass-
tinents, such as Lemuria. Their understanding of the global posi- es and swallowing islands. The continents moved hundreds
tion of lost continents like Lemuria and Atlantis follows the plate of miles apart in a short span of time. Scholars look for a
boundaries. reason behind the tectonic events, but many possibilities
Huge amounts of energy are released by dramatic continental exist, and little agreement exists between those who specu-
and tectonic plate shifts, causing massive destruction throughout late on the issue.
the globe. These shifts also explain the mass extinction events
in the fossil record. However, this theory leads to speculation as
to why a similar level of extinction did not occur during the most
recent event.
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Lemuria
10,000 - 6,000
BCE
T he greatest lost civili-
sation, and the most
mysterious, is Lemuria.
Its existence as a physical
entity is not yet proven.
The civilisations it may
have harboured is a mys-
tery. That alone is enough
to provoke the greatest of
curiosities.
Lemurian
Science
E vidence for Lemuria’s
existence, let alone
precise data, is scarce.
Most of what may be
proof comes from other
cultures, which reference
a mysterious continent
with an advanced civili-
sation. Unfortunately,
such descriptions could
as well apply to a neigh-
bouring empire or to
an imaginary realm of
gods. Lemurian sci-
entists have to trawl
through dubious testi-
monies and labyrinthine scientific evi-
dence to establish their theories.
The Lawrenson Atlas of coastlines in great detail, and used this
evidence to suggest which ancient maps
the Antediluvian World were most likely to be accurate sources. Solid Traces
A
In 1978, Albert Lawrenson of Yale created a Although many still see his results as specu- number of artefacts are jar-
speculative map of the antediluvian world. lative, the Lawrenson Atlas has become ring enough to warrant more
He drew upon archaic map fragments, a working standard for many in this field. research. References to them crop up
believed copied in antiquity from ante- Whilst his peers accept that the map is
far from a true picture of the antediluvian in practically all works on Lemuria,
diluvian sources, and calculations of the as competing theories haven’t yet
relative positions of the tectonic plates. He world, they recognise that it is the best pos-
also used data from sea-bed scans to draw sible fit for all the data currently available. explained them satisfactorily. One of
these artefacts, perhaps the strangest
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and most beautiful, is the Mölmeck rian artefacts are invaluable, all puz-
Stone, discovered by Hans Reinhardt zling to scientists and archaeologists,
Mölmeck in 1866 near Alep, Syria. all claimed by proponents of Lemuria
On this slab of sandstone is carved, as proof of the sunken continent’s
in Aramaic, a poignant testament of existence.
love from a stranger to the country,
which begins with the now famous
words: “Hear, O people of Achem, in Alternative Theories
your language and your tongue, the To explain these artefacts without
story of a love that must not be for- resorting to Lemuria, archaeologists
gotten. I take you as witnesses, you developed several competing theories.
who are my tributaries, of the history An African empire theory appeared in
the 1920s but failed to gain popularity,
of your lord and his passions….” The as it is well known in “civilised” coun-
poem describes a land to the South, tries that Africa could never produce
“surrounded by the waves,” where a genuine civilisation. To counter the withstood the passage of time. The
manmade wonders abound and there proposal, other scholars proposed that Mascarenhas and Maldive chains
is “no limit to what men can do.” It a maritime civilisation, comparable to of islands are prime suspects, as are
then recounts a love affair between the Phoenicians in the Mediterranean, the Seychelles and Comorro islands,
the narrator and a slave-woman, made contact with populations around Madagascar, Ceylon, the western
hinting that they were biologically as the Indian Ocean. The hypothesis states coast of Australia and Antarctica. In
well as socially incompatible. Accord- that this civilisation was industrious and fact, it would be possible to conduct
successful, but its lack of a mainland fine searches of these areas, but the
ing to the text, the narrator survived empire meant that no evidence of its
two or three times the slave’s lifespan culture survived. resources in funding and in research-
and his heartache led him to leave In any case, those competing theo- ers are insufficient for such expedi-
the country and become a lord in the ries reject the notion that such a civili- tions. Although academia usually
Near East. sation could have a level of technology recognises the field as valid, Lemu-
The artefact is remarkable not only comparable to modern science — yet rian studies is a marginal subject, and
because of its text, but also because that notion is precisely what the pro- not many patrons fund it for fear of
the techniques used to cut and carve ponents of the Lemurian theory argue. damaging their reputations.
Despite their wide range of theories, Perhaps someone has found evi-
the slab are unknown. The lines are
these scholars are united in their con-
smooth, cutting deep into tough dence for Lemuria’s existence, but is
viction that Lemuria’s ancient people
rock. possessed knowledge beyond that of concealing it from the public. Several
Hundreds of visitors come every today’s science. Lemuria is now not organisations interested in Lemuria
day to admire the Mölmeck Stone in so much a place as an idea: the dream are secretive, and many have occult
Berlin’s Natural History Museum. that ancient civilisations could master overtones. The monetary value of
The stone was already a sensation at secrets unknown to the modern day. Lemurian artefacts is reason enough
its discovery, but it became even more to keep them secure and their exis-
famous when Louis Duchamp, in tence unknown. Often, scholars
1900, suggested that the “land to the claim to see and study such artefacts,
South” could be Lemuria, the hypo- Lemurian Remains but refuse to divulge their locations
I
thetical continent first suggested by f indirect evidence from other, for security reasons. They may or
zoologists. This hypothesis became ancient civilisations is scarce, may not be lying, but their secretive
the foundation of the theory of Lem- direct evidence of Lemurian culture behaviour does not help their cred-
uria as a civilisation rather than a is nonexistent. No known Lemurian ibility.
wild, primitive continent. ruins exist, at least none publicly
Other elements of ancient cultures known. However, some expeditions Hard Science
also hint at a powerful empire in the find areas with a high concentration
Indian Ocean that held strong influ-
ence over the neighbouring civilisa-
of unexplained archaeological arte-
facts, and some scholars declare these
I n such poor funding conditions,
some researchers turn to experi-
mental science rather than archaeol-
tions and left behind unexplainable to be Lemurian. Yet conclusive proof ogy.
relics, such as a sword made from an eludes the scientific community, in Evolutionary biology was the first
unknown metal, now considered the part because so many different theo- paradigm to postulate the existence
sacred heirloom of the kings of Buga- ries can explain the same set of arte- of a vanished continent. The repar-
ja, in India, and a series of unbreak- facts. tition of fossil and extant species is
able ceramic pots and vases in the Around the Indian Ocean’s rim, consistent with the former existence
ruined city of Zimbabwe. All Lemu- some Lemurian outposts may have
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of a land bridge between Madagas- Nonetheless, some universities exploration possible with the limited
car and Ceylon. Of course, it is pos- maintain entire departments of Lem- funding remains fruitless.
sible that the same results were pro- urian Studies; the largest are at Uni- Some researchers claim that Lem-
duced through different means (fast versity College (London), Yale (Con- uria was not physically destroyed.
currents and storms that provided necticut), Harvard (Massachussetts), There remains, even today, a large
much dead wood were considered at Heidelberg (Baden-Württemberg), continent in the region of the Indian
one point), but Lemuria is the best and the Sorbonne (Paris). They Ocean, hardly explored, which could
explanation for the dispersion of sev- engage in vibrant rows through the have held entire civilisations: Antarc-
eral families of mammals and birds. press, which attract an eager audi- tica. Scientists’ knowledge of plate
Numerous geological observations ence of professionals and amateurs. tectonics and evolutionary history
also point in the same direction. Yet Elsewhere, Lemurian scientists hold tell them that Antarctica was once a
these are faint traces. The theory is positions in museums or in isolated lush jungle, situated far to the north
incomplete. Evidence exists that sup- sections of archaeology departments, of its current location. This was well
ports great changes in the outline of or work alone in the field, only com- before humans walked the planet,
continents between 6,000 and 7,000 municating from afar with the Inter- perhaps fifteen million years ago. Yet
years ago, but there is no evidence of national Lemurian Society (see side- some claim that Lemuria is as ancient
the cause. The magnetic traces left in bar). as that. Lemurians with a power-
solidified basalt by the submersion The small success of Lemuria in ful technological civilisation could
of entire continents are inconsistent, mainstream research is probably due have made sure that Antarctica, even
which frustrates researchers. to the subject matter’s alien nature. while drifting to the south, retained
A promising direction of explora- To understand Lemuria, you must its favourable climate.
tion is the Scope. Several researchers use unprecedented modes of thought. Yet Antarctica obviously froze at
posit that Lemurian civilisation knew You have to put yourself on the edge some point, which means that the
Etherspace and used it frequently. of the codified, structured, western Lemurians’ weather control failed.
Some go so far as to claim that Lem- science of 1984. It is probably the This failure points to a possibility for
uria was not a physical place (rejecting most challenging field of science yet Lemuria’s fall that few acknowledge:
geological Lemurian evidence) but a known — and the most promising. that its destruction came not from a
realm within Etherspace. Many crea-
tures found “in the wild” in the Scope
have similar characteristics to those
geneticists have created, and could The Fall of The International
therefore be the products of previ- Lemuria Lemurian Society
ous civilisations. Regularly, expedi- The International Lemurian Society
tions leave the Wall of major cities
to explore Etherspace, hoping to find
remains of Lemurian constructs. They
W hatever Lemuria was, it dis-
appeared abruptly. Cultural
traces survive, perhaps because survi-
is the reference organisation for most
Lemurian research. Its headquarters in
the Great Metropolis is a rich building
usually come back with much less pub- vors fled the country, but the Lemu- with an impressive library. It maintains
licity than when they left, if they come a museum with a few artefacts, though
rian empire disappeared for good.
several attempted burglaries have
back at all. Rarely do members under- resulted in the removal of the most
take another expedition. Something Searching for Ruins valuable items from public display. The
destroys their desire to find Lemuria. society’s great auditorium is home to
Perhaps it is simply the unsuccessful
expedition, or perhaps it is something A cataclysmic event may have sub-
merged Lemuria beneath the
waves. If it did, no traces are left in
the quarterly Society Conferences,
each a full day where the field’s most
they found out there. important scholars espouse their com-
the geological record. Proof of the peting theories. Finally, the building
Current State of disappearance of Lemuria would be is home to the editorial offices of the
invaluable, not only for archaeology, Journal of Lemurian Science, the fore-
Research but also for geology and biology, as it most publication in the discipline.
The current president of the society
L emurian science straddles the would change much of what people
think about the planet. Even a grad- is Ava Slonimsky, emeritus professor
border between occult and main- from the University of Cracow. She is an
stream science. For one, many of its ual sinking under the waves would older lady with a keen mind and a gift for
practitioners are not typical academ- have had tremendous consequences. uncovering scams — common occur-
ics. They have no degrees, no pro- Submarine exploration might pro- rences in the field of Lemurian stud-
fessorial chairs, and no university vide answers, but searching the tre- ies. Rumour has it that she was herself
recognition. They have nothing but mendous depth of the ocean in the involved in such schemes long ago.
determination. likeliest spots is not yet feasible. The
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natural catastrophe, but from Lem- Hypotheses abound as to where laborators for expeditions.
uria itself. Its society decayed and the Lemurians themselves have gone. Yet perhaps Lemurians did not
degenerated until it was too weak to Some say the centre of the Earth. transfer physically to the Scope. Per-
sustain itself. Despite all scientific findings, the haps, as their bodies disappeared,
This idea is jarring. The specula- notion of a hollow Earth appeals to their minds cut loose from their
tion surrounding Lemuria paints many. Even without resorting to a physical shackles. Existing only as
it as a golden civilisation wrought completely hollow globe with holes pure intellects within the Scope’s
by technology, much as the West- at the poles, one can conceive of huge malleable environment, their power
ern world sees itself. The idea that caves deep under the surface that could be unimaginable. Some theo-
internal causes may still bring such house civilisations. Lemurians may rists claim that the most powerful
a civilisation down is uncomfortable have joined that world rather than Scope entities and demons are the
for many in Europe or America. ours, and transported their entire final state of the Lemurians’ evolu-
Instead, defenders of the utopian continent there. tion, who became gods in their own
view blame this possible cultural Conversely, their land may have right in Etherspace. Of course, the
decay on other agents. Some believe sunk under the waves, but that does dangerous nature of demons brings
that Lemurians created humans as a not mean Lemurians would have let some to question that theory, and
slave race. It must be humans, they such a trivial thing bring them down. others to wonder whether demons
claim, who were responsible for this They may live under the ocean, are really “evil.”
decadence. The servants stopped adapted to marine life, conducting
obeying their masters, or propagated their business with little interest for
seditious ideas that destroyed the glo- our primitive species.
rious empire. In doing so, they — who If Antarctica was Lemuria, that Lemurian
had been given a chance for greatness doesn’t imply that the freezing of Technology
— fell from grace. They lost the light the continent destroyed the civilisa-
of civilisation and returned to a bar-
baric state, from which they only now
emerge. In the end, some claim, rebel-
tion. With a sufficient knowledge of
weather control, Lemurians could
have preserved a region with a tem-
T he main characteristic of Lemu-
rian technology is that it appears
to be leaps and bounds beyond mod-
lions harm only the rebels. perate or tropical environment sepa- ern technology. Despite recent pro-
rate from the frozen wasteland out- gresses with materials technology,
Hidden Away side. This idea is a favourite subject the exploration of Etherspace, and
of adventure writers and film produc- the advancement of cybernaughtics,
S ome argue that Lemuria never
fell, was never destroyed. It sim-
ply went away to someplace else,
ers, who use it as a way to revive the
“glorious” days of African colonisa-
the traces of Lemurian culture baffle
today’s scientists.
tion and exploitation.
where it continues to exist. A place
exists where a civilisation incalcu-
A more sobering alternative is Ether Technology
that Lemuria was transported to
lably superior to ours remains. This
hypothesis is unpleasant to today’s
Britain, itself the supposed pinnacle
Etherspace. Evidence suggests that
Lemurian technology, and perhaps T hose who study Lemuria and are
convinced of its existence know
that Lemurian technology relied
Lemurian civilisation, depended on
of human achievement. etheric energy. If indeed Lemurians on control of the etheric veil, if not
controlled the Scope at least as well Etherspace.
as people do now, then perhaps they Ancient legends among Australian
used Etherspace as a refuge from aborigines describe spirit-men who
whatever endangered their lands. came from the Western sea because
We cannot create a technology their homeland had been taken over
powerful enough to transport physi- by their sister-tribe. They stayed
cal objects as massive as continents among the aborigine tribes, scatter-
into Etherspace and preserve it, let ing among the skin-groups. These
alone the myriad living species living men could speak within one’s mind,
on it. But suppose that every specu- give a man good or bad luck, and
lation about the capacities of Lemu- make the dead talk through them.
rian science is true. Lemuria may be Such a wide variety of powers sug-
in Etherspace somewhere, waiting to gests occult skills as they exist nowa-
be found. This goal is the dream of days among humans. If the ether veil
several prominent Scope riders, who is the medium that psychic powers
scour the Scope for support and col- affect, then these beings manipulated
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etheric energy. Yet more importantly, cultures. Lemurian artefact-hunting which leads most to suppose that they
these spirit-men (or karrakuni) could becomes a nightmare for a scholar run on etheric current. This fact also
enter a trance in which they would the moment he endeavours to get his means that if they should stop work-
meet distant karrakuni and commu- findings taken seriously. ing, repairing them would be impos-
nicate with them. These Australian Anything that non-Lemurian sible. The market for such items is
tales are similar to other legends from archaeology cannot explain is a good selective, discreet, and dangerous.
around the globe: the Massini tribe in candidate to be dubbed “Lemurian.” These objects command mind-bog-
the Tanganyika region, the “children Often, as soon as classical archaeol- gling values on the grey market. Per-
of Brahman” in Tamil Nadu, or the ogy progresses a bit, it reclaims such haps the greatest (and therefore rich-
Pilingui in Indonesia all possess this items, which further discredits the est) collector of Lemurian artefacts is
ability. Modern humans have redis- experts who classified them as Lemu- the mysterious Baron. Rumour holds
covered it only recently — since they rian. More than one career built on him, alternately, to be an Austrian
learned to jack in. “Lemurian” weapons or textiles was noble refusing the German annexa-
In Etherspace, evidence sug- ruined when later scientists demon- tion, a fallen Russian prince, or an
gests that some intelligence akin to strated that the crucial objects were exiled French aristocrat haunted by
humans was there before. Explor- the result of a hitherto unknown
ers find strange, probably artificial trading zone between Phoenicia and
phenomena in the ether’s fabric. The Assyria, or of an Amazonian weaver Lemuria as a Symbol
largest known of these anomalies more inventive than usual. Lemuria has been a banner and an
is the Hollow Palace: a place where Declaring that an item is of Lemu- icon for several political movements.
ether currents delineate shapes cor- rian origin is easy. Only if science The greatest of these nowadays is the
Kumari Kandam legend in the Tamil
responding to the ground floor of does not overturn the assertion in a
Nadu region of India. Many Tamils
an immense building. It is larger decade or two does serious interest believe that the gods created the Dra-
than New London, and if the walls gather. Yet the astounding diversity vidian people on an island called Kumari
still existed, they would tower high of such objects makes it difficult to Kandam. They left their homeland
above anything built by man. How- define characteristics of the civilisa- before it was destroyed and settled the
ever grand, the rooms seem to fit a tion. European museums and uni- southwest of the Indian subcontinent.
human-sized population, and the versities hold vases, swords, cloth, An epic poem called the Silappadi-
smallest doors are just wide enough chairs, pots, and many unidentified karam recalls that legend.
for a slim person to get through. Yet objects. Many are in different styles Several well-known students of
Lemuria come from Tamil Nadu. Some
nothing substantial exists, and the and were obviously crafted using of them are natives; others are British,
layout of the place does not give any different methods. Most are small but have adopted the Indian people’s
indication as to meaning or function. objects; perhaps discreet and porta- customs and language. They promote
ble items better survived the passage a vision of Lemuria as a blessed place,
Artefacts of time and Lemuria’s end. peaceful and living under a theocratic
Some artefacts, the rarest and most system where the priests held the pow-
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fevered visions of lost empires. With Lemurian Religion several months before the Japanese
his disciplined guard of several dozen government made a substantial offer
soldiers from every country, he trav-
els the globe, searching for what he
calls “the mother of all civilisations.”
L emuria’s moral character as a
model for British society, or
Western society in general, is depen-
to buy them. Once they arrived in
Japan, officials sent them directly
to the Imperial palace under heavy
He has been on vision quests, per- dent on whether or not it is compat- escort. Their whereabouts following
formed sacrifices to many gods, and ible with Christianity. the Pacific War are unknown.
is initiated into innumerable secret Explorers have uncovered three In the 1930s, from drawings of the
societies. He gathers artefacts in a sites on the coast of Yemen which tablets, two prominent occultists,
frenzied attempt to recreate Lemu- could be Lemurian ruins. Their Myriam Sedges-Millicent and John
rian civilisation and bring humanity architecture is similar to that of early Blainville, developed a system for
back to a golden age. The source of his Greek buildings, with ornamenta- using these glyphs (as well as others
funding is unknown; so is the nature tion and precious stone decorations. found in supposed Lemurian sites)
of his supports. (See the Steampower The buildings contain a number of in several occult practices. A host
Publishing adventure The Lemurian statues, obviously of religious signifi- of supposedly Lemurian texts has
Candidate for more information on cance. Each of them holds a different since appeared on the market, most
the Baron.) item, such as a sword, grain-bushel, of them of dubious authenticity and
Several Lemurian artefacts are wheel, and the like. These statues untraceable authorship. The glyphs
described below; see the “Artefacts” would point to polytheism, and the do not prove very effective, apart from
section. temples’ wealth would indicate reli-
gion’s great public role. Yet, strange-
ly, the statues are all hooded. One Gophio’s Ghosts
explanation is that mortals could
Lemurian not see the divine faces. Some schol-
Marcus Gophio, a 16th-century Dan-
ish alchemist, wrote a treatise called
Culture ars advanced the hypothesis that all
of these statues represent the same
The Five Anciente Ordres of Regar-
dants. It describes five secret orders,
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occasional successes against Ether- most recognisable name, but scholars fringe scholar, Maximillian Cludger,
space creatures. The main obstacle now believe it was not as important in believes the founders of the United
to unlocking their potential is that the history of the era as Lemuria. States used secrets of Atlantean gov-
nobody knows how to read them. ernment passed down through the
Academics propose that the lan- Evidence Order of the Illuminated Mind when
guage spoken in Lemuria is the ances- they built their nation.
tor of all human languages. Several
researchers in linguistics therefore L ittle evidence of Atlantis exists
beyond vague travellers’ journals.
These journals prove easy to trans-
Culture
attempt to use current languages to
find a common root and decipher the
Lemurian glyphs. So far, they have
late, as the language is proto-Semitic.
The idea that Atlantean is the root of
all Semitic languages creates much
A tlantis was more a cultural and
economic empire than a politi-
cal one, with states and merchant
been unsuccessful.
debate, particularly amongst theo- houses electing to follow Atlantean
logians. One explanation suggests traditions, religion, and laws. Reli-
Lost
that the Atlanteans are the fore-
runners of the Semitic people, and
settled on the eastern and southern
gion was an important part of Atlan-
tean society. Atlantean religion was
monotheistic. The Semito-Atlantean
shores of the Mediterranean follow- theory, covered below, suggests that
Civilisations ing the Earth-Wrack. Others believe this religion is a theological link to
the similarities between the descrip- the Judeo-Christian God.
W hilst most antediluvian civili- tions of Atlantean and Phoenician Atlantis’ technology is a conten-
sations were lost to the Earth- civilisations suggest that Atlantis is tious issue. Scholars have attributed
Wrack, a small number appear in the place Herodotus referred to as a number of artefacts to Atlantis over
records following the cataclysm. an “unknown origin” in his study of the years, suggesting that Atlantis
Mostly these nations appear to retro- the Phoenician people. The Atlan- was a technologically advanced civili-
spectively link themselves with these tean language is similar to Phoeni- sation. More recent investigation into
ancient kingdoms, legitimising their cian, but also to Hebrew and Arabic. these devices, however, reveals that
rule with the memories of pre-Earth- However, much of this speculation they are more likely of Lemurian ori-
Wrack times. Most, however, fell contradicts theories relating to Kish, gin, or made from Lemurian compo-
dramatically, leaving behind merely another Semitic culture believed to nents. Most scholars conclude that
the faintest of traces that they exist- have existed before the Earth-Wrack trade with Lemuria was the source
ed. With the rise and fall of sea levels (see below). of Atlantean technology, and that
and the sinking of whole landmasses, Atlanteans were unlikely to have a
one can easily understand how their Location full understanding of the technology
fall might have occurred, although they used.
the exact causes remain a mystery.
Whilst the study of these civilisa-
M ost accept that the Mid-Atlan-
tic Ridge swallowed Atlantis.
It was a large landmass of similar
tions remains a speculative science,
the following describes information
size to the current New Reich. Many Hyperborea
geologists believe it was a pleasant
on which antediluvian scholars gen-
erally agree.
and temperate lowland island, with a
few mountainous regions. Lawrenson
suggests a long peninsula stretching
H yperborea was the mythical
land of Greece’s ancestors.
The ancient Greeks believed super
south into tropical climes, but others humans lived in this island “beyond
Atlantis disagree. the north wind.” Whilst many specu-
late that this tale is mere myth, recent
8,000 – 6,000 BCE
Government
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findings suggest the myths bear truth. suggest any number of experimental created a situation where a weak
However, this conclusion is contro- styles of government, ranging from nation could survive. Scholars often
versial, as much of the evidence stems Athenian democracy to Spartan dual cite the modern example of the Otto-
not from archaeological research, but monarchy. man Empire, impeding the expansion
from genetics. Scientists of the Alpha of both Britain and the New Reich,
Human Breeding Program identi- Culture as an example for how Kish might
fied patterns of inheritance in many have been positioned in the antedilu-
favourable genes that appear to link
back, often by hundreds of genera- A gain, little can be said about
Hyperborean culture, save that
it eventually led to Greek civilisations.
vian world. Others suggest that Kish
might merely have been a Lemurian
tions, to Britain and Scandinavia. vassal, whereas others suggest it was
An emphasis on sporting excellence subject to Thule conquest. Yet other
and study seems likely, particularly
Evidence given the genetic evidence. However,
scholars see how Kish was rebuilt as a
trading power after the Earth-Wrack,
G enetic evidence alone provides
the basis for Hyperborean
few believe Hyperborea shared a the-
ology with the Greeks, as the Kishite
and suggest that it could have been a
powerful trading nation before the
research. Geneticists can trace the (see below) pantheon shows common event.
lineage of a given set of DNA back deities with Greek mythology. Whilst much is known of Kish in
through many generations to search antiquity, its position in the older
for common ancestors. As the Eugen- antediluvian period is shrouded in as
ics League seeks new breeding stock
for their alpha program, it discovers Kish much mystery as other minor powers
of the period.
more and more unusual links to a sin-
gle progenitor race, whose seed has
been spread throughout the world. T he empire often thought of as
being the first of the modern
era, based in Mesopotamia, appears
Location
This evidence suggests that alpha
humanity has existed once before and
that the League is merely gathering
to have been much older, with records
showing it a contemporary of Lem-
K ish was located in what is now
the Middle East. It occupied
much of the territory the Ottoman
the genes of a previous super race. uria. Scholars use “Kish” to refer to Turks now control. Its centre of pow-
However, recent research high- a series of empires that evolved in the er was the Tigris-Euphrates valley.
lights new and fascinating possi- era both before the Earth-Wrack and
before Christ, including Sumeria,
bilities. Many of these “super” genes
Uruk, and Babylon.
Government
show evidence of human engineer-
ing, suggesting that Hyperboreans
may have mastered genetic technolo- Evidence K ish was an early monarchy. This
fact is interesting given that so
few other powers from the period
K
gies more advanced than those the ish certainly existed both before
Eugenics League uses today. showed any respect for an inherited
and after the Earth-Wrack, and divine right of rule. Monarchic sys-
Needless to say, the League is is often cited as evidence that the
intrigued and is funding further tems of government are not normally
great biblical flood did not affect the seen until the period following the
research into the Hyperborean holy lands. After all, how could a
“dilemma.” Earth-Wrack.
minor nation such as Kish survive the
deluge when other greater and more
Location technologically advanced empires
Culture
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aspect of life, which might also help Government
explain their monarchic dynasty.
T he evidence for Mu is
found in only six sources,
four of which are supersti-
below is known to only a handful
of people.
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One man, Dr. Herman Jung, sug- large pantheon of gods who constant-
gests a disturbing possibility: The ly slaughtered and ate each other as
Thule priests learned their rituals factions vied for power. The priests
from the demons of Etherspace, and and people were expected to choose
these creatures were their gods. Dr. a single god from the pantheon and
Jung has since disappeared and his serve her with eternal and exclu-
theories have been discredited and sive devotion. In a ruling council of
swept under the carpet. priests and generals, alliances were
frequently struck and broken, mak-
Location ing politics a deadly affair. Scholars
who know these secrets say Thule
W hilst many early medieval
scholars believe Thule, some-
times called Tile, was in the far north,
must have been a chaotic and despotic
land, worse than any of the tyranni-
cal regimes of that or any other time.
beyond the British Isles, recent dis- Use: In some cases, an artefact has
coveries suggest a different position.
Explorers discovered the ruins of an
ancient city on a small plateau rising
out of the steppe of Reich-controlled
Artefacts
no other purpose than the obvious.
Sometimes, however, the artefact
has a special use. Unless such a use
is publicly known (and the charac-
Russia. This plateau, they believe, was ter remembers it), it is never obvi-
once the island of Thule, raised out of
the sea during the Earth-Wrack and
desiccated as its water supply van-
N ot all of the following artefacts
are Lemurian. Some originate
from other antediluvian empires.
ous. Only an appropriate Knowledge
check (such as engineering or natural
philosophy) reveals its use. If writing
ished. Explorers have found similar Survivors or exiles crafted others is discernible on the item, a character
structures in the Ural Mountains, but after the Earth-Wrack. Yet others with 5 or more ranks in Knowledge
the records suggest that Thule was a had no apparent contact with any- (linguistics) gains a +2 synergy bonus
small island, thus ruling out the large thing Lemurian, but are just too on the check. The GM determines
landmass that the Urals would have strange for any other origin. It is up the DC for such a check.
formed in the antediluvian world. to the GM to decide (and the PCs to
Government
determine) which is authentic and Assyrian Grain Mill
which is fraudulent, which is valuable (Sm /1982WA 778/41/1)
E vidence suggests that Thule was a
powerful military regime, domi-
nated by a hierarchy of war leaders
and which worthless.
The artefacts are presented in the
following format. D escription: This artefact was
probably misidentified, as it
and pagan priests. Its church was an is different from any other Assyr-
important part of its success, provid- Name ian artefacts ever found. This bas-
ing it with a passionate belief in its ket-shaped stone object, about 2 feet
superiority and right to conquer the
world. Thule society was a bloody
I tem names are at best nicknames,
as no definite translation of the
Lemurian language exists. Each
by 6 inches, has an inner surface so
smooth it does not exert any friction.
one, constantly disrupted by coups Liquids and solids glide upon it. For
object described here also has an this reason, it is difficult to study
and murder, even within the priest- archaeological dig number or an
hood. Few held onto power for long, with traditional instruments.
exhibit code. Current Location: Smithsonian
and those who did achieved great vic- Description: The appearance of
tories, smashing through the barbar- Institution, Washington, DC, USA.
such objects is variable, and scholars The item was bought with the rest
ian tribes of Europe and northeast- often do not realise what an object
ern Asia and even annexing parts of of a private collection from a retired
is. Some aspects or some parts of the British colonial officer.
Kish. item may not be apparent, and there- Use: None known.
fore are not described here.
Culture Current Location: Many Lemu- Darkmakers
T hule’s warlike culture defined its
people. State-sanctioned ritual
torture punished those who would
rian (or supposed Lemurian) items
can be found in public museums or
in private collections. Their location
(Interpol Dangerous
Items list, No. 1547)
may be kept secret by their owners; if
D
not fight. Reports suggest this tor- escription: A darkmaker is a
ture turned its victims into raging not, it is listed.
small sphere made of a green
monsters. The church of Thule had a and red stonelike material. A smaller
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The Mirrorfish
(BM/AA7890002)
D escription: This artefact is a
small (8-inch) figurine of a fish
made of silver, copper, and unknown
metals. Plates of polished metal on
the fish reflect light like a mirror. The
fish is hollow and has a small trap-
door in its belly.
Current Location: British Muse-
um, London. Archaeologists uncov-
ered the mirrorfish in Santorini in
the 1940s. Researchers discovered
a fragment of a similar item in the
same area several years later; a pri-
vate collector purchased it.
Use: When put inside clear water,
the metal plates channel light per-
fectly and the entire fish becomes
invisible, including anything inside
the item.
This use is publicly known.
Le Pendentif (Expédition
Gauthier, No. 178-N)
D escription: This item is a thin
plate of metal, a few inches
across. The edge of the plate is irreg-
of pale colours, constantly moving.
Current Location: Natural His-
identity of its owner.
Use: If the pool is filled with water,
tory Museum, London. The museum it produces a low whirring sound.
ular. The metal is shining, with no bought it from an Ottoman antiqui- Anyone who is plunged into it for 1
traces of corrosion. Its name means ties dealer who refused to reveal its hour is healed of his wounds. No part
“the pendant.” origin. of the body must surface or be isolated
Current Location: The Institut des Use: The nearby activity of ethe- from the water, aside from a breath-
Sciences de l’Homme, Paris. Construc- ric energy affects the patterns made ing tube or respirator. The pool draws
tion workers uncovered the plate in by the unknown material trapped upon the patient’s inner energy: For
Java in 1983. between the panes. Their speed every 10 hit points healed, the char-
Use: Prof. Marc Gauthier theoris- changes, and the colours pulsate. acter loses an excellence point. If the
es that the ragged outline of the plate This use is publicly known. character has no excellence points,
is actually a map, possibly the only the healing is temporary, and the
extant map of Lemuria. Nothing has
come since to disprove (or prove) this
The Youth Fountain wounds reopen in 1d6 hours.
Few know of this use.
supposition.
The Window
D escription: This artefact is a
large empty space (25 feet by 10
feet by 8 feet) resembling a swimming
The Zanzibar Mask
(NHM/AU1340001) pool. The walls are marble inlayed (ZAS/NA4120006)
D
with gold filigree, including writing escription: The Zanzibar Mask
D escription: This artefact is two
plates of glass-like ceramic,
roughly 5 feet by 7 feet, set in a stone
around the edge of the pool.
Current Location: Unknown. The
location of this pool is secret, as is the
resembles a simple cup, indent-
ed to fit the lower part of a human (or
humanoid) face, covering nose and
frame. A material trapped between mouth. It is made out of a ceramic
the two panes of glass forms currents material in a glossy green hue.
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Current Location: Zanzibar The Coretti Ensemble and sensitives who can sense psychic
Academy of Science. It was brought skills. Charlatans abound who claim
back in the nets of a Comorran fish-
ing vessel in the Madagascar Strait.
F ey clinical characteristics, in par-
ticular their brain structure, are
objects of scientific study. Profes-
to be sensitive and are really nothing
more than successful hustlers.
Use: The mask serves as a filter, Similarly, the presence of familiars
sore Massimo Coretti of Naples, the
separating the oxygen out of water. in the Scope is noticeable, and many
famous brain surgeon, described in
However, the rate of filtering means riders desperately try to discover how
the nineteenth century a set of brain
that the production is too low for a they are created. Most think they are
structures he found in several of his
human adult to survive underwater programs, but their natural aspects
patients. He called these structures
simply by wearing the mask. Some and behaviour baffle even the best
the “Coretti ensemble”: a hyperdevel-
hypothesise that originally the filtra- program crafters. When questioned
oped hypothalamus, a series of stria-
tion rate was much higher. about their familiars, fey either keep
tions within the frontal cortex, and
This use is publicly known. silent or say that they have always
unknown but well-defined masses
been at their sides, which leads rid-
around the hippocampus. While
The Fey
Coretti was careful to declare that, to
his knowledge, these structures were
not pathological and did not harm
the patient, his ensemble was soon
ers to think their makers are just con-
cealing their trade secrets.
Yet the realisation that all these
traits relate to the same set of peo-
ple is uncommon. Perhaps due to
transformed into a “Coretti syn-
T he fey are the strangest race avail-
able to players in Etherscope.
Much of the race is unknown, both to
drome” on which were blamed such
issues as schizophrenia, depression,
the disparate interests of observers,
or perhaps due to a deliberate will
to stay hidden, the existence of the
and homosexuality. (This research
the outside world and to itself. Even fey as a separate race eludes most of
was during the height of interest
the word “fey” is not widely used, and humanity’s notice.
in eugenics, when every trait was
then mostly by those inside the race.
thought to be genetic and could be
bred out of the population.) A Secret Race
What is Known
Coretti established that the Coret-
ti ensemble was hereditary and that
both parents needed to have it to pro-
S trangely, the influence of the
Eugenics League is the main con-
tributing factor to fey anonymity. The
T
unearthly beauty attracts artists, and he ability that the fey possess to This idea would not only destroy the
their reproductive isolation gave rise sense etheric energy leads to the League’s monopoly, but it would give
to one of the most powerful families notion, in occult circles, that some license to every unofficial eugenicist
in the world, the Szonberg-Clintocks people are “sensitive” and have an to perform their own experiments
(see Chapter 3: Occult Societies for instinctive knowledge of occult ener- and lead humanity into chaos. Keep-
more information). The fey are not gy and Etherspace. These sensitives ing this aberration a secret is a much
unremarkable, to put it mildly. Clear- are desirable and often hold great better idea, at least for now.
ly, some people would notice them. influence in these circles. However, Some people accuse the League of
the line is blurry between, for exam- trying to hide botched or secret proj-
ple, mediums who can sense spirits ects. They uncover instances of the
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League using its influence to suppress but they do not instinctively recognise separate priest-noble class ruling with
publicity around certain events and each other. No evolutionary necessity an iron fist. To some fey, such a situa-
people. In most cases, these instances to recognise another fey exists; their tion would be a dream come true.
are the results of the League covering attractiveness is incentive enough to
up the one race it did not have a hand ensure the continuation of the line.
in creating. Some groups of fey know each oth-
Those who know the truth about er to be kindred and behave accord- Fey Origins
fey are rare, and all have a reason to ingly. It is one of these groups that
keep their knowledge to themselves.
For example, many of the scientists
used the word “fey” for the first time.
The Charonne School, a group of T he moment a fey realises her
nature is the moment she starts
to ask questions. Where do I go from
at the Institut des Sciences de l’Homme expatriate and native artists in Paris
and its affiliated structures study at the beginning of the nineteenth here? What does it mean for my
the fey mind and body. They do so century, all with that same heritage, life? And above all, where do I come
because they work for the fey, or at defined themselves by the knowledge from?
least people who believe they repre- they were isolated from the rest of The young fey is not the only one
sent the fey. Other scientists in the humanity. They proclaimed that this to ask this. Anyone with any inter-
know are scattered around the globe made them fated to melancholy, made est in, let alone serious knowledge of,
and stay in contact mainly through them fey. The group did not last long, the fey is bound to look for answers
the Scope. They keep their research but when it scattered, each member to the race’s origin and nature. Many
secret to protect their reputations. tried to re-create this sense of kin- resources of philosophy, medicine,
They represent a tiny portion of ship by associating with other mem- science, and mysticism are devoted to
the scientific community, and their bers of their people, and popularised discovering the answer. The follow-
careers would be in jeopardy if, after the word “fey” while doing so. ing theories each attempt to explain
publishing their work, mainstream Fey have a natural inclination to the fey’s origins.
academics refused to accept their meet and mingle with as many people
conclusions. as they can. Without this tendency, The Veritas Paradigm
T
And some people maintain darker they would have died out long ago, he scientist (or scientists)
agendas. A few secret societies are never meeting suitable mates. This known as Veritas showed up
aware of the fey, and include them tendency can mean that others see on the Scope three years ago. A sci-
in their plans. Little is known about them as promiscuous, which is fre- entific conference in New London
these groups, but their intentions quently true. It also means they often on the theme “New Humanity and
towards the objects of their study are feel less constrained by social limita- New Humans” saw the appearance
undoubtedly sinister. tions. Because of this, fey appear in of this tall Scope avatar dressed in
every layer of society and in every grey and wearing large smoked glass-
Know Thyselves country. They rise in society often es. He questioned the findings of
and tumble down just as frequently, Prof. Jerome Langsdene, the eminent
T he fey, of course, may know
about the existence of their race.
This knowledge is not systemic: A
because of their love for new situa-
tions. Fey have influence, as they proj-
holder of the University of London’s
Greater Eugenics chair. Not only
ect auras of beauty and otherworldli- that, but he proposed an alternative
great many fey are unaware of their ness. Their words carry weight, and
heritage, and believe themselves to be theory of the evolution of reproduc-
decision-makers keep their advice in tive isolation mechanics that shocked
human until they die. This ignorance mind. Often, though, this beauty is
was especially prominent before and amazed the audience. The con-
too alien to translate to real power, ference, with the assent of its speak-
widespread Scope use, as the familiar and fey are respected but rarely fol-
is the most obvious sign of fey heri- ers, veered off its original topic and
lowed. during two full days, Veritas was the
tage. At least, this is the situation in
Some fey know that they are not centre of raging discussions. This
Western society. Some who know of is where he or she obtained his first
like everybody else, and even recog- the fey theorise that in isolated cul-
nise their kin when they meet them, converts and followers.
tures, the situation is different. When The institutional backlash was
but do not realise that a heritage the possibility of meeting strange
is attached to their bloodline. No immediate. Many of the greatest
fey to marry is limited, the local fey minds of the generation analysed and
particular reason exists for a fey to may cultivate close links. They might
recognise another fey in the street. If dissected Veritas’ declarations dur-
create a self-perpetuating caste, and ing the conference. Some of his opin-
they compare their experiences with would then have enough influence to
ethersense and Scope familiars, they ions were irrefutable. Some weren’t.
rise to power. Some rumours speak of In particular, a part of his paradigm
may find they have similar histories, isolated tribes in Afghanistan with a
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rested on his study of the genome of the form of a pamphlet left on the Lemuria. Strangely, all of these piec-
“isolated variant” individuals, which doorstep of Scope scientific institu- es of art were unsigned, and to this
was a new term. The scientific com- tions, reported entire sections of the day their authorship is a mystery. An
munity called on Veritas to release genome of a species closely related to obscure Hungarian publisher trans-
more information on these subjects humans, claiming this is the isolated posed the images on a tarot deck in
or to remain silent forevermore. variant he studies. the late 1930s, and copies of the deck
Five days later, a slim memoir Who is Veritas? The question are now valuable to collectors.
appeared on the walls of the Sci- remains. His reports show that he With this vision of an original fey
ence Academies of Schopheim, New has access to considerable equipment land, the dream of a “promised land”
London, and Centropolis. The work and funding, which means that heads took form as well. Several political
posited the existence of a humanoid of large European and American clubs appeared over the following
species having followed a separate departments are prime suspects. Yet decades, with the goal of acquiring a
evolutionary path. At some point researchers don’t exist in a vacuum, sizeable plot of land somewhere and
in the past, primates diverged evo- and if such a powerful scientist did establishing an independent fey com-
lutionarily: those that were going study such an obscure subject, he munity. They encountered some suc-
to become gorillas on one hand and would draw notice, at least from his cess, and prospected several sites in
those that were to give rise to chim- competitors. One hypothesis makes Asia and Oceania, up until the end of
panzees and humans on the other. Veritas a Soviet scientist, using the the Pacific War. Then, suddenly and
Veritas proposed a third group, which Scope to circulate his discoveries without explanation, all activity on
split off at the same time. This group, beyond the limits the West imposes that front stopped. The funds dried
the “aquatic ape,” supposedly spent on Russian information. By the same up, the leaders retired. The dream
a long period of adaptation first in token, like anything coming from was over.
coastal areas, then in a seawater envi- Russia, Veritas is suspect of political- Exploration of Lemurian or sup-
ronment. After a long such period, ly motivated propaganda, which casts posed Lemurian ruins, however,
it, for some reason, left its maritime doubt on his work’s validity. remains a passion for many fey. Many
environment to return to dry land. fey see in this activity the best pos-
As it adapted to the same environ- The Original Land sible chance for an answer to their
ment and the same ecological niche existence. They were recently vindi-
that humans occupied, evolution left
it in a state that, outwardly, resem- T he link between the fey and
Lemuria is an old supposition.
They are connected with the realisa-
cated when archaeologists excavated
an ancient Roman carving from
bled human populations. It adapted under the volcanic cinders that had
to fit into human communities, using tion that Lemurian technology relied preserved it. The carving, dating
them as a support system. on intimate and natural contact with from the early Republic period, rep-
This theory became the target of Etherspace. While the field of Lemu- resented a woman with square ear-
ridicule from virtually all scientists of rian studies is much larger than the lobes and almond eyes, characteristic
any influence, especially those from number of people who know about of the fey, and the mention “Emissary
the Institut des Sciences de l’Homme. the fey, overlap existed, and in the of the Great Sea Kingdom, Bringer
Researchers of all stripes condemned 1920s experts first proposed that fey of Sumptuous Gifts.” This relic is
it as unsupported speculation, fan- ethersense was a remnant of their the sort that researchers identify as
tasy given scientific form. Veritas, Lemurian origins. evidence for Lemuria’s existence, and
who had attracted attention and Fevered speculation developed the fey are now irrefutably associated
even praise, saw his nascent standing about the fey being the descendents with it.
destroyed. Yet while he lost the scien- of the mysterious Lemurian civilisa- While the fey were probably pres-
tific community’s interest, he gained tion. Coincidentally, at the same time ent in Lemuria, theorists debate as to
that of many who knew of precisely appeared a number of historical paint- whether they were the Lemurians or
such a race hiding within humanity. ings and drawings, depicting men simply lived there like they live now
Veritas’ audience has dwindled, and women in ancient settings with in human lands, coexisting with local
but in the Scope’s alternative culture, strangely anachronistic elements in humans. Perhaps their origin is even
opinions have worth regardless of the background (mostly technological more ancient than Lemuria. Indeed,
their groundings in proof. And the devices). Officially, these were repre- perhaps the fey predate humanity.
anonymity of the Scope allows those sentations of ancient Greek, Roman,
interested in Veritas’ theories to pur- or Babylonian heroes. Yet the mod-
sue their interests without fear for els were fey, as were the transposed
their careers. characters, and to those in the know,
Recently, Veritas has been discreet. these pictures represented an ancient
His latest publication, once again in past of fey grandeur in the lost land of
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Science and the Occult Etherspace Creatures still active in the fey’s brain, hidden
somewhere in her thoughts? If so,
both the Scope and the occult are of depending on one another, sharing a concentrate on getting in touch with
the same origin. deep connection, are, for all intents their inner nature.
Some imagine that the fey are and purposes, one creature.
a magical race, if they understand Support for this notion recent-
magic to mean the peculiar sort of ly came from the study of Scope-
control of the ether veil that support- immersed fey’s brain activity, which Fey Paragon
ed Lemurian civilisation. Perhaps showed that a separation occurs
someone — probably the Lemurians
of old — created the fey by manipu-
in their brain pattern while in the
Scope. Two distinct but similar pat- W hen a fey is aware of her
nature, she is usually con-
fronted with a choice between living
lating the ether veil. Perhaps people terns emerge, with identical and syn-
like the fey, who had an instinctive chronous activity. Once, during the her life as humans do or delving into
understanding of ether, designed experiments, a subject’s familiar died, her heritage and learning as much as
occult lore. These possibilities mean and one of the two brain activity pat- she can about it. Fey paragons make
that the fey are either the result or terns shut down completely. The test the second choice and go beyond it.
the creators of ether control. The fey’s subject remains traumatised, and They not only learn about their pecu-
natural connection with ether could her cerebral activity has never fully liar nature but embrace it, living their
make them masters of occult science. returned to normal. lives in all ways to maximise their fey
Some people therefore hold that the This study demonstrates the exis- potential.
fey taught magic to humans — that tence of familiars as separate but No particular method of becoming
they somehow kept alive Lemuria’s identical entities to their master’s a fey paragon exists, as it is a state of
occult lore and dispensed this educa- consciousness. Yet it does not solve mind more than anything else. Para-
tion to humanity. the mystery of why, if the pattern is gons disappear for months and come
These same people (usually fey) separate, it obeys the thoughts of a back with new archaeological evi-
point to the Mölmeck Stone (see fey. The question of where the famil- dence of Lemuria, or call at a high-
“Lemuria,” above, Solid Traces) and iar goes when the fey is not in the class mansion one day, dressed in
claim that the Lemurians were the Scope is also a point of debate. Is it tatters, and are ushered in as an hon-
fey’s ancestors, and that the biologi- oured guest because the fey house-
cally incompatible slave race that the
Stone references must be humanity. Table 4–1: The Fey Paragon
Level Base Attack Fort Ref Will Defence Bonus Special
This hypothesis might explain Lem-
uria’s cultural radiation: Lemurians 1 +0 +0 +2 +1 +1 Awesome presence
2 +1 +0 +3 +2 +1 Improved ethersense
brought humans to the continent as
3 +2 +1 +3 +2 +2 Ubiquitous familiar
slaves or servants and later returned
4 +3 +1 +4 +2 +2 Ether control
them to their original population.
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master wants to learn how to be at Class Skills several states at the same time. At
peace with himself. 3rd level, while in the Scope, you get
Paragons are often contemptuous
of fey who know of their nature but
T he fey paragon has the following
class skills: Diplomacy (Cha),
Intimidate (Cha), Investigate (Int),
a number of additional versions of
your familiar equal to your fey para-
do not strive to meet their potential. gon level minus 1. These familiars are
Knowledge (art, history, linguistics,
Fey who behave like humans, pre- all “real” and can perform the tasks a
mystical philosophy) (Int), Listen
tending they are no different, work familiar can. The bonus (see Ether-
(Wis), Research (Int), Resolve (Cha),
against their natures, and so are at scope, Chapter 1: Character, “Char-
Scope Awareness (Wis), Scope Resil-
best misguided. At worst, traitors. acter Races,” Fey) you gain does not
ience (Wis), Scope Use (immersed)
When paragons meet an unaware fey, change, as all these familiars are sim-
(Int), Scope Use (remote) (Int), and
however, they usually try care for him ply states of existence of the original
Spot (Wis).
and teach him about his heritage. familiar. If harmed or chased away,
Skill Points at Each Level: 5+ Int
Paragons rely on instinct. As such, they disappear until only one is left.
modifier.
they are often taciturn, knowing that This last familiar follows the usual
the basis for their decisions is some- Influences rules.
thing they cannot share or explain. Once a week, if a version of the
Others think they act on whimsy
and are unpredictable, which makes Y our social template determines
the influences available to you.
The fey paragon receives the follow-
familiar has been destroyed and you
retain at least one, you can make a
them resemble the faeries of myth. DC 30 Charisma check to create a
Fellow fey, however, believe they pos- ing number of points to spend on new version of the familiar. Doing
sess great wisdom. Many a troubled influences: so is an attack action that provokes
youth, unsettled by her differences, Influence Points at Each Level: 2. attacks of opportunity. You can have
has been set at ease by the words or no more familiars at any one time
example of a fey paragon. Class Features than your fey paragon level minus 1.
Paragons are the essence of what it Ether Control: The paragon’s eth-
means to be fey: incomprehensible,
graceful, and purposeful.
A
class.
ll of the following are class fea-
tures of the fey paragon prestige eric connections develop to the point
where she can manipulate the energy
Awesome Presence: The paragon’s in basic ways. Once you identify an
Game Rule Information new-found sense of purpose instills etheric influence with ethersense,
you can activate or deactivate its eth-
T he rules for playing a fey para- a new, slightly alien quality to her
beauty. You gain a +4 racial bonus on eric activity: You can turn an etheric
gon are described below. device on or off, and you can affect the
Intimidate and Resolve checks.
Requirements Improved Ethersense: The para- use of an occult skill. However, you
gon taps into her instinctive insights cannot force someone else to activate
F ey paragons gain 1d8 hit points at actively channelling etheric energy, that provokes attacks of opportunity.
each level, adding their Constitu- but has the possibility to do so (by Thus, to prevent a character from
tion modifier to the die roll. using an occult power, for example). using an occult skill, you must ready
Sensing the potential follows the an action.
Scope Points normal rules for ethersence, but you Ether control is a supernatural
ability.
F ey paragons gain 1d8 Scope hit
points at each level, adding their
Charisma modifier to the die roll.
take a –10 penalty on the Wisdom
check.
Ubiquitous Familiar: When a fey
understands the connection between
herself and her familiar, the familiar
realises its potential by existing in
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Chapter 5: Creatures
of the Dark
D emons haunt the living, driving the sane insane and the pure corrupt. Etherspace is host to strange entities
that defy sanity and logic. Now, new theories and developments shine a more rational light upon the
demons. While not complete, or perhaps even entirely true, these theories bring a bit more stability to the world.
When most people speak of demons, they refer to all the An Etherspace demon is not quite what one would expect.
frightening creatures native to Etherspace, from System Perhaps “demon” is not an accurate description. “Horrors”
agents to tentacled horrors. Few scholars agree on what might be more appropriate. These demons do not seek to
constitutes a demon, and “demon” is only the most common corrupt humanity, at least not in the conventional sense
term that refers to these beings. Most demons have little in (moral and ethical corruption). Many demons seem to have
common with each other. Some scholars attempt to sepa- no rhyme or rhythm to their actions. They appear unexpect-
rate Etherspace’s creatures into different categories, but no edly, causing harm and chaos, then leave abruptly. Some kill
theory emerges as the most prevalent or likely. without reason, while others drive men insane, as if they feed
off humanity’s mental breakdown. Demons possess humans
What Are
(and some non-human beings) daily, pursuing unknown
agendas. More frightening still, most demons seem to fol-
low greater, more powerful demonic leaders — perhaps even
gods.
Etherspace Demons? No one knows exactly what an Etherspace demon is
or where the horrors come from. Most scientists dismiss
demons, believing them to be hogwash invented by the
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exist, or are another demonic ploy to The Theological Theory right deny connections with theology.
trick humans. (The Great Old Ones In fact, the more intellectual (and less
are discussed in detail below.)
N oteworthy due to the generalised
term “demon,” the theological
theory states that demons truly are
spiritual) humans named the creatures
“demons” simply out of necessity and
lack of a better term. The theological
demons. While religion is not as strong theory may be the ravings of a religious
Demonic as it once was, the faithful are in abun- zealot, nothing more. However, one
Theories dance these days, especially amongst
socially traumatised or drunken
should not completely dismiss such
a theory. One never knows where the
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something, while other demons pur- to spread chaos and bring them from
portedly follow dark agendas for great- Etherspace to their true homes.
er beings unknown and unfathomed. No one knows these entities’ true
Ultimately, the demons wish to natures; all anyone knows is hear-
escape Etherspace and enter Prime say, leftover from unfortunate travel-
Reality, either by tricking humans into lers and foolish people who dabble in
summoning them or possessing people things they should not. None knows
directly. According to the invasion how many Great Old Ones exist, or
theory, demons use insanity as a tool even if they exist at all. Many scien-
to persuade humans to work for them. tists dismiss inklings of these deific
The demons find humanity unpredict- creatures as the ravings of lunatics, or part of Thule’s empire before the Earth-
able, however, as humans interpret as pleas for attention. However, many Wrack (see Chapter 4: Lost Civiliza-
their actions wrongly in many cases. stories share similarities enough to tions). Many dismissed the manuscript
Sometimes demonic cults pursue identify at least a few of these theoreti- as a piece of fiction, and the trendy
agendas contrary to the demons’; in cal demonic gods. translated and published the text in
these cases, the demon often wipes out small New Age stores. One of the most
the cult completely, not allowing the oft-quoted passages is shown directly
humans to interfere in its goals. below.
Perhaps the invasion theory is the The Tattered Perhaps this text is more than
most accurate due to its consistency King merely fiction, but a warning. Many,
with demonic activity. Most believe especially fey, believe the text to be
that it bears the most credibility as
well, but it is also the most horrible.
Simply mentioning demons frightens
A few sources hint at a Great Old
One dubbed the Tattered King.
Five years ago, explorers discovered a
evil, something man should not have.
They believe that to read it aloud is a
heresy, and calls great evil upon the
people, and spreading the idea that manuscript, written in ancient Latin, person doing so. The public dismissed
humanity is at risk of demonic inva- from a dig site in the Urals, thought this idea as superstitious nonsense.
sion foments panic. Even those who
believe in demons attempt to debunk
this theory, often citing that demons
are too unorganised to attempt inva-
sion. Too many demonic types exist,
often with little or no correlation to
any other previously known species,
and the intellectuals argue that unit-
ing these disparate groups would be
impossible — especially since most
demons do not have obvious motives.
Even those who subscribe to the inva-
sion theory honestly hope it is not true;
otherwise, Earth is doomed.
The Great
Old Ones
E nigmatic creatures living in the
coldest depths of Etherspace,
rumours paint the Great Old Ones as
demons of ultimate power and terror.
Manipulators and destroyers, tyrants
and hellish princes, these great demons
plot to enter Prime Reality, using
minions (both demonic and human)
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are unknown, except, perhaps, to
foment chaos.
Leviathan
D ays adrift at sea drive men to
madness. The following is from a
notepad found on the corpse of a sailor
washed upon the shores of Morocco.
Day 10 : I have co me
across a strang e isl
and, one not marked
vil lag e, deep within on any of my maps .
the jungles. We wil l My wife sp otte d a
go to the pe ople, an
where we are, and ca d ask them fo r he lp.
n he lp us ho me . Maybe they know
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was Scope riding as usu- a gun. Never have since
al, minding my own busi-
forms in three stages: the temptation,
I shot myself in the foot the possession, and the corruption.
ness as I cruised through as a kid. Furthermore, a
some pretty juicy private news report came up that
domains, when I noticed several people were shot
a patch of darkness fol-
lowing me. Normally, I
today by someone who
looks suspiciously like me
Stage 1: The
wouldn’t care less, but — the victims were lead- Temptation
something about the dark ing nuclear scientists,
area freaked me out. How-
ever, I wasn’t prepared
when it talked to me. Man,
it seems.
I went looking through
some databases round
T he most devious stage of posses-
sion is also the first. The demon
contacts a human, often one using a
this thing wasn’t even a Scopehack, and found Scope point or Scope tabs, and offers
Scope avatar. I should some other instances of promises. Depending on the power of
know; I’m elite enough. weird shadows grabbing the demon and the strength of the vic-
The thing called itself people. Seems like I’m
a minion of Umbra, and it
tim, this process can take a long or short
not the first. But why do time (usually a number of days equal to
seemed real sad, I tell they want to know about
you. (Hey, isn’t Umbra the the victim’s character level minus the
shadows and light? It’s
Frenchie word for shad- demon’s HD, to a minimum of imme-
almost as if this Umbra
ows?) At first, I thought dude wants all the world’s
diately). At the end of this period, the
it was a lost program, or light gone. And the stuff victim must make a Will save (DC 10
maybe some kid who messed about nuclear weaponry is + 1/2 the demon’s HD + the demon’s
up real bad tab-jamming. really freaking me out. Charisma modifier) or give in and the
I’ve seen worse. So I I’m in deep trouble, and possession proceeds to the next step. If
offered to help. That’s I don’t even know what the victim fails by 10 or more, the pos-
when the thing grabbed happened. I need help, session immediately proceeds to the
me. guys; I bet you more than third stage. If the victim succeeds, the
That was two days ago. anything Interpol’s after demon may not attempt another pos-
I don’t remember anything my butt. But I didn’t do session for one week.
between then and two hours it! It wasn’t me in my During the temptation, an exorcist
ago. I went to my buddy skin. (see Chapter 1: Occult Secrets) may
Derrick’s house, and he
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find it easier to break the possession cist successfully removes the demon,
at this stage. the victim’s Wisdom heals as normal, Possession
at a rate of 1 point per day, or 2 points
A
while undergoing psychiatric treat- ny demon has the ability to pos-
ment. sess a human, though less intel-
Stage 2: The ligent creatures rarely do so. Typically,
Possession only demons in this chapter, as well as
those dubbed Etherspace demons in
Stage 3: The
I f the victim fails her Will save the core book, possess people.
against the temptation, the demon Corruption Demons may only possess one
victim at a time. Stage 1 possession
possesses her. Most often, the demon
O
rides the character’s mind as a passen- nce the victim fully gives in to distracts the demon, which inflicts a
ger during this stage, subtly manipu- the demon, her soul is all but –4 penalty on all its rolls during this
lating the victim but rarely taking full lost, and the demon takes over com- time. Stage 2 and beyond consumes
control. No physical changes overcome pletely. The character becomes a GM the demon’s entire attention.
the victim, but her values change. The character and undergoes radical phys- The demon may choose to aban-
character begins acting on her vice ical changes; the victim might grow don a possessed victim at any time it
more often, and less like her old self. to Large size or grow new append- chooses, fleeing back into Etherspace,
The demon may force the victim to ages. Most possessed victims during or into Prime Reality if the demon is
perform any action it wants, but the this stage gain some form of natural capable of doing so.
victim may make a Will save (DC 10 weaponry and armour. The changes
+ 1/2 the demon’s HD + the demon’s
Charisma modifier) to resist. If the
action grants the victim an excellence
point for pursuing a vice, the victim
are always consistent with the type of
demon possessing the victim.
The victim also loses all values and
allegiances, and becomes an outsider
New Demons
also loses 2 points of Wisdom. Thus, with the etheric subtype. The demon
resisting the demon becomes harder
as the demon breaks down the victim’s
adds its HD to the victim’s own HD.
In essence, the demon gains a body in
Prime Reality, pursuing its agendas in
H ere dwell new horrors from the
Scope.
willpower. If the corruption reduces
victim’s Wisdom to 0 or less, the pos- the world. Corruptors
During this period, an exorcist may
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last time, kills the victim, and takes tim into acts of increasing depravity, Dancer of the Lost City
over her body. even while the victim slumbers. Once
Corruptors are difficult to fight.
Existing only in the Scope, corrup-
tors are hard to notice, appearing to
per day, the corruptor may make a DC
30 Telepathy check, and the subject
can make a DC 22 Will save to resist.
M any demons serve greater pow-
ers in Etherspace, but few
match their masters as completely as
most people as a collection of faint If the corruptor succeeds, the demon the dancers of the Lost City. Many
mist. They envelop attackers, draining urges the victim to commit a crime. theorise the demons are extensions
sanity. Once a corruptor destroys the The victim also takes 2 points of Wis- of the entity known as the Tattered
victim’s mind, the character enters a dom drain. King, pursuing their great master’s
coma, and drops from the Scope. At first, the crimes are benign, such will.
as shoplifting or stealing candy from No one has ever seen a dancer’s true
Species Traits a baby. However, as the corruptor form, and it is unknown whether one
has a true form at all. Dancers can
O utsider: Corruptors are outsid- breaks down the character’s wits and
soul, the crimes become more incred- assume the figure of any creature they
ers and share traits common to
ible: rape, murder, cannibalism, and wish, from a small mouse to a horrible
such creatures.
worse. Once the corruptor reduces the creature that makes tentacled horrors
Etheric Subtype: Corruptors are
victim to a Wisdom of 0, the corrup- look silly in comparison. Regardless of
etheric creatures and share traits com-
tor eats the victim’s soul (killing the their form, dancers prefer to speak tel-
mon to such creatures.
person instantly) and enters Prime epathically, as if talking directly to the
Draining Touch: A corruptor is
Reality through his body. The corrup- victim’s soul. They are also capable of
incapable of dealing true damage in
tor gains the victim’s physical ability teleportation, both in Etherspace and
combat, as its hands pass through tar-
scores, but retains its other abilities. in Prime Reality. Dancers appear to
gets like mist. Instead, a corruptor’s
If something destroys the demon’s have no restriction to their movement;
touch drives a person insane. A cor-
possessed body, the demon returns to they can enter any domain freely, or
ruptor deals 1d2 points of Wisdom
Etherspace once again. (The save DC even pass into Prime Reality without
damage with a successful touch attack.
is 10 + 1/2 the corruptor’s HD + its need of a portal or possession.
A character reduced to 0 Wisdom
Charisma modifier.) A dancer’s goal is simple: Create anar-
goes insane, and may need months of
Occult Skills: Telepathy is a class chy. The creatures feed off insanity.
therapy. (This is a special effect of the
skill for corruptors. When forced into battle, danc-
touch, not typical of normal Wisdom
Corruptor: CR 8; Medium out- ers transform into horrible monsters
damage.) Upon undergoing psychi-
sider (etheric); SV Will +13; Ex 0; Int similar to tentacled horrors and shred
atric treatment, the character may
18, Wis 24, Cha 20. their opponents to pieces. Dancers
recover sanity.
Scope Avatar: HD 8d8+40; hp 76; have no pattern in battle, and abandon
Permanent Gaseous Form: A cor-
Mas 20; Init +7; Defence 21, touch one target for another on a whim.
ruptor in the Scope is formed of etheric
21, flat-footed 14 (+7 Dex, +4 class); Regardless of its form, a dancer’s
mists rather than solid ether, making
BAB +6; Grap +10; Atk/Full Atk touch drains the target’s sanity, and it
it difficult to fight. This quality is sim-
+10 incorporeal touch (1d2 tempo- whispers suggestions in an opponent’s
ilar to gaseous form (see Etherscope,
rary Wis); FS 5 ft. by 5 ft.; Reach 5 ft.; ears, even while rending her asunder.
Chapter 2: Traits, “Special Traits,”
SQ permanent gaseous form, rapport, Dancers also summon other demons,
Gaseous Form), except the corruptor
sweet whispers; Val unknown; AL and conjure horrors from Etherspace
retains all its supernatural abilities.
corruption; SV Fort +11, Ref +13; Str to aid in battle. Dancers thrive on cha-
This quality also allows the demon to
18, Dex 24, Con 20. os, and create battle scenarios where
fly, regardless of the domain’s class.
Skills: Bluff +18, Diplomacy +18, only chaos rules.
Rapport: Once the corruptor
Intimidate +18, Knowledge (current No one knows the number of danc-
establishes a telepathic connection
events) +12, Resolve +16, Scope Aware- ers in existence, but many believe there
(see Etherscope, Chapter 2: Traits,
ness +18, Scope Resilience +16, Scope cannot be more than three or four.
“Occult Skills,” Telepathy), the demon
Use (immersed) +15, Telepathy +18. The creatures are too powerful to be
does not need to touch the target to
Feats: Deceptive, Frightful Pres- numerous, due to the self-destructive
use its Telepathy skill. The rapport
ence, Persuasive. nature of demons, and they always
exists despite the distance between
Advancement: 9-12 HD (Medi- travel alone. Some Scope riders theo-
the victim and the corruptor, even if
um). rise that dancers were once tentacled
the victim enters Prime Reality. The
horrors that grew too powerful, and
corruptor may maintain only one rap-
earned special status from the Tat-
port at a time.
tered King. Perhaps only one dancer
Sweet Whispers: A corruptor may
exists, spreading chaos everywhere it
use its Telepathy skill to coerce its vic-
goes, in the Tattered King’s interests.
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Species Traits occult powers (see Chapter 1: Occult ately. Each tentacle has a Defence of
Secrets, “Occult Powers”). 16. Ten points of damage severs a ten-
O utsider: Dancers of the Lost
City are outsiders and share
traits common to such creatures.
Shapeshift: As a free action, the
dancer may assume the shape of any
tacle, which apply to the dancer’s hit
points as well. The dancer may pro-
creature up to Gargantuan size. The duce a new tentacle as a free action,
Etheric Subtype: Dancers of the
dancer loses its normal attacks, but restoring lost tentacles, but doing so
Lost City are etheric creatures and
retains its ability scores and spe- does not return lost hit points.
share traits common to such creatures.
cial qualities. (Thus, the dancer may Unrestricted Ingress: Dancers may
Enhanced Transfer: The dancer
assume the form of a mouse with full enter any domain they wish, regardless
can treat a domain’s class as being
strength, if it wishes.) The dancer also of firewalls or other barriers. They may
two classes better for determining its
gains the form’s regular attacks (such even enter Prime Reality at will, with-
movement rates. (It treats a class D
as claws or a bite.) out need of a portal or possession.
domain as a class B domain, for exam-
Due to their shapeshifting natures, Dancer of the Lost City: CR 17;
ple.) See Etherscope, Chapter 6: The
a dancer’s combat abilities may change Gargantuan outsider (etheric); HD
Scope for more information.
at a whim. The statistics below detail a 15d8+165; hp 232; Mas 32; Init +7;
Drain Sanity: A dancer’s touch
dancer’s most likely combat form: an Spd 40 ft.; Defence 18, touch 13,
erodes a character’s sanity, draining
immense bloblike entity much like a flat-footed 11 (+7 Dex, –4 size, +5
the character’s Wisdom and leaving
tentacled horror. natural); BAB +15; Grap +50; Atk
him with permanent mental scarring.
Regardless of its form, the dancer +26 melee (2d6+15 plus drain sanity,
If the dancer succeeds on a melee touch
may produce tentacles at will. tentacle); Full Atk +26 (2d6+15 plus
attack or a regular attack (regardless of
Suggestion: The dancer can use the drain sanity, 8 tentacles); FS 20 ft. by
form), it deals 2d4 points of Wisdom
suggestion occult power (see Chapter 20 ft.; Reach 30 ft.; SQ damage reduc-
damage if the victim fails a DC 28
1: Occult Secrets, “Occult Powers”) tion 15/occult, darkvision 120 ft., fast
Fortitude save. Creatures who fail this
as a free action that does not provoke healing 5, drain sanity, shapeshift,
save must also make DC 18 Will saves
attacks of opportunity. suggestion, summon demon, tel-
or suffer permanent mental scarring.
Summon Demon: As a full-round eport, telepathy, tentacle attacks; Val
(The save DC is 10 + 1/2 the danc-
action that provokes an attack of unknown; AL unknown; SV Fort
er’s HD + its Charisma modifier.)
opportunity, the dancer may summon +20, Ref +16, Will +19; Str 40, Dex
Mental scarring can manifest in a
any other outsider with the etheric 24, Con 32, Int 34, Wis 30, Cha 32.
variety of ways and the GM should
subtype (other than System agents). Scope Avatar: HD 15d8+165; hp
determine its extent. The character
Dancers prefer to summon tentacled 232; Mas 32; Init +10; Defence 29,
could become prone to blackouts, cata-
horrors or hellhounds (see below). touch 24, flat-footed 19 (+10 Dex, –4
tonic periods, or horrific nightmares
Teleport: The demon may teleport size, +8 class, +5 natural); BAB +12;
that disturb his sleep. He could develop
up to 100 feet as a move action, or Grap +44; Atk +20 melee (2d6+12
a severe mental health condition, such
3,000 feet as a full-round action. The plus drain sanity, tentacle); Full Atk
as bipolar disorder or multiple per-
demon must be able to see its destina- +20 (2d6+12, 8 tentacles); SQ dam-
sonalities. The psychosis springs from
tion before it can teleport; however, age reduction 15/occult, darkvision
something hidden deep within his
sight (even through a medium such as 120 ft., enhanced transfer, fast healing
mind rather than something externally
a Scope point) is all that it requires. 5, drain sanity, shapeshift, suggestion,
planted. Regardless, the effect should
Teleporting as a full-round action summon demon, teleport, telepathy,
be detrimental to the character.
provokes attacks of opportunity. tentacle attacks, unrestricted ingress;
Victims can ignore the detrimental
Telepathy: A dancer may speak SV Fort +20, Ref +19; Str 34, Dex
effect in specific situations with a DC
to any creature telepathically up to 30, Con 32.
17 Will save.
100 feet away. This use of Telepathy Skills: Aura Reading +28, Bluff
Grapple Bonus: Due to its many
requires no roll, but characters may +29, Diplomacy +31, Disguise +29,
tentacles and additional stability from
resist with a DC 28 Will save. (The Escape Artist +19, Intimidate +31,
its sacklike body, the dancer gains a
save DC is 10 + 1/2 the dancer’s HD Knowledge (linguistics) +30, Knowl-
+4 bonus on grapple checks.
+ its Charisma modifier.) edge (mystical philosophy) +30, Per-
Improved Grab: If the dancer suc-
Tentacle Attacks: Due to the crea- form (dance) +29, Psychic Impressions
ceeds on an attack roll with its ten-
ture’s nature, the dancer may grapple +28, Resolve +29, Scope Awareness
tacles, it may start a grapple as a free
up to eight creatures at a time, though +28, Scope Resilience +29, Scope Use
action without provoking attacks of
it may only make eight attacks per (immersed) +30, Scope Use (remote)
opportunity.
round, regardless of the number of +30, Spot +28, Telepathy +28.
Occult Skills: Dancers treat all
tentacles it produces. Feats: Combat Reflexes, Frightful
psychic skills as class skills. Further-
A character may sever a tentacle, Presence, Persuasive, Power Attack.
more, a dancer has access to all psychic
releasing the grappled target immedi-
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Hellhound
H ellhounds resemble massive
soot-black dogs, much larger
than any known species. Wisps of sul-
phuric smoke drift from the demon,
and its tracks are covered in ash.
Thick drool hangs from its hor-
ribly fanged maw, and infernal
malevolence emanates from its
eyes.
Hellhounds exist only for
killing. Unlike other demons,
which prefer driving their
victims insane, hellhounds
gain a perverse pleasure
in slaughter and mayhem.
However, hellhounds are
not mindless. The demons
enjoy the thrill of the hunt,
often chasing their victims
to exhaustion (in Prime Real-
ity) before butchering them.
Hellhounds hunt in both
Prime Reality and the Ether-
scope, with no preference. When
initiating a hunt, the victim hears an
eerie howl. Nothing can stop a hell-
hound in pursuit. The creature passes
through any barrier, and it never loses
its prey. The only way to stop a hunt-
ing hellhound is to kill it before it kills
you.
A hellhound in battle is even more
terrifying than one on the hunt. The
creature’s saliva prevents wounds Species Traits silver, and touching silver deals 1d2
points of damage per round (which
O
from healing, and its jaws rend steel. utsider: Hellhounds are outsid-
The creature shrugs off most attacks, the hellhound cannot regenerate). A
ers and share traits common to hellhound hearing three successive
including fire and ether. such creatures.
The only substance that really hurts chimes from a silver bell must make a
Etheric Subtype: Hellhounds are DC 26 Will save or flee from the bell,
a hellhound is silver. A hellhound can- etheric creatures and share traits com-
not pass through silver, nor can it heal returning to the ether if it is in Prime
mon to such creatures. Reality. If the hellhound is incapable
from silver-inflicted wounds. Finally, Enhanced Transfer: The hellhound
the sound of a silver bell, struck three of fleeing, it is destroyed.
can treat a domain’s class as being Incorporeal Form: A hellhound
times, forces the hellhound to flee, nev- two classes better for determining its
er to return to haunt the ringer again. may become incorporeal at will (see
movement rates. (It treats a class D Etherscope, Chapter 3: Traits, “Spe-
None knows why silver harms hell- domain as a class B domain, for exam-
hounds so much, but theories say that cial Traits”). However, hellhounds
ple.) See Etherscope, Chapter 6: The cannot pass through silver, even while
the hellhound cannot stand its puri- Scope for more information.
ty. Even the sight of silver is enough incorporeal.
Regeneration: Hellhounds heal 3 Spider Climb: A hellhound may
to make a hellhound hesitate, per- hit points per round, except for any
haps even flee. Many believe that the move across any surface, including
damage related to silver (see below). vertical walls or ceilings, at its normal
mythological werewolf was, in truth, Silver Vulnerability: Hellhounds
inspired by a hellhound. speed.
are vulnerable to silver. A hellhound Wounding Saliva: Wounds dealt by
does not regenerate damage dealt a hellhound’s bite do not heal natural-
by any weapon made or coated with
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CREATURES OF THE DARK
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ly. Without first aid, the wound bleeds Awareness +13, Scope Resilience +18, with a rotting fluid — the same fluid
profusely; a character wounded by a Scope Use (immersed) +12, Spot +9, that drips from their mouths. Grave
hellhound takes 1d4 points of dam- Survival +13, Swim +20. stench follows them in their wake.
age per round from blood loss. Even Feats: Dodge, Mobiltiy, Power Los muertos feed on corpses, but
though first aid (a DC 15 Knowledge Attack. they are willing to kill the living and eat
(medicine) check) stops the bleed- Advancement: 9–10 HD (Large); the corpses afterwards. Los muertos
ing, the wounds never heal naturally. 11–14 HD (Huge). rarely travel alone, instead congregat-
Only surgery (and a DC 25 Knowl- ing in packs ranging from two to twen-
edge (medicine) check) can correct the Los Muertos ty, and occasionally up to a hundred.
problem, removing the infected tissue They seem to despise living beings, and
and allowing new growth.
Skill Bonuses: A hellhound has a F irst discovered in a Spanish village,
the demons known as los muer-
tos (literally, “the dead”) are horrible
kill even when sated. Los muertos can
speak, but rarely do so, perhaps think-
+8 species bonus on Balance checks ing the idea insulting, like fraternising
and Survival checks made to track terrors plaguing cemeteries and other with the enemy. They hunt in Prime
prey. The hellhound also has a +4 spe- dead places. Reality, as Scope-riding humans pro-
cies bonus on Move Silently and Lis- Los muertos appear as emaciated, vide little sustenance.
ten checks. genderless humans with small black Los muertos attack with horrific
Hellhound: CR 7; Large outsider eyes, slightly pointed and flanged ferocity. Their claws and teeth deal
(etheric); HD 8d8+56; hp 92; Mas ears, and horrible gaping maws. The wounds that rot and spread like a dis-
24; Init +2; Spd 50 ft.; Defence 19, demons never wear clothing, and their ease through the victim’s body, killing
touch 11, flat-footed 17 (+2 Dex, –1 grey hides are thick and rubbery. Their her within a day. What is worse, the
size, +8 natural); BAB +8; hands end in horrible claws, dripping disease spreads easily, even
Grap +21; Atk +16 melee through the air. A single
(2d4+13 plus wounding los muertos may infect
saliva, bite); FS 10 ft. by and destroy an entire
10 ft.; Reach 10 ft.; SQ hamlet with its diseased
darkvision 60 ft., incor- touch.
poreal form, regeneration
3, scent, silver vulnerabil- Species Traits
O
ity, spider climb, wound- utsider: Los muer-
ing saliva; Val —/—; AL tos are outsiders
—/—; SV Fort +13, Ref and share traits common
+8, Will +8; Str 28, Dex to such creatures.
14, Con 24, Int 12, Wis Etheric Subtype: Los
14, Cha 24. muertos are etheric crea-
Scope Avatar: HD tures and share traits
8d8+56; hp 92; Mas common to such crea-
24; Init +2; Defence tures.
23, touch 15, flat-footed Disease: A creature in
21 (+2 Dex, –1 size, Prime Reality struck by a
+4 class, +8 natural); los muertos’ claws must
BAB +6; Grap +16; Atk make a DC 14 Fortitude
+11 melee (2d4+9 plus save or come down with a
wounding saliva, bite); horrible rotting disease.
SQ darkvision 60 ft., Every hour, the charac-
enhanced transfer, incor- ter must make a DC 14
poreal form, regeneration Fortitude save or take
3, scent, silver vulnerabil- 1d4 points of Constitu-
ity, spider climb, wound- tion damage. If this dam-
ing saliva; SV Fort +13, age kills the character,
Ref +8; Str 22, Dex 14, the body becomes rotten
Con 24. and diseased; any living
Skills: Balance +21, creature within 10 feet of
Intimidate +18, Jump the corpse must make a
+20, Listen +12, Move DC 14 Fortitude save or
Silently +17, Scope
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CREATURES OF THE DARK
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contract the disease as well. (The save Mindbore Thrall vulnerable to light, like a mindbore
DC is 10 + 1/2 the demon’s HD + its worm (see below).
Charisma modifier.)
Ferocity: Los muertos continue to
fight without penalty when reduced to
M indbore thralls are the victims
of mindbore worm (see below)
infestation. Upon hatching, the worm
The worm may instead detach itself
from the thrall and flee, leaving the
corpse behind.
0 hit points. If the los muertos succeeds wraps itself around the victim’s spinal Abilities: Change from the base
on a dying saving throw every round, it column, overriding the victim’s ner- creature as follows: +2 Str, +2 Con,
continues to fight with no penalty. vous controls and altering him. Mind- –2 Int, and –4 Cha.
Los Muertos: CR 2; Medium out- bore thralls lose all sense of morality, Challenge Rating: Same as the
sider (etheric); HD 2d8+6; hp 15; becoming homicidal marauders under base creature +1.
Mas 16; Init +1; Spd 30 ft.; Defence the directions of the worm within. Values: A mindbore thrall loses all
15, touch 11, flat-footed 14 (+1 Dex, Adrenaline pumps through their former values.
+4 natural); BAB +2; Grap +5; Atk veins, lending them almost super- Allegiance: The mindbore thrall
+5 melee (1d4+3 plus disease, claw); natural strength and endurance, but loses all former allegiances and gains
Full Atk +5 melee (1d4+3 plus dis- inhibiting mental capacity. Due to an allegiance to the mindbore worm
ease, 2 claws) and +3 melee (1d6+1 this mental erosion, almost no mind- that controls it.
plus disease, bite); SQ darkvision 60 bore thralls enter the Scope. Advancement: By character class.
ft., disease, ferocity, scent; Val —/—; Mindbore thralls kill anything that
AL —/—; SV Fort +7, Ref +5, Will is not a thrall, unless they wish to Example Mindbore
+5; Str 16, Dex 12, Con 16, Int 6, Wis infect others. On rare occasions, the
12, Cha 16. worm manifests (usually when the
Thrall: Farmer Thrall
Scope Avatar: HD 2d6+6; hp 15;
Mas 16; Init +1; Defence 16, touch
15, flat-footed 15 (+1 Dex, +1 class,
thrall is almost dead or decapitated),
pushing the body beyond its limits. F armer Thrall (Ordinary
Enginaught 1): CR 1; Medium
humanoid (human); HD 1d10+2; hp
+4 natural); BAB +2; Grap +3; Atk Creating a 7; Mas 14; Init +0; Spd 30 ft.; Defence
+3 melee (1d4+1, claw); Full Atk +3 Mindbore Thrall 11, touch 11, flat-footed 11 (+1 class);
melee (1d4+1, 2 claws) and +1 melee BAB +0; Grap +2; Atk/Full Atk +2
(1d6, bite); SQ darkvision 60 ft.,
ferocity, scent; SV Fort +6, Ref +4; “M indbore thrall” is an acquired
template that can be added
to any humanoid or animal (referred
melee (1d6+3, club); SQ expose worm;
Val —/—; AL mindbore worm; SV
Fort +4, Ref +0, Will +0; Str 15, Dex
Str 12, Dex 12, Con 16.
Skills: Spot +2, Scope Awareness to hereafter as the base creature). 10, Con 14, Int 7, Wis 11, Cha 4.
+5, Scope Resilience +7, Scope Use A mindbore thrall uses all the base Scope Avatar: HD 1d6–3; hp 1;
(immersed) +4. creature’s statistics and special abili- Mas 4; Init +0; Defence 10, touch
Feat: Multiattack. ties except as noted here. 10, flat-footed 10; BAB +0; Grap –2;
Advancement: 3–8 HD (Medi- Size and Type: The creature’s size Atk/Full Atk –2 melee (1d3–2 nonle-
um). and type do not change. thal, unarmed strike); SQ –; SV Fort
Special Qualities: A mindbore –3, Ref +0; Str 7, Dex 11, Con 4.
thrall retains all the base creature’s Template: Disenfranchised (Agri-
Templates special qualities and gains those cultural, Street, Crime) (Intimidate,
described below. Survival).
Mysteries of the Occult introduces
a new type of monster: the template
Expose Worm: If the mindbore Skills: Intimidate +1, Profession
monster type. A template alters an thrall fails a dying save, or if the thrall (farming) +4, Survival +5*.
existing character or creature. is decapitated (often by failing a mas- * Includes +1 from template.
GMs may add any number of tem- sive damage save; GM’s discretion), Influences: Agriculture +4.
plates to creatures that qualify, though the worm inside appears through any Feats: Simple Weapons Proficien-
the GM may add the same template to large orifice (often the death wound, cy.
a given creature only once. Templates especially in the case of decapitation). Possessions: Hoe (treat as a club);
modify a creature’s abilities, often grant The worm adds its own hit points to heavy work gloves, overalls.
new abilities or powers, and adjust the thrall, rejuvenating it.
its Challenge Rating. The template’s Wealth: +1.
description details the changes. Furthermore, the thrall gains a
Two types of templates exist. Inher- bite attack that deals 1d3–2 points Mindbore Worm
ited templates are those with which a of damage and injects poison (injury,
creature is born. An acquired template
is one that a creature can acquire at any
time.
Fortitude save DC 10 + 1/2 thrall’s
HD + thrall’s Constitution modi- M indbore worms, much like other
parasitic worms, seek to infest
living creatures and develop a sym-
fier; initial and secondary damage 1d2
Strength). The thrall also becomes biosis. By implanting eggs into living
96
CREATURES OF THE DARK
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victims, the mindbore worms propa- son. Then a worm climbs to the vic- Species Traits
gate their species and overrun towns, tim’s mouth of the victim and injects
pursuing their dark agendas.
Mindbore worms only somewhat
its eggs. Mindbore worms are capable
of propagating only in Prime Real-
O utsider: Mindbore worms are
outsiders and share traits com-
mon to such creatures.
resemble natural worms. A mindbore ity, though they retain their poison in
Etheric Subtype: Mindbore worms
worm appears the same in both Prime both worlds.
are etheric creatures and share traits
Realty and the Scope: roughly three Mindbore worms attempt to infect
common to such creatures.
to four feet in length and sallow yel- entire villages, starting with top offi-
Enhanced Transfer: A mindbore
low colour. Four insect-like legs sit cials. Never going near highly popu-
worm can treat a domain’s class as
on axial points around the creature’s lated areas, the worms infect small vil-
being one class better for determining
“torso” while four more miniature lages, while luring victims from near-
its movement rates. (It treats a class D
legs rest around the creature’s toothy by towns to add to their ranks. Occa-
domain as a class C domain, for exam-
maw. The worm has no eyes, but can sionally, an overrun village extends an
ple.) See Etherscope, Chapter 6: The
see perfectly nevertheless. It is capable invite to a city official, hoping to spread
Scope for more information.
of climbing any surface, as well as bur- the plague to a larger settlement, and
Light Vulnerability: In Prime
rowing through most substances. thus throughout the world.
Reality, mindbore worms are vulner-
A single mindbore worm is hardly Mindbore worms are incapable of
able to light. Any light stronger than a
a physical threat, as its only danger is speaking, either own their own or
candle (such as a torch or flash bomb)
its poisonous bite. However, mind- through their hosts. While theoreti-
deals 2d4 points of damage per round
bore worms rarely venture out alone, cally capable of speech, hosts simply
to the mindbore worm. True sunlight
preferring to swarm over their victims (and brutally) kill anyone they are not
spells instant death for the worms;
until the victim is helpless from poi- interested in infecting.
exposure forces the worm to make a
DC 25 Fortitude save each round or
be destroyed.
Mindbore: As a full-round action
that provokes an attack of opportuni-
ty, a mindbore worm in Prime Reality
may implant an egg into a living being
through its mouth and nostrils. The
mindbore worm must pin the target
to implant the seed; most mindbore
worms wait until their victims are
helpless (such as asleep or paralysed
from their venom) before implanting.
Once implanted, the egg begins to
grow a new mindbore worm inside
the victim’s chest. Over the course of
the next few days, the victim becomes
more aggressive. The victim may resist
the manipulation by making a Will
save (DC 10, +1 per day). If (and
when) the victim fails his save, the egg
hatches and he becomes a mindbore
thrall (see above).
A successful surgery (a DC 25
Knowledge (medicine) check) can
remove the egg before it hatches, but
once it does hatch, a surgeon cannot
extract the worm without killing the
victim (although cunning individu-
als may coerce the demon to leave).
If something destroys the body, the
mindbore worm either rejuvenates
it (see “Mindbore Thrall” above) or
attempts to burrow out of the body
97
CREATURES OF THE DARK
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and attack the killer, to mindbore him +1 size, +3 natural); BAB +2; Grap all under his undisputable power.
next. If too many foes are present, the –3; Atk +5 melee (1d3–1 plus poison, Appearance: In his human form,
worm burrows into the ground, flee- bite); SQ darkvision 120 ft., enhanced Alexandros appears as a tall man, eas-
ing. transfer, poison; SV Fort +3, Ref +5; ily over 7 feet and weighing over 300
A mindbore worm may flee a body Str 8, Dex 14, Con 10. pounds. He often hides his incred-
as a full-round action that provokes Skills: Climb +10, Jump +5, Scope ible strength under a flowing black
attacks of opportunity. If the body is Awareness +8, Scope Resilience +6, trenchcoat. His head is shaven except
alive, the victim must make a DC 20 Scope Use (immersed) +5. for a long black beard. His black eyes
Fortitude save or die; success deals Feats: Dodge, Weapon Finesse. are piercing, as if they can see into a
6d6 points of damage instead. If the Advancement: 4–8 HD (Small). human’s soul.
victim lives, he reverts to his own per- In his demon form, Alexandros
sonality, with knowledge of the death
and chaos he dealt. Most recovered
victims go insane.
Poison: Injury, Fortitude save DC
Demonic
becomes a creature of nightmares.
Over 12 feet tall, he appears as a cross
between an enormous mindbore worm
and a human. His arms end in horrible
11; initial and secondary damage 1d3
Strength. (The save DC is 10 + 1/2
Agents pinching claws, while his body tapers
down to a long tail. His face remains
the worm’s HD + its Constitution vaguely recognisable, but horribly
modifier.)
Skill Bonuses: Mindbore worms
use their Dexterity modifier for Climb
I n this section are demonic agents:
mortal servants of the Great Old
Ones, or thralls to Etherspace’s
distorted, with a gaping maw full of
fangs and dripping venom. His skin is
mottled yellow, like the colour of pus,
and Jump checks. demonic hordes. yet his eyes remain unchanged.
Mindbore Worm: CR 1; Small Agenda: Alexandros seeks to spread
outsider (etheric); HD 3d8; hp 13; Alexandros Delentes the mindbore worm plague across the
Mas 10; Init +2; Spd 20 ft., burrow world, starting with Spain. To pursue
15 ft., climb 20 ft.; Defence 16, touch
13, flat-footed 14 (+2 Dex, +1 size, +3
B orn in rural southern Spain, Alex-
andros is used to poverty. His
family owned a small olive orchard, but
this end, Alexandros kidnapped and
infected several of Madrid’s influential
natural); BAB +3; Grap –3; Atk/Full street community members, as well
the country was too dry for the olives,
Atk +6 melee (1d3–2 plus poison, as at least one mob boss from Italy.
and the plantation died, leaving Alex-
bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Through them, he hopes to grab a tru-
andros and his family with no income.
darkvision 120 ft., light vulnerability, ly influential person, and has his eyes
Soon his mother and two sisters died
mindbore, poison; Val unknown; AL on infecting the British Crown. Once
of disease, and his father degenerated
unknown; SV Fort +3, Ref +5, Will he has control of Spain, he intends
into madness, lashing out at his only
+5; Str 6, Dex 14, Con 10, Int 8, Wis to make it a world power once more
living child and blaming him for their
14, Cha 10. and spread the mindbore infection
misfortunes. The boy was only twelve
Scope Avatar: HD 3d8; hp 13; through diplomats and tradesmen.
at the time, and the old man pushed
Mas 10; Init +2; Defence 17, touch
him to the brink; Alexandros killed Special Traits
14, flat-footed 15 (+2 Dex, +1 class,
his father with a steak knife.
Alexandros lived on his own until
he moved into the nearby village. E theric Subtype: Alexandros is an
etheric creature and shares traits
Demon Massive There, his natural charisma moved common to such creatures.
him through the village ranks, until Demon Form: As a full-round
Attack Saves and he won leadership over the town. His action that does not provoke attacks
Shadowclaws talent for cruelty grew, as he tortured of opportunity, Alexandros may
In the Etherscope core rulebook, the and murdered people on his way to assume his demon form. In his demon
demons listed were incorrectly given the top. form, his hit points, combat values,
MAS’s of —. Like other creatures, all It was then that, wandering a field, and abilities increase, and he counts
demons have a MAS equal to their Con- a mindbore worm attacked him and as an outsider for abilities and special
stitution. implanted its egg within his body. effects. He gains two claw attacks and
Furthermore, shadowclaws (see a bite attack that injects venom. He
Etherscope, Chapter 8: Gamesmas- Immediately recognizing the power
within him, Alexandros made a deal may not use weapons or armour while
tering) have incorrect abilities; change
their Wisdom score to 18. This increases with the worms’ patron entity and in this form, however, and he takes
their Will saving throw to +7, and their became something greater. He infect- 1d4 points of damage per round when
Scope Awareness to +10. ed his entire village with the worms, exposed to any light greater than a
and now controls an army of thralls, torch, or 3d6 points of damage per
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round if exposed to sunlight. Mindbore: Alexandros may Skills: Due to his half-demon
Alexandros also assumes this form implant a mindbore worm egg on a nature, Alexandros treats all Scope
any time he is in the Scope. pinned opponent. See “Mindbore skills as class skills.
Enhanced Transfer: Alexan- Worm,” above. Alexandros Delentes, Human
dros treats a domain’s class as being Poison: In his demon form, Alexan- Form (Broker 4/Gang Leader* 7):
one class better for determining his dros’ bite inflicts poison (injury, Forti- CR 13; Medium humanoid (etheric);
movement rates. (He treats a class D tude save DC 21; initial and second- HD 4d6+20 plus 7d8+35 plus 11;
domain as a class C domain, for exam- ary damage 1d4 Strength). (The save 114 hp; Mas 20; Init +1; Spd 30 ft.;
ple.) See Etherscope, Chapter 6: The DC is 10 + 1/2 Alexandros’ HD + Defence 17, touch 16, flat-footed 16
Scope for more information. his Constitution modifier.) (+1 Dex, +5 class, +1 equipment);
BAB +9; Grap +13; Atk +13 melee
(1d8+5, brass knuckles) or +10 ranged
(2d6, standard revolver); Full Atk
+13/+8 melee (1d8+5, brass knuck-
les) or +10/+5 ranged (2d6, stand-
ard revolver); SQ close but not quite,
demon form, illicit contacts, improved
intimidation, intimidating presence*,
mindbore, motive manipulation, rock-
solid resolve, shake*, spirit sunder,
street cred, terrify*, timely misdirec-
tion; Val bravery/detachment; AL
mindbore worms; SV Fort +10, Ref
+6, Will +10; Ex 8; Str 18, Dex 13,
Con 20, Int 21, Wis 17, Cha 23.
Alexandros Delentes, Demon
Form: Large outsider (etheric); HD
11d8+66 plus 11; hp 130; Mas 23;
Init +0; Spd 40 ft., burrow 15 ft.,
climb 20 ft.; Defence 18, touch 14,
flat-footed 18 (–1 size, +5 class, +4
natural); BAB +11; Grap +23; Atk
+18 melee (1d8+8, claw); Full Atk
+18 melee (1d8+8, 2 claws) and +13
melee (2d6+4 plus poison, bite); FS 10
ft. by 10 ft.; Reach 10 ft.; SQ close but
not quite, darkvision 60 ft., illicit con-
tacts, improved intimidation, intimi-
dating presence*, light vulnerability,
mindbore, motive manipulation, poi-
son, rock-solid resolve, shake*, spirit
sunder, street cred, terrify*, timely
misdirection; SV Fort +13, Ref +7,
Will +10; Ex 8; Str 26, Dex 11, Con
23, Int 21, Wis 17, Cha 23.
Scope Avatar: HD 11d8+66; hp
119; Mas 23; Init +3; Defence 16,
touch 12, flat-footed 13 (+3 Dex, –1
size, +4 natural); BAB +0; Grap +10;
Atk +7 melee (1d8+8, claw); Full
Atk +7 melee (1d8+8, 2 claws) and
+2 melee (2d6+4 plus poison, bite);
FS 10 ft. by 10 ft.; Reach 10 ft.; SQ
close but not quite, darkvision 60 ft.,
enhanced transfer, illicit contacts,
improved intimidation, intimidating
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presence*, motive manipulation, poi- walls to avoid melee combatants. Mas 11; Init +1; Spd 30 ft.; Defence
son, rock solid resolve, shake*, spirit Alexandros is unable to admit 14, touch 14, flat-footed 13 (+1 Dex,
sunder, street cred, terrify*, timely defeat, and fights to the death rather +3 class); BAB +4; Grap +3; Atk/Full
misdirection; SV Fort +13, Ref +10; than flee. Atk +5 melee (1d6–1, sword cane);
Str 26, Dex 17, Con 23. SQ ear to the ground (Parliamentary),
Template: Disenfranchised (Agri- Marcus Freund first amongst equals (Parliamentary),
cultural, Street, Crime) (Intimidate, improved influence (Parliamentary),
Survival).
Skills: Bluff +20, Diplomacy +17, M arcus is an influential council-
lor in the New Reich, a cold and
calculating man who speaks directly
master of etiquette (Parliamentary),
web of intrigue (Parliamentary),
Forgery +10, Intimidate +25†, Knowl- wheeler-dealer (Parliamentary); Val
edge (current events) +15, Knowledge to the Kaiser. A long-standing friend loyalty/loyalty; AL the Tattered King,
(tactics) +19, Profession (farmer) +6, of the monarch, Marcus’ brilliant chaos; SV Fort +3, Ref +6, Will +8;
Resolve +20, Scope Awareness +17, mind helps secure the Berlin Empire’s Ex 7; Str 8, Dex 12, Con 11, Int 22,
Scope Resilience +20, Scope Use power. While militarily incompetent, Wis 16, Cha 20.
(immersed) +19, Sense Motive +17, Marcus is a solid accountant, a whiz Scope Avatar: HD 9d6+45; hp 79;
Survival +17. with numbers, and committed to Mas 20; Init +3; Defence 15, touch
† Includes +1 from template. peaceful land purchases for the New
Influences: Agriculture +16, Street Reich.
+14, Crime +7, Parliamentary +1. However, unknown to anyone, the
Feats: Brawl, Frightful Presence, real Marcus lost his soul twenty years
Influential (agriculture), Improved ago to a demon. While still alive, he is
Brawl, Personal Firearms Proficiency, only a backseat driver to the demon,
Simple Weapons Proficiency, Street a servant of the Tattered King, which
Fighting, Toughness (body). uses his body to commit atrocities.
Possessions: Brass knuckles, Slowly, the demon builds his power,
revolver, thick leather overcoat (counts manipulating the monarchy to further
as leather jacket armour), ethercomm its master’s goals.
device, farming tools. Appearance: Marcus is in his late
Wealth: +11. fifties, and mostly bald. Despite grow-
* See Upload: Etherpunk for the ing liver spots and a need for glasses,
gang leader class and new broker tal- he presents an imposing and regal
ents. figure, with strength far beyond his
Tactics: Alexandros is fearless in years. Marcus always dresses in an
battle, but he is not stupid. He worked immaculate suit, his thin hair per-
hard to build his empire and his abil- fectly arranged, his nails trimmed; he
ity to control others, and he displays presents the image of the perfect exec-
his charisma in combat. He stands utive. However, to look into his eyes is
back and directs his thralls, coordi- to see a terrible corruption, an inhu-
nating them into masterful strategies man malevolence seeking to return
that the nearly mindless throng would the world to the anarchy of yore.
otherwise be incapable of performing. Agenda: The demon possessing
Once Alexandros believes that he is Marcus works for the Tattered King,
in little danger, he wades into battle, an ancient godlike entity. Mostly an
breaking his opponents with his brass extension of the Tattered King’s will,
knuckle strikes, or shooting an annoy- Marcus now manipulates the Kaiser
ing wallflower with his revolver. into war through conquest of con-
If the battle proves too much, or his tested territories. Marcus whispers
opponents defeat most of his thralls, in the Kaiser’s ear daily, reinforcing
Alexandros transforms into his the man’s greed, and laying plans for
demonic form and targets the most new territorial acquisition. Marcus
dangerous foe. Alexandros retains his believes it’s a matter of time before he
wits while in this form, avoiding flank manipulates the New Reich into war
attacks and using his poison to weak- with Britain or the US. Then, perhaps
en his foes before committing. He the demon will be sated.
also uses the terrain to his advantage, Marcus Freund (Broker 9): CR 9;
burrowing under foes or climbing up Medium humanoid; HD 9d6; hp 34;
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15, flat-footed 12 (+3 Dex, +2 class); Wealth: +22. unable or unwilling to speak. Its only
BAB +3; Grap +9; Atk/Full Atk +9 * This feat appears in The Great sounds are agonised screams and
melee (1d6+6, sword cane (program)); Metropolis. pleased growls while ripping apart
SV Fort +8, Ref +6; Str 22, Dex 16, Tactics: Marcus is not a combat- people and buildings. Perhaps the
Con 20. ant and flees if attacked. However, his most terrifying fact about the Judge-
Template: Bourgeoisie (Industry, old body is still spry, and Marcus may ment Beast is that if the monster kills
Finance, Guilds, Parliamentary). surprise tenacious opponents with his a person in the Scope, she dies in the
Skills: Bluff +17, Diplomacy +19, knowledge of fencing. If backed into a real world as well.
Disguise +7, Fighting Technique corner, Marcus draws his sword and Many theorise the demon is the off-
(fencing) +7, Forgery +18, Intimidate attacks. spring of a Great Old One, or perhaps
+7, Listen +15, Knowledge (civics) In the Scope, his outstanding men- a failed experiment. Others believe
+18, Knowledge (current events) +20, tal facilities make him a deadly war- the creature emerged from nothing
Knowledge (industry) +20, Resolve rior. Marcus enters the Scope fre- to herald an incoming Apocalypse.
+17, Scope Awareness +9, Scope quently, consulting with his masters The fey in particular fear the Judge-
Resilience +11, Scope Use (immersed) and planning meetings in various ment Beast, as if they recognise the
+12, Sense Motive +15. domains with ambassadors and noto- creature from some ancestral doom.
Influences: Industry +12, Finance rious Scope criminals, and occasion- Some cultists worship the beast as a
+6, Guilds +6, Parliamentary +8, ally taking out a threat or two. god, and seek to discover the means
Civic +1. to bring it into Prime Reality, where it
Feats: Bureaucrat (current events The Judgement Beast will carve a kingdom for the devoted.
and industry), Combat Bluff*, Decep- These cultists refuse to believe that
tive, Defensive Martial Arts, Fencing
Proficiency, Influential (Parliamen- E merging from deep Etherspace,
the creature dubbed the Judge-
ment Beast is a rampaging herald of
they will likely be the creature’s first
meal of flesh and blood.
tary), Persuasive, Weapon Finesse. Appearance: Standing easily five
Possessions: Sword cane (and death and destruction. Everywhere stories tall and weighing at least an
matching Scope program), rich Arm- the creature goes, it destroys without impossible hundred tons, this behe-
ani suits, wealthy lifestyle, various mercy or guilt, tearing entire domains moth is a walking terror. The Judge-
accompaniments of wealth. apart in its wake. The demon is either ment Beast bears red spiked plates
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CREATURES OF THE DARK
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head-to-toe, with a brilliant display attack can actually kill the Judgement The Judgement Beast (Scope ava-
of spines across its back. The beast Beast. If something manages to kill tar only): CR 20; Colossal outsider
has two sets of horribly clawed arms, it, it dissipates in a cloud of ether and (etheric); HD 20d8+240 plus 20; hp
and its humanoid upper torso ends returns to deep Etherspace, where it 353; Mas 35; Init +3; Defence 35,
in a long tail, with which it slithers heals until it can return. The fey the- touch 15, flat-footed 32 (+3 Dex, –8
through domains. A draconic head, orise that a way to destroy the beast size, +10 class, +20 natural); BAB +15;
with a maw full of horrible teeth, rests permanently exists, but it requires an Grap +49; Atk +25 melee (4d8+18,
upon a thick neck, where three pairs artefact lost to the ether long ago. bite); Full Atk +25 melee (4d8+18,
of yellow pupil-less eyes peer with Improved Grab: To use this ability, bite) and +23 melee (1d12+9, 4 claws)
hatred. Two bull-like horns curve the Judgement Beast must hit a Huge and +23 melee (1d10+9, gore) and
above its eyebrows. or smaller opponent with its bite or +23 melee (3d6+9, tail slap); FS 30 ft.
Agenda: The Judgement Beast tail slap attack. It can then attempt to by 30 ft.; Reach 20 ft.; SQ augmented
has no agenda. It appears out of wild start a grapple as a free action without critical, constrict (3d8+9), darkvision
Etherspace, rampaging through a provoking an attack of opportunity. If 60 ft., enhanced transfer, fast heal-
domain with the ferocity of a mad- it wins the grapple check, it establish- ing 10, immortality, improved grab,
dened bull, leaving a wake of destruc- es a hold and can try to constrict (with damage reduction 25/occult, occult
tion behind it. After the beast has its a tail slap) or swallow (with a bite) the immunity, Prime Reality inviability,
fill, it returns to Etherspace, vanishing opponent on the following round. resistance to fire 20, scent, slay truth,
for weeks until it reappears. So far, Occult Immunity: No occult skills swallow whole; SV Fort +24, Ref +15,
the beast has not destroyed any major work against the Judgement Beast. Will +15; Str 46, Dex 16, Con 35, Int
domains, though it appears to steer Anyone attempting to affect the 3, Wis 16, Cha 35.
itself towards the seats of humanity. Judgement Beast with an occult skill Skills: Intimidate +13, Scope
Ultimately, theorists believe that the automatically fails. The only exception Awareness +25, Scope Resilience +25,
beast seeks to enter Prime Reality, is occult-enhanced weapons, which Scope Use (immersed) +19.
where it can destroy all life on Earth. bypass the beast’s damage reduction. Feats: Cleave, Frightful Presence,
It certainly seems interested in Scope Prime Reality Inviability: The Great Cleave, Improved Bull Rush,
points and tab-jammers, studying Judgement Beast cannot survive out- Power Attack, Toughness (avatar).
these before destroying them. Thank- side of Etherspace (so far). Tactics: The Judgement Beast’s tac-
fully, the creature seems unable to Slay Truth: If the Judgement Beast tics are simple, despite its impressive
enter Prime Reality; should its prey kills a Scope avatar, the character must abilities. The creature flies into melee,
escape there, it goes into a furious make a DC 32 Fortitude save. Failure using its speed and manoeuvrability
rage. kills the target in Prime Reality as the to instil chaos in its opponents. The
victim suffers an incredibly violent monster thrives on personal combat,
Special Traits and bloody stroke. (The save DC is 10 and chooses the most powerful ava-
O utsider: The Judgement Beast + 1/2 the Judgement Beast’s HD + its tars to battle one-on-one, unleash-
is an outsider and shares traits Constitution modifier.) ing its entire capabilities upon the
common to such creatures. Swallow Whole: The Judgement unfortunate Scope rider. The beast
Etheric Subtype: The Judgement Beast can try to swallow a grabbed stuffs lesser annoyances into its gul-
Beast is an etheric creature and shares opponent of Huge size or smaller by let or crushes them within its coils. It
traits common to such creatures. making a successful grapple check. fights until either everything within
Augmented Critical: The Judge- Once inside the beast, the opponent the domain is dead, or defenders drive
ment Beast’s bite threatens a critical takes 2d8+9 points of crushing dam- it back. Characters cannot reason
hit on a natural attack roll of 18–20, age plus 2d6+6 points of acid dam- with the creature nor talk it down.
and deals triple damage on a success- age per round from the Judgement Attempting to use diplomacy and tact
ful critical hit. Beast’s digestive tract. A swallowed with the beast simply ensures that the
Constrict: On a successful grap- creature can cut its way out by using diplomat is its next victim.
ple check, the Judgement Beast deals a light slashing or piercing weapon to
3d8+9 points of damage. deal 25 points of damage to the beast’s
Enhanced Transfer: The Judge- digestive tract (Defence 25). Once the
ment Beast treats all domains as if creature exits, muscular action closes
they were Class A domains, regardless the hole; another swallowed opponent
of the domain’s true class. See Ether- must cut its own way out.
scope, Chapter 6: The Scope for more The Judgement Beast’s digestive
information. tract can hold 2 Huge, 8 Large, 32
Immortality: No known form of Medium, 128 Small, or 512 Tiny or
smaller opponents.
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Ch
a p t e r 6
This chapter details Etherscope’s System agents, as well demons with extreme prejudice. System agents are also
as shed some light on the agent’s unknown benefactor, the inexplicitly linked to the Scope, for they are unable to enter
great and mysterious Etherspace entity called the System. Prime Reality at all — as far as anyone knows.
By exploring their abilities, academics find more informa-
tion about the System agents every day, and hope to unlock
the secrets of their existence and origins.
What Are
System Agents? Agent Physiology
and Abilities
A t first, System agents seem to be related to demons,
A
and are lumped in the same category. Both are ethe- ll agents share similar abilities, explained in detail
ric beings, residing in Etherspace. However, System agents below from a scientist’s evaluation of the etheric
appear to follow a different purpose, though one just as beings.
mysterious as the horrors’ agendas. The agents appear out
of nowhere to stop domain tampering, and exterminate
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Great Senses
space — an astral signature.
Avatars leave a trail or trace as they pass through Ether
s (and some psychics) can
Due to their connection with Etherspace, System agent
scent of prey. Obviously, this
follow these traces as a real-world animal follows the
the etheric beings to follow a
abilit y aids System agents in their hunting, allowing
in.
particularly discordant avatar anywhere within a doma Other Domain
powe rful that its shaded eyes can
Furthermore, a System agent ’s senses are so Agents
ps this abilit y evolved from
penetrate even the thickest programmed darkness. Perha
rted and dangerous place. As noted, a System agent’s appearance
the agents finding their way through Etherspace, an uncha changes depending on the domain it
rider may not simply shut
It can certainly prove frustrating to their target, as a Scope enters. This adaptation may also affect
out the lights to escape. its abilities. The GM is free to alter any
agent’s powers and weaponry to reflect
Sequester Avatar different climates. Some agents may
forsake ranged weapons in a melee-
ss another’s avatar, chang-
Perhaps the most feared agent abilit y, an agent can posse oriented society, such as wielding great
performs a reverse assimi-
ing the avatar to appear the same as the agent. The agent
swords in a Norse-designed domain.
and changes it into the agent ’s Other agents may gain the ability to
lation : The agent touches the victim, enters the avatar, shapeshift into animals in a wild-themed
a sort of back-seat driver posi-
own form. During this time, the Scope rider exists in domain, rather than sequester avatars,
everything the agent does.
tion, incapable of performing any action but witnessing gaining powerful claw and bite attacks.
agent ’s control, but only to jack
Particularly strong-willed Scope riders may break the A System agent is always proficient
with the weapon it carries.
out and leave the agent behind.
knowledge, as the agent
Agents use this abilit y to gain access to new abilities and
A System agent’s CR should never
new forms to gain advantages change when a domain alters the agent’s
controls the avatar from within. Agents often sequester abilities. While the agent may battle dif-
iques or programs to further
in the Scope, using particularly devilish Scope rider techn ferently, its overall power remains the
by removing combatants.
their goals. Agents also use this abilit y to thin crowds same.
unharmed, and with one
If a sequestered avatar is destroyed, the agent emerges
less enemy to contend.
Other Abilities
Variations of the standard Sys
tem agent appear in random
agents wield strange powers locations. These new
. Some viewers report agents
range, or travelling the len sequestering avatars at
gth of a domain in a single
Scope rider within a domain stride. Others can lock a Sequester Avatar
, preventing him from fleein
Of particular note is a new g.
Agent Johnson. According to
rumoured agent type, known
to the Scope elite as
Specifics
Scope subculture, these age When an agent sequesters an avatar, the
to the greater Scope augme nts are a direct response
ntations and prowess among agent replaces its own traits with that
Whilst no one has faced one st human Scope elites.
of these agents and lived, tale of the avatar, including skills and pro-
incredibly powerful, capabl s say the beings are grams. Often this tactic weakens the
e of moving at incredible
advanced martial prowess. spe ed and fighting with agent, but it grants the agent access to
Agent Johnsons are not visibly
agents, which adds to the par different from normal the avatar’s skills and programs.
anoia and danger. I wonder
at all due to their rarity. if these agents even exist For instance, an agent might capture
an errant Scope rider because it needs
the capability to modify domains in
Conclusions order to catch up with a criminal.
I have classified an agent’s abi
lities, but I still do not unders
I wonder what gave them the tand their motivations.
ability to override another’s
seem to be a riddle for us to avatar. Their abilities
solve.
I believe that the agents are
trying to tell us something ;
they appear as famous Scope otherwise, why do
personas? But perhaps I am
handholds. I do not know. gra sping at imaginary
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SYSTEM AGENTS
Ch
a p t e r 6
er may be able to hold a conversation vinces the agent he has information databases is simple:
and even talk the agent out of attack- it requires. Even then, the conversa- What is the System?
ing him… if he can convince the agent tion is brief, as agents are not verbose.
he is doing no wrong, that is. While moderately intelligent, agents
Diplomatic types find dealing with pursue their hidden agendas rather
agents difficult. The beings are coldly than waste time talking. Agendas
logical, and have no human side to After a short time speaking with an
which to appeal. Many scholars believe
tradition or a higher power binds the
agent, a Scope rider becomes aware
that the beings do have some emotions A ccording to Scope conspiracy
theorists, the System is an
incredibly powerful entity, much like
agents to a set of laws — a set alien with which humans can relate. Agents
to humans — but force Scope users bear a hatred of those who break their the Great Old Ones (see Chapter 5:
to abide by these hidden laws anyway. laws, and possess a sense of duty and Creatures of the Dark, “The Great
They do not conform to any known honour. Some occult investigators Old Ones”), located in deep Ether-
system of ethics or morality, nor do believe the agents protect humans space. In addition, much like the Great
they favour one group over another. from other humans; the agents view Old Ones, the System uses agents to
Agents care little about social class; themselves as Scope police, righting further its goals. Brief conversations
a rich criminal is still a criminal. wrongs few understand. with System agents reveal a desire for
Perhaps the most disturbing acts are Some agents, conspiracy theorists an ordered, structured society, and an
when agents attack avatars for some argue, care about people. They wish elimination of threats to this future
unknown (and perhaps unknowable) to learn more of Prime Reality and of utopia. A handful of conspiracy theo-
violation, without explaining their humanity. Sceptics believe that this rists believe System agents are direct
actions. appearance is merely a front: an ene- extensions of the System, but these
Agents are also not above torture. my wishing to learn more about its theorists lack evidence. Most believe
Stories appear across databases: foes to find their weak points. Others the System creates agents to work
Agents appear in Scope programs believe that these beings wish to pro- towards the Scope’s structured uni-
modelled after black sedans and tect people from… something. fication. This idea does not explain
kidnap avatars, using some mystical where the System came from, how-
ever, or its intentions once it achieves
ability to keep targets from fleeing
the Scope. Supposedly, even a casual
Scope user may one day find himself
grabbed by two agents and disappear
The System
its ordered society.
The System also calls upon agents
to eliminate the existence of demonic
for hours before returning — with no invasions. When critics request proof
of a converse relationship between
memory of the event at all. Agents say
little about why they perform these
kidnappings, stating only that “it is
T hree years ago, a group of Scope
riders captured an agent and
interrogated the being. When asked
agents and demons, conspiracy theo-
rists come up dry. The theorists con-
for your own good.” why it performed its duties, the agent clude that agents kidnap witnesses
So how, then, does one reason with (eventually) acknowledged the exis- and reprogram them, altering their
an agent? They are cold and emotion- tence of a super-being, which it called memories to forget Etherspace’s
less, but not stupid. If someone tricks “the System.” Supposedly, agents horrors, thus hiding the truth from
an agent — perhaps “proving” his haven’t mentioned this System again, humanity. Few understand why the
innocence —it may relent and let the and sceptics call this report’s authen- System is adamant about conceal-
target go. However, bluffing an agent ticity into question. After all, who ing the existence of demons, but one
is difficult, as the entities seem to have can keep a System agent in place, anonymous philosopher put it best
105
SYSTEM AGENTS
Ch
a p t e r 6
when he said, “the enemy not known of demons, and of a war the two forces
is the enemy least considered.” wage. Mix in the rumours of the Sys-
The System grows in power in pro- tem, and some scholars theorise that
portion with humanity’s expansion the ancient Lemurians created the
into the Scope. New agents appear System to protect themselves from
each day, and theorists conclude that, the demons. With the rediscovery
as people become more powerful in of Etherspace, the System is online
the Scope, so does the System. Origi- again, working its ancient program-
nally, only one type of System agent ming to protect humanity from the
existed. However, as humans learn Etherspace horrors.
more about the Scope and develop This theory has some problems.
advanced techniques to navigate the First, no known Lemurian texts
ether, Scope riders become more dif- speak of the System. Perhaps more
ficult for System agents to control. In importantly, why does the System
response, the System creates newer target humans, if its sole purpose is to
and more powerful agents with abili- destroy demons? Moreover, why does
ties to combat humanity’s progress. it want to control Scope users’ actions
Perhaps the System grows in power by sending agents to reinforce its laws?
by fighting riders, gaining experi- Too many unanswered questions pre-
ence and determining how to control vent this theory from becoming more seek to work the Scope for their own
aberrant beings. Or perhaps humans widely accepted. goals.
feed the System with their experi- This theory has more subscrib-
ence and power. Regardless, theorists Extension of Awareness ers than the previous one, but it has
agree that the System grows in power its own problems. The greatest: The
C
as humans expand deeper into the oexisting with the theory that theory falls short if the psychological
ether. demons are extensions of human theory of demons proves inaccurate.
minds and nightmares (see Chap- Furthermore, the System seeks to
ter 5: Creatures of the Dark, “What order humans as well as the Scope.
Are Etherspace Demons?,” Demonic Perhaps the System rebels against
Origins Theories, The Psychological Theory) human control, believing humans are
is the idea that the System and its against a structured society. Human-
N o one has any historical evidence
of the System’s origins, or even
agents are also extensions of human
will. However, critics say this theory
ity may have created it, but like its
creators, the System does not wish to
proof it exists. This dearth does not fails to explain the System’s wish to be controlled — it is a Freudian slip
stop anyone from guessing, of course. impose order through its agents, and grown vastly out of control.
The world’s greatest minds (those why the agents hate other demons.
who believe in the System’s existence, The first is easy to explain. Despite
anyway) created and argue the fol- a strong individuality, humans seek to
lowing two theories. control everything, naming it and giv- Friend or Foe?
ing it definition. As an extension of
Guardian of Lemuria human awareness, the System adopts
humanity’s desire to order the world. R egardless of which theory a per-
son subscribes to, all theorists
A fter the Hendricks Tablet’s dis-
covery (see Chapter 5: Creatures
of the Dark, “What Are Etherspace
Thus, the System seeks to control the
Scope as an extension of humanity’s
agree that the System protects the
Scope from criminals and demons.
desire to impose order in chaos. The System sends agents to dis-
Demons?,” Demonic Theories, The Why agents hate demons is per- rupt industrialists’ plans to abuse
Nemesis Theory), some extremists haps more perplexing, but theorists the Scope (using its own definition
theorise that the System’s origins lie believe that the System also adopted of “abuse,” of course) and to destroy
with Lemuria. If the tablet speaks humanity’s irrational hatred of any- demonic infestations. Whether the
true, these historians argue, then the thing different. Others believe that System is a guardian or a conqueror
ancient Lemurians would have made demons bring chaos, which disrupts is unknown, but its agenda influences
some defence against the horrors. an ordered, structured reality. Thus, the Scope’s heartbeat.
These historians study the so-called to bring order to chaos, the System
demons, watching for patterns. They must destroy the chaos-bringers. This
notice a rivalry between System agents reasoning also explains the System
and other demons. Agents even speak agents’ hatred of Scope criminals who
106
SYSTEM AGENTS
Ch
a p t e r 6
New Agents
76; Mas 12; Init +6; Defence 19,
touch 17, flat-footed 17 (+2 Dex, +5
class, +2 natural); BAB +7; Grap
+10; Atk +10 melee (1d8+3, slam) or
sequester it. Instead, the agent needs
to see the target it wishes to seques-
ter, which it might do through anoth-
er agent or even the System itself (if
+9 ranged (2d6, standard pistol); Full alerted to a particularly dangerous
A s humans expand into the ether, Atk +10/+5 melee (1d8+3, slam) or situation). However, Agent Johnson’s
the System creates agents that +9/+4 ranged (2d6, standard pistol); Hit Dice count as 4 fewer for the pur-
are better and more qualified for the SQ darkvision 60 ft., greater psychic poses of determining what avatars it
job of policing the Scope. All the Sys- power (alter memory), Prime Reality may sequester. (Thus an agent with
tem agents presented here share the inviability, sequester avatar (Will DC 12 HD may only sequester targets
same abilities as regular agents (see 17), scent; Val unknown; AL the Sys- with 7 HD or fewer.)
Etherscope, Chapter 8: Gamemas- tem; SV Fort +9, Ref +8; Str 16, Dex Fighting Skills: Fighting Tech-
tering, “Creatures and Characters,” 14, Con 16. nique (Scope-fu) is a class skill for
Etherspace Creatures), but bring new Skills: Bluff +15, Intimidation +17, Agent Johnson.
powers to the field. Knowledge (natural philosophy) +6, Agent Johnson: CR 13; Medium
Resolve +15, Scope Awareness +14, outsider (agent, etheric); SV Will
Scope Resilience +15, Scope Use +13; Ex 0; Int 14, Wis 16, Cha 16.
(immersed) +15, Sense Motive +14, Scope Avatar: HD 12d10+36; hp
Agent Benedict Telepathy +15. 102; Mas 16; Init +7; Defence 21,
Feats: Frightful Presence, Improved touch 19, flat-footed 18 (+3 Dex, +6
and alter their memories. Often, Advancement: 10–14 HD (Medi- dard pistol); SQ darkvision 60 ft.,
agents use these powers to rip desired um). improved sequester avatar (Will DC
knowledge from victim’s heads; other 19), Prime Reality inviability, scent;
times, the agents wish to make people Val unknown; AL the System; SV
forget certain events. Often an Agent Fort +13, Ref +13; Str 20, Dex 16,
Benedict manifests a set of tools — to Agent Johnson Con 16.
augment his telepathic interrogations Skills: Bluff +18, Intimidate +18,
or simply to intimidate the witness.
Few Scope riders believe in Agent I n response to humanity’s greater
Scope control, the System created
a new breed of agent. Agent Johnson
Fighting Technique (Scope-fu) +18,
Resolve +18, Scope Awareness +18,
Benedict’s existence, as the agent has Scope Resilience +18, Scope Use
the tendency to erase memory of him- has superior fighting capabilities as (immersed) +17, Sense Motive +18.
self from a viewer’s mind. Only the well as an insidious ability to seques- Feats: Combat Martial Arts*,
occasional escapee or strong-willed ter avatars at range. Fighting Agent Defensive Martial Arts*, Improved
Scope rider bears testimonies of the Johnson is difficult, as it sequesters Initiative, Iron Will, Lightning
System’s most horrific and sadis- avatars all around its opponents, Reflexes, Great Fortitude, Quick
tic agent, and these few usually face using the assimilated avatars to sur- Reload*.
derision as their peers think they are prise or trip up foes, or occasionally * When in Scope-fu stance.
superstitious or jumping at shadows. as shields. These rare agents handle Possessions: Standard pistol (pro-
the Scope’s greatest threats, such as gram).
Species Traits demonic infestations or incredibly Advancement: 13–20 HD (Medi-
tough Scope riders. Agent Johnson is um).
O ccult Skills: Telepathy is a
class skill for Agent Benedict.
Furthermore, Agent Benedict has
rare and often appears as other agents;
many Scope riders don’t believe in its
existence. Occasionally, Agent John-
the alter memory occult power (see
Chapter 1: Occult Secrets, “Occult
son equips a heavy pistol or a wrist- Agent
mounted grenade launcher program.
Powers”). Montgomery
Agent Benedict: CR 10; Medium Species Traits
outsider (agent, etheric); SV Will
+10; Ex 0; Int 16, Wis 14, Cha 16.
I mproved Sequester Avatar: Agent
Johnson need not touch an avatar to
T hese agents guard against
intruders or escapees, or deal
with particularly nasty threats. Agent
Scope Avatar: HD 9d10+27; hp
107
SYSTEM AGENTS
Ch
a p t e r 6
Montgomery can lock a small area unknown; AL the System; SV Fort Scope Avatar: HD 6d10+6; hp 39;
and prevent avatars from leaving it. +11, Ref +6; Str 20, Dex 10, Con 16. Mas 10; Init +6; Defence 15, touch
Other agents call in Agent Mont- Skills: Diplomacy +9, Intimidate 15, flat footed 13 (+2 Dex, +3 class);
gomery on interrogation sessions +14, Resolve +14, Scope Awareness BAB +4; Grap +6; Atk +6 melee
to prevent the avatar from escaping. +11, Scope Resilience +14, Scope Use (1d6+2, slam) or +6 ranged (2d4,
The System also uses it to hunt down (immersed) +12, Sense Motive +11. small pistol); SQ darkvision 60 ft.,
particularly slippery demons such as Feats: Improved Initiative, Iron invisibility, Prime Reality inviability,
hellhounds (see Chapter 5: Creatures Will, Great Fortitude. sequester avatar (Will DC 13), sneak
of the Dark) or shadowclaws. In addi- Possessions: Heavy pistol (pro- attack +2, scent; Val unknown; AL
tion to his impressive powers, Agent gram). the System; SV Fort +9, Ref +6; Str
Montgomery carries a much heavier Advancement: 9–12 HD (Large). 14, Dex 14, Con 12.
pistol than other agents, its fists deal Skills: Intimidate +4, Resolve +10,
much more damage, and it often out- Scope Awareness +11 (+13 to hide
fits itself with longarm programs or and move silently), Scope Resilience
explosives. This heavy arsenal, along Agent Okura +10, Scope Use (immersed) +9, Sense
with the fact that Agent Montgomery Motive +11.
is a large agent, earns it the nickname
“war agent.” W hilst agents are blunt, some
few have a degree of subtlety.
Called Agent Okura, these agents
Feats: Improved Initiative, Iron
Will, Stealthy.
Agent Montgomery is an impos- Possessions: Small pistol (pro-
sibly tall and barrel-chested man, are one of the few female(-appearing) gram).
appearing far too broad-shouldered System agent species. They are adept Advancement: 7–12 HD (Medi-
for his tailored suit. at stealth, and can bend ether about um).
their avatars to cloak their presence.
The System uses these assassins to
Species Traits kill avatars quietly, without stirring
Core Agent Errata
L ockdown: As a full-round action,
Agent Montgomery can lock
down the area around it. Creatures
up trouble.
Agent Okura appears as a short,
beautiful human female with long
T he abilities and skills of the
three agents from the core rule-
book are inaccurate. The following
(avatars and demons) within 60 feet raven-black hair usually pulled into are accurate statistics.
must make a DC 17 Will save each a tight bun. She moves about with Agent Alexander: Fort +4, Will
round or lose the ability to enhance quick, flighty jerks, always in motion. +6.
movement through class features and One finds it impossible to stare at Skills: Resolve +8, Scope
����������������
Awareness
abilities such as enhanced transfer Agent Okura for too long, as the eye +8, Scope Resilience +8, Scope Use
while they remain in the area. Fur- strays from the subject. Agent Okura (immersed) +8, Sense Motive +8.
thermore, an avatar that fails this carries a smaller pistol and is physi- Agent Gates: Will +9; Wis 12,
save may not jack out. cally weaker than other agents, but Cha 12.
Agent Montgomery can use this her stealth abilities make up for this Skills: Bluff +7, Intimidate +12,
ability at will, and it lasts for as long as lack. Resolve +12, Scope Awareness +12,
the agent desires. Agent Montgomery Scope Resilience +12, Scope Use
may suppress it as a free action. (The Species Traits (immersed) +12, Sense Motive +12.
save DC is 10 + 1/2 the agent’s HD Agent Blackhawk: SQ sequester
+ its Charisma modifier.)
Agent Montgomery: CR 9; Medi- I nvisibility: At will as a move action,
Agent Okura may become invisible
(see Etherscope, Chapter 4: Traits,
avatar (Will DC 19); Cha 16.
Skills: Bluff +18, Intimidate +18,
um outsider (agent, etheric); SV Will Fighting Technique (Scope-fu) +8,
+6; Ex 0; Int 12, Wis 10, Cha 16. “Special Traits”). She becomes visible Resolve +18, Scope Awareness +16,
Scope Avatar: HD 8d10+24; hp when she makes an attack. Scope Resilience +18, Scope Use
68; Mas 16; Init +4; Defence 18, Sneak Attack: If Agent Okura (immersed) +17, Sense Motive +16.
touch 14, flat footed 18 (+4 class, attacks an opponent who is denied
+4 natural); BAB +6; Grap +11; his Dexterity bonus to Defence, or
Atk +11 melee (1d10+5, slam) or attacks a flanked opponent, the agent
+6 ranged (2d8, heavy pistol); Full inflicts 1 extra point of damage for
Atk +11/+6 melee (1d10+5, slam) or every three HD the agent has (+2 for
+6/+1 ranged (2d8, heavy pistol); SQ the agent presented below).
darkvision 60 ft., lockdown (Will DC Agent Okura: CR 6; Medium out-
17), sequester avatar (Will DC 17), sider (agent, etheric); SV Will +6; Ex
Prime Reality inviability, scent; Val 0; Int 10, Wis 14, Cha 12.
108
SYSTEM AGENTS
Ch
a p t e r 6
109
APPENDIX
Appendix One:
Legal Information
This printing of Etherscope: Mysteries of the Occult is done under version 1.0 Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs
of the Open Gaming License and the System Reference Document by permission that are used by a Contributor to identify itself or its products or the associated prod-
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of the license and document. “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
Designation of Product Identity: The following items are hereby designated create Derivative Material of Open Game Content. (h) “You” or “Your” means the
as Product Identity in accordance with Section 1(e) of the Open Game License, ver- licensee in terms of this agreement.
sion 1.0: Any and all Etherscope and Goodman Games and Malladins Gate logos 2. The License: This License applies to any Open Game Content that con-
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scope use, savage south, Schopheim, Scope jack, Scope point, Scope processor, Scope original creation and/or You have sufficient rights to grant the rights conveyed by this
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and product line names, logos and identifying marks including trade dress; artifacts; Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
themes and graphic, photographic and other visual or audio representations; names Gygax and Dave Arneson.
and descriptions of characters, spells, enchantments, personalities, teams, personas, Etherscope: Mysteries of the Occult by Ben Redmond and Nigel McClel-
likenesses and special abilities; places, locations, environments, creatures, equip- land, published by Goodman Games, ©2006 Goodman Games (contact info@good-
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and any other trademark or registered trademark clearly identified as Product iden-
tity by the owner of the Product Identity, and which specifically excludes the Open
110
™
GMG17624
A character Sourcebook
Etherscope books are published under the Open Game Created by
License and are compatible with d20 Modern rules.
www.goodman-games.com Nigel McClelland and Ben Redmond