Seeker - Core Rules PDF
Seeker - Core Rules PDF
Seeker - Core Rules PDF
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Seeker In Brief
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Introduction
Table of Contents
Introduction
Seekers in Brief.................. 2
Seekers vs. Other RPGs........ 6
Richard Dawkins protects a small
Chapter One: Character
town from a biker gang.
Creation
Step 1 - Character Concept... 9
Mother Theresa must beat a pool Step 2 - Attributes.............. 11
shark at his own game.
Step 3 - Mundane Skills..... 12
Step 4 - Paths..................... 16
Nietzsche fights a bear.
Step 5 - Equipment............ 20
Step 6 - Advantages & Disads.. 23
A person giving a piano lesson does Step 7 - Eccentricities........ 28
not generally promise that learning to Step 8 - Character Advancement.29
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play piano will make you better at diagnosing illnesses or designing buildings. A book on the botany of orchids
does not generally promise to give
insight into the psychology of serial
killers or predicting the path a tornado
will take. Yet there are some disciplines, studies, philosophies, mystical
and religious systems that promise to
teach universal truths or give universal
personal benefits. If these claims are
true, then these systems should give
their students some kind of advantage,
even if only a tiny one, in any given
activity, such as fighting a bear.
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Freemasonry...................... 81
Hippies............................... 81
Kabbalah............................ 82
Occultism/Magick.............. 82
Martial Arts........................ 82
Mathematics....................... 83
Military.............................. 84
Monotheism....................... 84
Mysticism.......................... 86
Native American Spirituality. 86
Neopaganism/Wicca.......... 87
New Thought..................... 87
Ordinary Life..................... 88
Politics............................... 89
Psychology......................... 89
Science............................... 91
Self-Help............................ 92
Sex..................................... 92
Shamanism......................... 92
Sufism................................ 95
Taoism................................ 95
Transcendentalism............. 96
Western Philosophy........... 97
Clarksdale Police.
Hello, is this Detective Pendleton?
This is Chief Pendleton.
Sorry, Chief. Im Julie Yee. Im an
officer in the Soldiers Peak, Alaska
Police Department.
Alaska, huh? What can I do for you,
Office Yee?
Well, Ive got a fellow in lock-up
here. Real weird character. Claims
to not have a name, but says his birth
certificate reads Jacob Goldman. He
told me that if I called you, you would
vouch for him.
Mm-hmm.
So do you? Vouch for him?
If youll indulge me, Officer Yee, let
me tell you what went through my mind
when this fellow first came to town.
Okay.
So this fellow hitchhikes into my town,
he doesnt know anybody here, he doesnt
have any business here, he doesnt have
a pair of shoes, much less a dollar in
his pocket. He gives weird answers to
questions. The most hell say is that hes
gone on some sort of spiritual quest,
although he wont claim any religion
Ive ever heard of. To my mind, this
person is obviously a crazy person and
hes liable to kill one of the people Im
sworn to protect if I dont do something
about him. I end up dusting off my law
books, checking to see if theres a law
against vagrancy on the books. Any of
this sound familiar to you?
Absolutely.
Well, Ill tell you, I couldnt have been
more wrong. I wont tell you the whole
story, because my shift is over soon and
my wife will kill me if dinner is cold
when I get home. Let me just say that
this individual, he stuck his neck out, he
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Standard RPGs
Seeker
PCs are aware that they need the universe (or each
other) to provide them with dangers and challenges
in order for them to grow. They can thus buy-in to
the process.
Take a walk, not to get to any particular place, but just to walk.
Breathe fresh air. Feel the sun on your face.
Leave behind, if only for a while, your distractions and worries and duties.
Walk wherever you, and you alone, want to.
Report to no one. Explore places youve never been.
Take the time to notice details. Notice the feel of a place.
Let your thoughts wander. Be aware of your feelings as they wash over you.
Explore your memories. Think about huge, important issues.
Think about tiny, inconsequential things.
Have new ideas, hunches, inspiration.
Feel stronger. Feel clear-headed. Feel balanced.
Feel on top of things. Feel smarter and wiser.
Dont turn around. Dont go back to your home and job and responsibilities.
Keep walking.
Walk until your legs are thickly muscled and your skin is deeply tanned.
Rely on the kindness of strangers or the whims of fate for your next meal.
Find and read odd books. Have philosophical debates with passing strangers.
Have huge, frightening revelations. Fight the dark things inside your own head.
Build theories. Practice new ways of thinking, experiencing, being.
Give yourself dangerous and arduous tests.
Find others who can test you.
Stop, briefly, to help people, and then move on.
Leave nuggets of wisdom that may inspire people, and then move on.
Come across others who walk, like you,
and share their journey with them for a while, then move on.
Amaze people, change lives, change whole communities, then move on.
Never stop walking, never stop growing, until your journey is done.
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Chapter One
CHARACTER CREATION
Character Creation In Brief
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Charm
(CHM)- This represents
likeability, social presence, persuasiveness
and ability to read people. Charm is used
when a character needs to put on an act,
convince an audience, seduce someone or
pick up on subtle social cues.
Attributes Example: We decide Christina should be Smart, Charming, Willful
and just a little Stronger than average. Altogether we spread our points out as
AGY 2, AWR 2, CHM 5, END 2, INL 4, SPD 2, STH 3 and WIL 4 (24 in total).
We also note that Christina has 10 Hit Points.
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Academic
Cost: 2 points per level
Typical Attribute: INL
Specialties:
Sciences*: Includes biology, chemistry,
geology,
meteorology,
archeology,
paleontology, physics, psychology. Example
Equipment: Reference books, calculators,
microscopes, chemical reagents, picks,
brushes, barometer.
Humanities*: Philosophy, religion,
mythology. Example Equipment: Reference
books.
Business & Law*: Business law,
criminal law, tort law, legal research,
business,
economics,
social
work,
government, politics. Example Equipment:
Reference books.
Math*:
Mathematics,
statistics,
accounting, cryptography, mnemonics.
Example Equipment: Calculator, reference
books, graphing calculator, computer.
Athletic
Cost: 3 points per level
Typical Attribute: AGY
Specialties:
Outdoors*: Running, hiking, rock
climbing, mountain climbing, swimming,
SCUBA diving.
Example Equipment:
Running shoes, climbing gear, wetsuit,
flippers, SCUBA gear.
Skills Example: We want Christina to have the sort of skills a country girl might
have, and we want her to be skilled at dealing with people, so we give her two
levels of Traditional (costing 2 points), two levels of Labor (costing 2 points)
and three levels of People (costing 6 points). This uses all 10 skill points. In
Labor we choose the specialty of Building, in Traditional we choose Livelihood
and in People (since she has 3 levels) we choose Performance and Social.
Since Christina has 5 CHM, her AV for People rolls is 8 (5 CHM + 3 skill
levels). Her AV for People rolls where she is Performing is 9 (5 CHM + 3 skill
levels +1 for having a specialty).
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Vehicles:
skateboarding,
hanggliding.
Bicycling,
skating, music, amp, computer with music editing
kayaking, parachuting, software.
Writing*: Writing fiction, writing non Martial Arts: Control: Aikido, tae fiction, editing, penmanship. Example
kwon do, wrestling. This is the combat equipment: Notebook, pen, dictionary,
style Control, but with no equipment thesaurus, laptop with word processor.
packages available. See p.37 for more.
Martial Arts: Exhaust: Boxing, Criminal
kickboxing, wrestling. This is the combat
style Exhaust, but with no equipment Cost: 4 points per level
packages available. See p.37 for more.
Typical Attribute: AGY
Combat
Cost: 4 points per level
Typical Attribute: N/A (see p.37)
Specialties:
Kill*: This is the combat style Kill.
See p.37 for more. Example Equipment:
Knives, swords, sniper rifles, bow and
arrow, shotgun.
Specialties:
Underworld*:
Black
market,
organized crime, drugs, gambling. Example
Equipment: Stylish suit, small scales, cell
phone, loaded dice.
Trickery*: Disguise, impersonation,
forgery. Example Equipment: Disguise kit,
x-acto knife, laminator, computer and color
printer.
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Investigation/Espionage
Cost: 4 points per level
Typical Attribute: INL
Specialties:
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Pharmaceuticals*:
Pharmacology,
psychopharmacology. Example equipment:
Common medications, physicians desk
reference, syringe.
People
Labor
Cost: 1 point per level
Typical Attribute: INL
Specialties:
Building/Repair*:
Blacksmithing,
welding, electronics, carpentry, mechanics,
plumbing. Example Equipment: Leatherman, tool kit, blowtorch, spare fuses, tape
measure, duct tape.
Traditional
Cost: 1 points per level
Typical Attribute: AWR
Specialties:
Traditional Medicine*: Ethnogenic
psychoactives,
herbal
medicine,
acupuncture.
Example Equipment:
Common medicinal herbs, common
psychoactives, acupuncture needles.
Talents
In Brief: 1 skill point for an extra specialty to be able to do one specific thing.
Anything that humans can learn to do but that is not mentioned in the skill
descriptions can be learned as a Talent. Talents cost 1 skill point each and
act as an additional specialty for whatever skill is most appropriate. The
specialty allows the PC to make skill rolls to do that one specific activity.
Talents are good for tricks that are not part of any normal course of study.
For instance, no normal curriculum in Athletic or People or Traditional will
teach a person sword swallowing, although it is definitely something people
can learn to do.
For example: Ted wants to learn how to swallow swords, so he spends 1
skill point to buy a specialty of Athletic called Swallow Swords. If he has
zero levels in Athletic, this Talent gives him a Sword Swallowing AV of AGY
+1 (for having a specialty). If he has levels in Athletic, his AV is AGY +
Athletic +1. Players should consult with GMs whether equipment packages
are available for a Talent. For instance, a GM might say there is no special
Sword Swallowing equipment package.
Talents can be used for things a PC has learned in absence of the greater
context of learning that typically goes with it. Say, for instance, that a
PC is an avid birdwatcher and knows everything about birds, but knows
nothing about any other type of wildlife or about nature, biology or science
in general. That PC would have an Academics of zero with a specialty (a
Talent) of Bird Knowledge. The things the PC could do with this Talent
would be very limited because they wouldnt have the science background
to generalize beyond basic facts.
Talents should be only for very specific activities, e.g. swallowing swords
or answering questions about birds. Surgery would be too broad of a
subject matter and should be purchased by buying the skill Medicine and the
Surgery specialty. Removing Bullets, however, might be an appropriate
talent for a gang member who has no medical training but has been forced
to dig bullets out of friends.
Training
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Skill costs to buy skill levels with XP during during gameplay can be reduced
by studying with a skilled teacher. The exact cost should be negotiated with
the GM and cannot go lower than 1 skill point per level. For example: Marita
finds a master martial artist and apprentices herself to him, doing whatever
tasks or exercises he assigns her. During the period the GM allows Marita
to buy Athletic at a cost of 1 skill point per level.
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All Paths give plusses to combat AVs, but only in certain circumstances and only
when using certain combat styles.
Some Paths give plusses to attributes, based on the levels one has in the Path.
These attribute plusses are always on.
Each Path has abilities. These are a lot like skills. They are things only people in
that Path can do. One rolls Path level vs. a difficulty determined by the GM.
Any other roll you make can gain a bonus (+1 or +2 per level) if you can convince
the GM that your pursuit of the Path, as you understand it, helps with that kind of
activity. The PCs personal understanding of their Path (as described in their oneline Path descriptions) is important in determining what activities can be aided by
the Path.
Having a specialty means you can act as if you had one extra Path level in whatever
use of the Path (any of the above) you have the focus in.
Using a Focus lets you act, temporarily, as if you have one extra level in that Path.
A brief description of the Paths and their Typical Seekers: A philosophy major
abilities follows. For more, see p.100.
who is out to find out whether there is a
practical use for all the books he or she
-Thinking
has read. A student of Tibetan dialectic
Concept: Those on the Path of -Thinking debate who believes that one can arrive
believe that most of the problems that logic, at the solution to any problem through
philosophy and science are attempting to solve logic. A brilliant mathematician who
are problems that logic, philosophy and science is trying to use advanced mathematical
have invented. People already know most of principles to model the more ephemeral
what they need to know about the universe and aspects of life.
the answers to most questions are simple, and so Abilities: Deduction, Improv, Profile
-Thinkers try to learn to silence the chattering Thought Strengths.
of the mind so they can hear the wisdom and
answers they already have.
-Self
Typical Seekers: A student of Zen who uses
Concept: Those on the Path of -Self learn
meditation to silence the mind. A retired
to distrust and to shed ideas about self.
housewife who has seen enough foolishness
They strive to become egoless, believing
to know that a dose of common sense beats an
neither in their own strengths nor their
ideology or philosophy any day of the week.
own weaknesses. They learn to see the
Abilities: Dumb Luck, Profile Thought self-identities of others as nothing more
than poorly-told-stories that have nothing
Weaknesses, Reading Bones.
to do with reality except where they create
reality as self-fulfilling prophecies.
+Thinking
Concept: For those on the Path of +Thinking,
the human capacity for logic and reasoning is the
greatest tool we will ever have and one whose
potential we havent even begun to tap. They do
not believe that some are born smart and others
not, but that each person develops their mental
abilities through practice. Ideas, concepts and
abstractions are considered keys that open
different doors to understanding and +Thinkers
go around collecting as many as possible.
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+Self
Sample Focuses by Path
-Thought: Meditation, using
hallucinogens, reading tarot
cards, taking a walk, doing
calligraphy.
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+Thought:
Reading
a
book, engaging in debate,
drinking
coffee,
making
diagrams, blogging, silent
contemplation.
-Self: Being an anonymous
member of a crowd, being
enigmatic, getting others to
talk about themselves, menial
labor, being alone, providing
medical care to others.
+Self: Looking in the mirror,
using deliriants, getting dressed
up, playing sports, martial arts
practice, yelling at people,
flirting.
-Harmony: Self-mutilation,
engaging in a rant, visualizing
ones own death, breaking
taboos, observing others while
staying unseen, reading about
historical injustices, being
insulted.
+Harmony: Sitting in nature,
giving a massage, eating a meal
with a family, keeping an altar,
dancing, giving compliments.
-Feeling: Fasting, making
calculations, sleep deprivation,
sleeping outside, giving things
away, solitude.
+Feeling: Having sex, making
art, listening to music, hiking,
watching a sunrise, getting
in a fistfight, singing, using
hallucinogens.
Concept: Those on the Path of -Self learn that selfconfidence, believing in oneself, is a key to unlocking
human potential. They strive to be able to control
what they believe about themselves and to believe it
so strongly that whatever they believe in, if it is not
already true, becomes so.
Typical Seekers: An athlete or martial artist who has
learned that the key to success is self-confidence. A
user of native psychoactive plants that give one a
feeling of strength and power. A political radical who
believes that people need to overcome the feeling of
powerlessness that society has instilled in people.
Abilities: Animal Magnetism, Choose Identity, Profile
Self-Identity Strengths.
-Harmony
Concept: Those on the Path of -Harmony have purposefully put themselves outside of society so that
they can question everything from an unbiased point
of view. For those on this Path the saying just because
everyone believes it doesnt make it true is a very important one. Those in this Path know that by being on
the outside one can see solutions that those on the inside cant, and they learn to resist the instinct to reach
harmony with the ideas of others that so often causes
groupthink. Out of all the Paths, -Harmony practitioners are best able to explore their dark sides.
Typical Seekers: A social psychologist who has studied
the errors caused by groupthink. A political and social
radical who believes that modern society is as blind
to its injustices and moral failings as slave-owning
society was to its own. An aboriginal sorcerer whose
power comes from exploring activities and items that
the native culture considers taboo. A goth poet who
seeks to find beauty in what everyone else considers
ugliness.
Abilities: Profile Harmony Weaknesses, Sabotage
Harmony.
+Harmony
Concept: Those on the Path of +Harmony believe that
no man is an island, that each person is connected to
and depends on the people and natural world around
them, and that being in harmony with ones body,
community and environment is a route to peace,
prosperity and power. Those on this Path strive to
learn the healthiest way of living and interacting with
ones environment, and learn that it is much easier to
get by in the world by doing so.
-Feeling
Concept: Those on the Path of -Feeling believe
that emotions are the key enemy of reason and
that far too many people, whether they know it
or not, make decisions based on what they feel
rather than on what is rational. Those on this
Path learn to control their emotions and protect
their thoughts from interference by emotion.
They also learn not to let the universe provoke
unwanted emotions in them.
Typical Seekers: An ascetic yogi learning to
live with few earthly pleasures in order to feel
cosmic pleasures. A cynical skeptic who sees
base emotions like fear and hatred behind what
most people call reason. A Buddhist monk who
is trying to learn to react only with compassion,
no matter what might happen.
Abilities: Absorb Emotions, Profile Feeling
Weaknesses, Survive on Little.
+Feeling
Concept: For those on this Path, emotions and
feelings are a source of power and wisdom that
goes untapped in most people. Students of this
Path learn to be aware of their own feelings, to
enhance the power of their feelings and draw
power from them. They are also able to express
their feelings strongly enough to evoke feelings
in others.
Typical Seekers: An artist seeking to understand
and document the human experience through
art. A primal scream therapist who believes
that expressing emotions is they key to health.
A high-class call girl who believes that the
most powerful thing in the world is an un-met
emotional need.
Abilities: Chanelling, Gut Intuition, Overpower
Emotion, Profile Feeling Strengths.
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Equipment Packages
Package Level
O
OO
OOO
Equipment Example: Since Christina has the skills Traditional, Labor and People, we decide to give her the packages Traditional: Survival OO, costing 3 EP and
People: Social O, costing 1 EP. We want her to defend herself, so we spend her last
EP point on Combat: Kill O. We envision this equipment as some wilderness survival gear (a tent, bedroll, hatchet, fishing line and hook), a nice outfit for preaching in and some makeup, a small mirror and hairbrush, and a hunting knife.
Since she has two levels of the skill Traditional, and has the Traditional: Survival
OO equipment package, when she makes a Survival skill roll, her AV is the applicable attribute (AWR, which is 2) +2 (from having two levels of the skill) +2 (from
having 2 levels of the appropriate equipment package). So her AV is 6 altogether,
which is fairly good.
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Alcohol (costs 1 EP): +1 vs. pain/fear,
-1 AGY, -1 AWR, -1 INL, Addiction OO.
Caffeine (costs 1 EP): +1 vs.
unconsciousness.
Cigarettes (costs 1 EP): Addiction O.
Cocaine/Crack (costs 2 EP): +4 vs.
unconsciousness, Addiction 6, Paranoid
Delusions O.
Deliriants (costs 1 EP): These are
various dangerous plants, e.g. jimsonweed,
that can cause psychotic behavior. Delusions
OOOO, Amnesia OOO, +1 END, +1 Hit
Points, -1 AWR, -1 WIL, Heart Attack O.
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Ecstasy (costs 2 EP): Euphoria OO, -5 Explosives- The PC starts with one
vs. hallucinations/delusions, Addiction OO. explosive per game session.
Hallucinogens (costs 2 EP): These
Explosive O (costs 1 EP) will destroy
are various chemicals (e.g. LSD) or plants anything in 5 ft.
(e.g. peyote, ayahuasca). Hallucinations 7,
Explosive OO (costs 2 EP) will destroy
Delusions OO, +1 AWR.
anything in 20 ft.
Heroin (costs 3 EP): +5 vs. pain, +4 vs.
Explosive OOO (costs 3 EP) will
fear, -1 AGY, Euphoria 5, Addiction 6.
destroy anything in 50 ft.
Inhalants (costs 1 EP): Euphoria 5, +2
vs. pain, -2 AGY, -2 AWR, -2 INL, Addiction
Vehicles
OO.
Bicycle, Kayak or Junker Car cost 1
Marijuana (costs 2 EP): -2 to memory EP.
rolls, -1 INL, -2 AWR, +2 vs. fear/anger/
Moped or Junker Motorcycle costs 2
pain, Addiction O.
EP.
Meth (costs 3 EP): +2 vs.
Motorboat, RV, New Motorcycle,
unconsciousness, Addiction 5.
New Car cost 4 EP.
Opium (costs 2 EP): +2 vs. fear, -1 INL,
Personal Aircraft or Heavily-1 AGY, Euphoria OO, Addiction OOOO.
Upgraded Sports Car cost 6 EP.
Psychedelics (costs 1 EP): These
are chemicals or plants that have a similar Miscl Equipment
Binoculars (Costs 1 EP)
effect to hallucinogens but are milder.
Hallucinations O, Euphoria O, +1 AWR.
Bug (Costs 2 EP): Audio/camera bug
or tracking bug. Comes with receiver or
Animals- Animals come in three tracker.
basic types: untrained, trained and highly
Cellphone (Costs 1 EP)
trained. Untrained animals are habituated
Digital Camera (Costs 1 EP)
to human presence but dont know how to
Flashlight: Heavy Duty (Costs 1 EP)
follow any commands. Trained animals
can follow basic commands common to
Gasmask (Costs 1 EP)
that animal (e.g. a horse knows giddyup
GPS (costs 1 EP)
and woah). A highly trained animal has
Handcuffs (Costs 1 EP)
been specifically trained in one specialty
Musical Instrument (Costs 1 EP)
skill, e.g. a bloodhound is trained to track
people by scent.
Laptop (Costs 2 EP): Comes with
wimax
access to the internet in any urban
Dog: Untrained (Costs 1 EP). Kill AV
area.
+1
EP to give it satellite based access
3, Hit Points 6.
anywhere in the continental US.
Dog: Trained (Costs 2 EP). Kill AV 3,
Nightvision Goggles (Costs 2 EP)
Hit Points 6.
Poison: Deadly (costs 1 EP): 1 dose per
Dog: Highly Trained (Costs 4 EP). adventure. Ingestor dies within 5 minutes
Includes seeing-eye-dogs, bloodhounds, without medical intervention.
fighting dogs. Kill AV 4, Hit Points 6.
Poison: Debilitating (costs 1 EP).
Horse: Untrained (Costs 2 EP). Ruin 1 dose per adventure. Ingestor takes -4
AV 2, Hit Points 8.
penalty to all rolls.
Horse: Trained (Costs 4 EP). Ruin
Poison: Knockout (costs 2 EP). 1
AV 2, Hit Points 8.
dose per adventure. 5 difficulty save vs.
Horse: Highly Trained (Costs 8 EP). unconsciousness, -3 AWR, -3 INL.
Includes horses trained for hunting, racing
Smartphone (Costs 2 EP): Can connect
to the internet in most urban areas.
or war. Ruin AV 3, Hit Points 8.
Free Equipment
The following very minor
or very common equipment
costs 0 EP: Shoes, clothing, a
hat, gloves, cheap jewelry, a
backpack, sunglasses, condoms,
a handkerchief, a jacket,
glasses, a cane, a walking stick,
a cheap flashlight, a few books
(nothing powerful enough to
act as a skill package), paper,
pens, pencils, a padlock.
Advantages
Contact (Costs 1 BP): The PC has a contact he or she can call on for information,
advice, or sometimes help. To keep the
relationship healthy, the PC should generally repay favors. The contact is high
up in one of the following: law enforcement, government, academia, big business, intelligence, military or medicine.
Criminal Background (Costs 3 BP):
Gives Criminal (2) and a free Kill or
Ruin specialty of Combat.
Advantages and Disads Example: Looking at the list of disads, we decide that
Christina will have a young child, her daughter, with her on her journeys. We take
the Caregiver: Child disad, which gives 2 BP. We decide not to give Christina
any Demons. Looking to spend those 2 BP, we look through the advantages. We
find Physically Attractive, which costs 1 BP and will leave her with 1 BP left. We
choose to trade that 1 BP for 1 Attribute Point and increase her AGY to 3.
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Other Advantages
& Disads
There are many more possible advantages and disads that are not listed here
because they can be most
easily implemented by
changing attributes, skills,
equipment, etc. Here are
some examples of how
un-listed advantages and
disads can be created:
Poverty: Reduce EP.
Bad Leg: Reduce SPD, possibly AGY.
Old Age: Reduce END,
AGY, SPD, STH, AWR, Hit
Points, possible INL. Perhaps take the Senile disad.
Computer Genius: Increase
INL, buy tech skills.
Bad Heart: Reduce END,
Hit Points.
Caregiver:
Elderly/
Physically Disabled (Gives
1 BP): PC is responsible for
a loved one who is too old or
disabled to care for himself or
herself. One physical attribute
(AWR, AGY, END, SPD,
STH) is at 0, the rest are at 1. 6 Hit Points.
No appreciable skills.
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Tech, Investigation/Espionage or
Medicine. Can buy this off during
gameplay by spending 4 Skill
Points.
Missing Loved One (Gives 1 BP):
The PC has a loved one (child, lover,
spouse, parent, sibling) who is lost,
ran away, has been kidnapped, or for
some other reason is missing. One
big reason the PC is on the road is to
search for this lost loved one.
Naive (Gives 1 BP)- The PC was
raised in very isolated circumstances
(e.g. on a hippy commune, or in
an Amish town) and is ignorant
about much of how things work in
normal America. The PC may be
surprised to discover, for instance,
that marijuana is illegal, or that
people lock their doors at night.
Minor (Gives 4 BP): The PC is
not yet an adult, and cannot quite
pass as an adult, so if caught by law
enforcement may be returned to the
PCs parents or to a foster home. -2
Attribute Points, -1 Hit Point.
Missing Arm (Gives 2 BP ea.):
STH is halved for most purposes.
Mute (Gives 3 BP): The PC cannot
speak. The PC gets American
Sign Language as a free native
language.
Senile (Gives 1 BP):
-4 vs.
unconsciousness, regular 5 difficulty
saves vs. amnesia.
Terminal Illness (Gives 4 BP):
The PC is dying of something that
neither western nor alternative
medicine have any good hope of
curing. The PC starts with -1 END,
-1 to Seduction rolls (from physical
signs of the disease, e.g. gauntness
or rashes), -1 to memory rolls and
-2 to save vs. disease. Each month
choose either -1 END or -1 Hit
Point.
Wheelchair Bound (Gives 2 BP)The PC is, for the most part, bound
to a wheelchair. For most purposes,
use half of STH, rounded up, to
compute the PCs effective SPD.
Demons
A Demon is more than just a disadvantage. A disadvantage is just a circumstance in the PCs life that can
potentially be overcome. A Demon is a disadvantage
that adapts, reacts and can grow stronger if given the
opportunity. To those of a more scientific worldview,
a Demon is a self-reinforcing psychosocial dysfunction, while to those with a more magical worldview it
is an actual living entity that feeds on the PC. Either
way, subduing a Demon is a major undertaking, even
for an accomplished Seeker. Choosing a Demon is
not something that should be taken lightly: having a
Demon means a constant psychological and spiritual
battle that is likely to become the central conflict of
the PCs life. See p.69 for more about Demons and
p.42 for rules concerning Demons.
Having a Demon gives 6 BP. A PC cannot start with
any more than one demon.
A PCs demon starts at 3 Power.
Come common demons are:
Compulsion
Abilities: The demon can roll vs. the PCs
Will to make the PC do some compulsive activity
(lying, gambling, stealing, pulling out hair, swearing,
barking).
Strengthened By: Anxiety that acting on the
compulsion will cause problems for the PC or others.
Weakened By: The PC not being afraid of acting
on a compulsion, either because the PC doesnt think
he or she will, or doesnt care about any consequences
of doing so.
Discrimination
Abilities: Gives the PC a minus (equal to its
own power) to hide a given characteristic that the PC
may be discriminated against for. Gives other people
a minus (equal to its power) to avoid acting on any
feelings of fear, hatred or disgust engendered by the
hosts status.
Strengthened By: Anxiety, anger or sadness that
people dislike the PC because of some characteristic
the PC is unable to hide.
Weakened By: Successfully confronting a
person who is discriminating against the PC, and
either defeating that persons attempts to harm the PC
or teaching that person not to discriminate against the
PC.
Feud
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Sadness- Sadness can start Shame- This Demon takes a different form
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Eccentricities Example: We decide that Christina will wear a priests collar, never
wear shoes, and call every person brother or sister.
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Gaining XP
PCs earn XP (experience points) for
completing adventures.
Unlike other
ORC games, a Seeker can gain more XP
for failing at adventure goals than for
succeeding, because failure can teach a
Seeker more. This doesnt happen if PCs
fail because they didnt try, or didnt use
all of the resources available to them, only
if they tried their best but still failed. In
general the PC should get:
Despite best attempts, PC failed: 1 XP
PC succeeded, but doing so was
extremely challenging: XP to 1 XP
PC succeeded, easily: 0 XP to XP.
PC failed by not really trying: 0 XP.
Additional ways to gain XP are:
Adopt a new lifestyle ( XP). The PC
must live by it for at least a month. This
should be something very different from
the lifestyle the PC is used to. The PC
doesnt have to believe anything, just
change the way he or she lives. E.g. an
atheist scientist could live a month by the
lifestyle of a Catholic monk.
Advancement Example: In her first adventure, Christina succeeds, but only barely, earning her 1 XP. In her second adventure, she fails to achieve her goals, and
gains 1 XP. In her third and fourth adventures she succeeds, but without much
challenge, so she only earns XP each. Altogether, she has earned 3 XP. She decides to spend 1 XP to buy 3 Skill Points. She buys 1 level in Creative, which costs
2 Skill Points, choosing Music as her specialty. In game she explains that she
has been studying creative arts, and especially music, whenever she runs across
someone who can teach her. With her next 2 XP, she wants to buy a Path level.
However, she cant actually buy that level until she runs into a crisis where she
has exhausted every other solution and something bad will happen if she doesnt
advance. This is not something that comes easily and so Christina keeps adventuring, trusting that the universe will provide her with the challenge she needs.
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Using XP
XP can be used to buy additional skill
points, equipment points or attribute
points as follows:
1 XP = 3 Equipment Points
1 XP = 1 Attribute Point
1 XP = 3 Skill Points
XP can also be used to buy Path levels
for 2 XP per level. However, Path
levels can be bought only if the PC is
in a crisis: a situation where the PC is
in trouble and the PC can find no other
way out of trouble than to gain a Path
level. The PC must have tried his or her
best to find a solution and failed, and
there must be real consequences (e.g. to
the PCs life, limb, freedom or sanity,
or to the life, limb, freedom or sanity of
another) if the PC fails to find a way out
of the trouble.
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Chapter Two
ORGANIC RULE COMPONENTS
WHAT IS ORC-L?
Co-GMing
In the standard mode of play, each player
controls one PC (player character) and the
GM controls the rest of the universe. The
GM controls everything from NPCs (NonPlayer Characters) to Demons, to bizarre
twists of coincidence.
An alternate way to play is for each player
to have a PC and to take turns controlling
the universe. The PCs are Seekers who
have decided to take turns leading and being led into situations designed to teach
and challenge them. Each adventure is
a challenge or expedition arranged by one
Seeker for the benefit of his or her compatriots. The player whose Seeker is creating
the challenge acts as the GM, controlling
NPCs, demons and coincidence.
Example: The Seekers Nate, Achmed, Lotus
and 3.14 are walking down the road together.
3.14 sees a town she had been to before,
and has an idea. I think I might be able to
arrange for an interesting challenge for you
three. Let me go ahead and arrange things.
You stay here for the night and then come
into town. When the other Seekers come
into town the next morning, 3.14 is nowhere
to be found and they find the xenophobic
and violent sheriff has been led to believe
the Seekers are terrorists. 3.14s player
invents the town, its people and challenges,
and narrates to the other players what the
results of their actions are. When the PCs
deal with the sheriff and leave the town,
3.14 rejoins the Seekers and then it becomes
the turn of another Seeker.
BASIC MECHANICS
Skill vs. Non-Skill Actions
In Brief: Sometimes you can roll just your attribute when
you dont have a skill, other times you need a skill.
Some actions dont require a skill, although a skill can
help. Examples includes lifting objects, sneaking around,
seducing someone. Other actions cant be attempted without
at least one level in the appropriate skill, e.g. programming
a computer, speaking a foreign language, picking a lock.
The GM decides what actions require a skill.
Your AV
In Brief: AV = attribute + skill
+1/specialty +equip
Your Action Value (AV) for any
non-combat action you try to
take is computed as follows:
Applicable attribute
+ applicable skill (if you have one)
+1 if an applicable skill specialty
+ the value of any applicable
equipment package.
Example: Dems AV for climbing
is 3 (his AGY) +3 (his Athletic
skill) +1 (he has the Outdoors
specialty of Athletic) +2 (he
has an Athletic: Outdoors OO
equipment package), a total of
9.
50/50s
In Brief: Anything where you
win half the time.
50/50s refers to any random
procedure by which a player has
a 50/50 chance of succeeding or
failing.
Example 1: The initiator of an
action takes out a coin and flips
it, each heads is a success, each
tails is a failure.
Example 2: The initiator of an
action pulls out a 6 sided die and
rolls it, each odd number is a
success, each even is a failure.
Example 3: The player plays rockpaper-scissors against another
player, or the GM, ignoring any
ties.
Example 4: The players take turns
dealing out cards. For each pair
of cards, whoever gets the highest
value card is the winner. Ties are
ignored.
Difficulties
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Very Easy
Average people can do this
most of the time.
OO
Easy
An average person has a
better than 50% chance of
being able to do this.
Human vs.
Inanimate Object
In Brief: 50/50s until
you fail your AVs
worth of times or
succeed the difficultys
worth of times
Moderate-Hard
OOOO
This is something an
average person can only do
rarely.
OOOOO Hard
This is a significant
challenge for even a highly
capable person.
OOOOOOO Legendary
Even the most able person
on the planet can only
achieve this occasionally.
OOO
Moderate
An average person has
slightly less than a 50%
chance of being able to do
this.
Rolling Ties
Faster
When AVs are equal (in
other words, tied) the
player or players have a
50% chance of winning,
so only one 50/50 needs
to be made. Say two great
chess masters with an AV
of 10 each are playing
each other. Rather than
having to do ten 50/50s,
just do one.
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Character Vs.
Character
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Saves
In Brief: Attribute vs. difficulty.
A save is a roll to prevent something bad from happening, e.g. hallucinations, unconsciousness, disease. There are only rarely skills
or equipment that help with a save.
Rather, the AV for a save is typically the attribute alone. The exact
effect of failing is determined by
the GM but a failure typically incapacitates or kills the character.
Example: Tim, who has WIL
2, takes a drug which causes
hallucinations OOO.
If he
succeeds at 3 50/50s before he
loses 2, he is not debilitated by
hallucinations, otherwise he is.
Cooperative Rolls
When several characters are involved in an action,
first you should determine if the action is cooperative
or if each persons success or failure is independent of
anyone elses participation.
An example of a Cooperative roll would be several
PCs getting together to try to lift a fallen tree. In this
case you can add every persons AV together. In other
circumstances it might be more appropriate to split up
the difficulty between the people involved. For example:
If several antique vases fall from a shelf, it might be 6
difficulty for one person to catch them all before they hit
the ground, but if three people are trying to catch them it
might only be 2 difficulty each.
An example of an independent roll would be hearing a
faint noise. Each person either hears it or they dont. In
this case, you can do simultaneous 50/50s against the
difficulty. For example: Amanda, Bill and Caroline have
AWRs of 2, 3 and 4 respectively. There is a scratching
noise that the GM has determined is 3 difficulty to
notice. The GM could do separate AV vs. difficulty
sessions against each player, but to save time the PC
runs them all simultaneously. Say the GM is using
cards. The GM puts a card on the table and so does
each player. Each player might have had a success or a
failure. Each player keeps track of his or her number of
successes and failures until they either succeed 3 times
or lose their AVs number of times. Thus each player
may or may not notice the scratching noise.
Live Action vs. Tabletop Play
All rules included herein are suitable for both live action
and tabletop play. Live action play may necessitate a few
extra rules and conventions, most of which are common
sense:
Everything any players says or does is something the
character says or does unless:
The player is a GM not currently playing an NPC.
A player is referring to or making notes on a character
sheet.
The player has indicated he or she is acting or talking
out-of-character.
Players can interact (even fight if they are comfortable
enough with combat rules) without requiring a GM be
present. Players should generally make sure a GM is
present when they effect the environment (e.g. pick the
lock on the mysterious storage locker), unless a note has
been provided to tell a PC the result of an action (e.g. the
locker has a notecard taped to it listing the difficulty to pick
on one side and the contents of the locker on the other).
Combat
In Brief: Combat uses essentially the same system, except for two changes: AV is
calculated differently and even the loser has an effect on the situation.
AVs
A Combat Round
(Attribute 1 + Attribute 2
+ Combat Skill +1 if Specialty
+Equipment level*)
all divided by 2 (round down).
INL + AGY
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Winning: For each point of AV you do 1
damage to opponents combat AVs.
Losing: For each 2 points of AV you do
1 damage to opponents combat AVs.
Example: You have a Ruin AV of 4. If
you win a combat round you reduce all your
opponents combat AVs by 4 points each. If
you lose a combat round you reduce all your
opponents combat AVs by 2 points each.
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Holds
While in a hold, an opponent cannot attack so
long as the PC maintains the hold. A victim
og a hold can attempt an AV vs. AV roll to
escape the hold (using STH to overpower,
AGY to outmaneuver or WIL to win a
contest of withstanding pain) but the person
in the hold is at a significant disadvantage (-3
AV) to such rolls.
Blindness/Darkness
Partially Blinded: -2 to combat AVs
Fully Blinded: -4 to combat AVs
Narrative Descriptions of
Combat Styles
Kill: Youre trying to do as much damage
as quickly as possible. You go right for
vital organs. You go in fast, hit hard, pay
little attention to defense. You dont want
to scare them or hurt them, you want to
kill them before they can hurt you.
Ruin: Youre here to fuck up your
opponent. You want to poke their eyes
out, break their fingers, cut their tendons,
smash their kneecaps, cause them so
much pain they cant think. Your goal is
to destroy their ability to fight.
Control: You stay calm. Your first goal
is to prevent them from hurting you. You
dodge and deflect attacks, when they move
into weapons range you move out. All
the while you looking for an opportunity
to grab and twist a limb, or knock them
down and put a foot on them, putting
them in a position they cant easily get
out of.
Exhaust: You are here to outlast your
opponents. You are going to wear them
down, while defending yourself from
harm. Block, hit, block, hit, again and
again until they are too exhausted to keep
fighting, and then you take them out.
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Using Paths
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In Brief: Use Paths: to add +2 per level to activities central to that Path; to add +1 per
level to activities not central but that can be aided by the Path; as the AV to roll Path
abilities (used much like skills); to add +1 per level to combat in certain circumstances;
to add to attributes (only some Paths). Multiple Paths can be used simultaneously, their
benefits stacking. Add +1 to the effective Path level when a Focus is used and +1 if what is
being done has been chosen as a Specialty.
There are five ways to use the levels one has The plusses and abilities section for each
in a Path:
Path will give examples of things that are
primary to that Path. Yet a PC can add +2
Plusses to Attributes
per level to any AV, even one not listed in
the examples, so long as the PC can make
Some Paths give plusses to attributes based on the case that this is a primary activity of
the PCs level in that Path. These plusses are that Path as the player and the PC underalways on in every situation (except where the stands it. The GM is the final arbiter of
description lists a way to defeat them) and dont whether Paths can be added to AVs.
have to be justified or rolled for. Increasing the
effective Path level though a Focus or through
Adding to AVs for Aided Activity
having this as a Specialty will increase the
PCs attributes even further.
The PC can add +1 per level of a Path
to AVs for activities that are not primary
Adding to AVs for Primary Path to the Path, but that can be aided by the
Activity
skills learned or personal traits achieved
When the PC is attempting to do something on the Path.
which is the primary activity of a Path, the PC
can add 2 points for each level of the Path to Example: a PC with 3 levels of +Thought
is trying to move a heavy log that has
the AV for that action.
fallen on a friend. This is primarily a
Example: Bill is trying to make a save vs. fear, challenge of strength, and not a challenge
and would normally have an AV of 3 (Bills central to the Path of +Thought. However,
WIL). However, Bill has 3 levels in -Feeling, +Thought can be used peripherally, via
and since resisting acting on emotions is one of knowledge of physics, leverage, relative
the primary activities of the Path of -Feeling, hardness of things that might be used as
Bill can add 2 points per level (6 points in levers, knowledge of human physiology,
total) to his AV. Now, Bills AV for a save vs. etc. to help the Seeker approach this
problem in the most intelligent way
fear is 9 (2 x 3 levels of -Feeling + 3 WIL).
possible. Thus, the PC can add 3 (one for
Having a Specialty in that type of roll boosts each level of +Thought) to his or her STH
the PCs effective Path level by one. Using a to determine the AV for moving the log.
Focus boosts the PCs effective Path level by
one. Only one Focus can be used at any one Plusses can also be used to reduce a
time and any given focus can only boost one penalty, e.g. -Thought being used to
reduce the penalties for being blind.
Path at a time.
Example: As per the example above, except
Bill has a -Feeling specialty of resisting fear
and a focus of using a sweat lodge. If Bill
uses a sweat lodge prior to having to make his
save vs. fear, his effective Path level is now 5
(3 levels in -Feeling, +1 for specialty, +1 for
focus) and so he adds 10 (2 x 5) to his AV. Now
his AV for saving vs. fear is a superhuman 13.
Path Abilities
Example One: Leticia has -Self OO and -Feeling O and -Harmony O. She wants to hide her
fear from a group of bikers who are taunting
her by dangling a poisonous snake in her face.
She makes a case that hiding emotions from
others is a primary activity of -Feeling and
that not letting others read you is a primary
activity of -Harmony and an activity aided by
-Self. The GM agrees and allows her to add 6
(1 for each level of -Self and 2 for each level of
-Feeling and -Harmony) to her AV.
Example Two: Javier has -Self OO and
-Harmony OO and is trying to use the Mirror
of Self ability (a -Self ability) to make an old
wino think that Javier is like him. Javier
points out that because dealing with outsiders
is something aided by -Harmony, he should be
able to add 1 point per level of -Harmony. The
GM agrees and allows Javier to use an AV of 4
(2 for -Self and 2 for -Harmony).
Example Three: Ravine has +Feeling OOO
and -Harmony O. She has been hiding
in a bathroom stall watching some young
skinheads roughing someone up. She is about
to exit the stall and make a surprise attack on
the skinheads, using the Ruin style of combat.
She makes an argument that she meets the
criteria for using -Harmony (a no-holdsbarred surprise attack using Ruin or Kill) and
+Feeling (a no-holds-barred rage attack using
Ruin or Kill) in combat. The GM agrees and
allows her to add 4 to her AV (+3 for +Feeling
and +1 for -Harmony).
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In Brief: Demons can roll Power vs. hosts WIL, Power/2 vs. other nearby peoples WIL,
can manipulate circumstance. Some things increase a Demons power by 1, others reduce
it by 1. At 0 Power the Demon is unconscious. Demons can occasionally help (add Power
to hosts AV).
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Much later, Alberta has continued to use frustration to help people and has lowered the Demons Power to zero. The demon is now unconscious and can no longer make rolls to
try to make Alberta lose her temper. However,
Alberta can still lose her temper mundanely,
given a strong enough frustration, and if she
ever shows fear that she will lose her temper
and hurt someone, the GM can bring the rage
Demon back with 1 point of Power.
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Chapter Three
THE WORLD OF SEEKERS
There is No One Truth
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In Brief: No one ultimate truth. No one route to truth. Everyone is ignorant about some
things, but can also have useful wisdom.
People
keep
looking
for wisdom from perfect
messiahs, because they dont
want to get their wisdom
from people with flaws.
Its because people want a
dogma that will answer any
question, like a key that will
fit any lock, and if someone
has that perfect answer then
how could they possibly be
flawed? We need to accept
that there is no one-size-fitsall answer to everything.
Wisdom abounds, the world
is verdant with it, but it
cannot be gotten from a
perfect person because
there are no perfect people.
If we go looking for perfect
people we will find people
whose flaws we are blind to
because they match our own
and we will accept flawed
wisdom from them. We need
to learn to gather the wisdom
that is all around us. Maybe
the idiot understands how to
enjoy life, maybe the racist
understands the value of art,
maybe the wino understands
how to get along with people.
If we start learning from
what they got right rather
than rejecting them for what
they got wrong, then we start
moving towards becoming
truly better people.
-Fred, a gas station
attendant in New Mexico
I think its better to have ideas. You can change an idea. Changing a belief is trickier.
Life should be malleable and progressive; working from idea to idea permits that.
Beliefs anchor you to certain points and limit growth; new ideas cant generate.
-Rufus in the movie Dogma
The Supernormal
In Brief: Things beyond what normal people consider likely abound, especially among Seekers.
To most, they make no sense, but to those with wisdom they are perfectly understandable.
Fantastic Nomenclature
When Seekers meet, they find a common
language to speak about the things they have
experienced, and this language is passed down
to younger Seekers and may have very old
roots. Thats why many terms Seekers use,
e.g. demons, sorcerers, powers have
magical connotations, even though a large
portion of the Seekers using them do not
believe in magic and think there is a rational/
scientific explanation for these phenomena.
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About Seekers
In Brief: Seekers wander, seeking wisdom, power, self-improvement. They often end
up helping people wherever they go.
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Seekers as Anti-Fundamentalists
It is the mark of an educated mind to be able
to entertain a thought without accepting it.
-Aristotle
A fundamentalist puts a stick in the sand and
says this is what I believe and defends that
belief from all contradictory arguments. A
Seeker puts a stick in the sand and say this
is as far as Ive explored. Tomorrow, Ill go
even farther.
-The Mad Monk
Fear not the path of truth for lack of people walking on it.
-Arabic Proverb
Not all who wander are lost.
-J.R.R. Tolkien
There is no religion higher than truth.
-Vedic saying
Look at every path closely and deliberately. Try as many times as you think necessary.
Then ask yourself, and yourself alone.... Does this path have a heart?
If it does, the path is good. If it doesnt, its of no use.
-Carlos Castaneda
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Revere the goals. Never revere the methods used to achieve them. Revering a
method makes you blind to its flaws, meaning you can never reach your goal.
-Sally, a retired scientist
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When you are in charge of your own life, you end up reading only books that say
things you already believe, talking to people who are like you, doing things that are
like the things you have already done. If you want to grow, you need to not be in
control of your own life, let the universe toss you around a little.
-Hoang, punk band drummer.
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Seeker History
In Brief: Since the first human
communities, people have left their
lives to seek strength and knowledge
with which to protect their communities.
Organized religion and government tried
to wipe out these practices but failed.
Today there are more resources available
and thus more Seekers.
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Sam Downs,
Seeker-Aware FBI Agent
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Equipment
Handcuffs, Smart Phone
Ranged Combat: Kill OO (automatic pistol)
Investigation/Espionage: Crime Scene O (small evidence collection kit)
Becoming Seekers
In Brief: To become Seekers, people must leave
their lives behind. This is almost always painful.
Seeker Lifestyle
In Brief: Most Seekers walk and hitchhike, do odd jobs for room and board,
are often treated with suspicion or hostility by local law enforcement.
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I am sorry, but I will not be here. I will be moving on. I will be doing new things.
That is too bad, said the butterflies. We will miss you. Grasshopper, do you really
do something different every day of your life? Always, said Grasshopper. Always
and always!
-Grasshopper on the Road, by Arnold Lobel
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The sky became dark. Grasshopper watched the moon rising over the land. He
watched the stars come out. He was happy to be walking slowly down the road.
Grasshopper was tired. He lay down in a soft place. He knew that in the morning the
road would still be there, taking him on and on to wherever he wanted to go.
-Grasshopper on the Road, by Arnold Lobel
Seeker Coincidences
In Brief: Seekers tend to run into other
Seekers, run into challenges that test their
abilities, find sources of wisdom and find
the basic necessities of life.
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Ideas are not wisdom, although they can be molded into wisdom. One cannot
transmit wisdom to another, one can only transmit ideas. To try to give wisdom to
another is like sending someone chunks of metal, rubber and plastic and saying
look, I have given you a car.
-Eskimo Bill
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Crises
In Brief: Seekers can only advance along the Path
when they face a crisis where advancement is the only
solution.
The Black Gulf makes advancement along any Path a painful,
frightening experience. It is not a thing a person can just
decide to do. A Crisis is required to force a Seeker to take
that next step. A Crisis is any circumstance where a Seeker:
Faces some challenge, problem or dilemma.
The consequences of failure are meaningful to the Seeker.
The Seeker has looked at every possible solution within his
or her current set of abilities (including just giving up) and
have found that none will work.
The only way to succeed is to advance along one of the Paths.
When all these circumstances are met, and when enough ideas
and experiences have planted the seeds of new realizations
in the PCs mind, the PC can advance along the Paths.
A crisis can be an external circumstance that a PC finds
himself or herself in (e.g. the PC is trapped in the basement
of a serial killer and can find no means of escape). A crisis
can come from within when a Demon grows too powerful
to control. A crisis can be something a Seeker inflicts on
himself or herself in order to learn and grow, but a selfinflicted challenge cant be easy to get out of. A PC cannot
just assign herself a hard math problem and say Im not going
to stop until I solve this, because there really isnt anything
preventing the PC from quitting. A PC can, however, get
herself lost in a cave system with no lights, because once in
that circumstance the only solution is to finish.
See p.30 for more on the mechanics of Path advancement.
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a person for a crime (e.g. hide drugs in someones tent then tell the local Sherrif that person
has been dealing). If she worries a Seeker is
powerful enough to evade capture she may even
drug his or her food with herbal tinctures before
framing him or her.
For those Seekers who pass her tests, she offers
to impart what wisdom she has to them. This
includes creating challenges for the Seekers.
Ms Troupe
Jain Snake Man Campbell- A sixty-something Caucasian man with long stringy hair and a long grey-and-brown
beard. On stage he wears a leather jacket and pants dyed
bright green. Off-stage he wears a plaid flannel shirt and
blue jeans. He walks around with a large snake draped
around his neck. His act involves pulling snakes out of
terrariums and doing things with them, including letting
them eat live mice out of his hands. Many of the snakes
are poisonous. They seldom bite Jain, but he has had venomous bites and he knows how to deal with snake venom.
Jain considers himself a simple, fairly normal guy with
few needs. He has had little education and gets embarrassed and angry when he is caught making a mistake (e.g.
calling snakes amphibians). He gets mad at M for questioning the few things he takes pride in, and for what he
calls poking (bringing up things about him hed rather
not talk about, like his lack of education). Several times
he has lost his temper, screamed at M and stormed off,
vowing never to return. Yet he does return, claiming that
he couldnt find any other work that paid as well.
Kaelani The Bishop Clark- A teenage African American
girl with straightened hair to her shoulders and a round,
youthful face. On stage she wears a red sequined dress
that shows off her zaftig (plump and curvy) figure. Her
arms end at her elbows without any forearms or hands.
Her act consists of her doing complicated things, with
apparent ease, using what she has for arms. She tosses and
spins a beachball, uses a fork and spoon, writes with a pen,
shuffles and deals cards and even does three-card-monte.
Although she has a forged birth certificate claiming she is
19, Kaelani is actually an underaged runaway. Her family
were very religious, very conservative and very poor.
Kaelani feels incredibly lucky to have found M and joined
the sideshow. She is kind and polite and has a seemingly
endless capacity to enjoy the simple pleasures of life.
Lucas Wild ManAlbertson- A caucasian male whose
age is hard to determine. His skin is tanned, leathery,
dirty, with scars and tribal-style tattoos. He has large
tusk-shaped bone jewelry in his septum and ears. His
hair and beard have been formed into long dreadlocks
with green plants growing in them. On stage he wears a
bear skin and leather loincloth. Off stage he wears dirty
t-shirts and jeans and is often seen smoking a joint.
Ms Troupe (continued)
His act is that he pretends to be a feral human. It takes Lucas a while to open up to people, but
He eats live insects (including scorpions), walks once he does he barrages them with corny jokes
on broken glass and crushes rocks with his teeth. and puns. He claims he has a mean, paranoid
Off stage he is gentle and smart. He considers streak, and that he smokes marijuana to suppress
himself a neo-primitive and tries to spend that part of himself, but nobody else in the troupe
time every day in direct contact with nature. has ever seen evidence of this mean streak.
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Trapped Seekers
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Combat AVs
Kill OOO
Control OOOOOO
Ruin OOOOO Exhaust OOO
+4 to Control or Exhaust when Infinitys opponent is attacking from anger or fear. +1 to combat
when Infinity has examined the situation and had
Infinity believes it is her job to help rid her time to formulate a strategy. +1 to Combat when
students of irrationality based on emotion. opponent has a higher combat AV.
Whenever a student does something she
doesnt like or doesnt agree with, she sur- Eccentricities- Note: As Infinity is trapped, she
mises that they are being irrational. She believes her Eccentricities are immutable laws
points out the irrationality and tells the about how one should live, rather than temporary
student to go into seclusion and meditate experiments.
Insists on being called a number rather
until they can overcome this emotion. If
than a name.
anyone ever tries to leave the school, that
Lives ascetically (cold showers, hard beds,
too is an act of irrationality and Infinity
bland food).
has no moral qualms about ordering her
Is celibate.
students to lock the dissenter up until the
Always tells everyone the truth as she knows
dissenter agrees that the desire to leave
it, making no attempts to spare their feelings.
was an irrational emotion now surpassed.
continued next page
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Typical Finite
This is one of the students of Infinitys Paths
school. Although they do not know it, they -Feeling: Zero
Specialties: Resist actare Sorcerers who have been taught Path ing on emotions (+2), resist pain (+2).
abilities by rote (rather than coming to their
Combat AVs
own understanding of the Paths).
Kill OOO
Control OO
Attributes- AGY OO, AWR OOO, CHM Ruin OOO
Exhaust OO
OO, END OOOO, INL OOOO, SPD OO,
STH OO, WIL OOOO. 10 Hit Points.
Skills
Academic O
Specialty: Humanities
Traditional O
Specialty: Livelihood
Evil Seekers
In Brief: Seekers have different moral judgments. An Evil Seeker is any Seeker whose
actions you find unforgivable and who you cannot come to a compromise with.
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Control 6
Exhaust OOOOO
Kill OOOO
Ruin OOOO
+3 to combat engaged in without any premeditation,
+2 to combat where opponent has a higher AV, +3 to Kill
or Ruin surprise attacks, +2 to Control or Exhaust when
trying to end combat without anyone getting hurt, +1 to
Kill or Ruin when in an angry rage.
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Prodigies
In Brief: Some children born with Path wisdom and abilities, typically lose them when they grow up.
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Sorcerers
In Brief: People who have learned Path abilities by rote without any of the
accompanying wisdom.
These are people who have some of the
same abilities of Seekers but without the
understanding that accompanies those
powers in Seekers. Seekers gain their abilities as a consequence of understanding the
universe, sorcerers learn the ability by rote
and have no understanding (or an incorrect
understanding) of how their abilities work.
Most sorcerers can be traced back to
something someone created by accident or
something that a Seeker (usually one in a
trap) taught to non-Seeker students. Once
sorcerous techniques are created, Sorcerers
can teach them to others, creating more
Sorcerers. Sorcerers can thus easily come
to outnumber Seekers, and to be found in
high concentrations.
Advanced Practitioners
In Brief: Some adherents of traditions can gain Path levels even without being Seekers.
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-Harmony OO (Many things people say
or do or believe are wrong.)
Specialty: Outsider empathy (+1)
Focus: None
Combat AVs
Kill OO
Control O
Ruin O
Exhaust O
+2 to Kill and Ruin AVs when making a
no-holds-barred surprise attack.
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Paths
+Feeling: Zero
Specialties: Channeling, persuasion (+1)
Focus: Making a speech
Personality- Colton has become dangerously
arrogant, believing he is the wisest and most
powerful person he knows. Not only does he
lie habitually, but he is in the habit of believing
his own lies. He knows he can be cruel to his
students, but he believes pain is a small price
to pay for what they will gain. He thinks he
is doing good in this world and would only
knowingly damage another person if he thinks
they are trying to sabotage or hurt him.
Personality Strengths & Weaknesses
Thought Strengths OOO Weaknesses OOOO
(Thinks he knows all the answers.)
Self Strengths OOOO
Weaknesses OOOOO
(Dangerously arrogant, megalomaniacal.)
Harmony Strengths OO Weaknesses OO
(Surrounds himself with sycophantic followers.)
Feeling Strengths OOOOO Weaknesses OOO
(Allows his passions to run wild, to guide him.)
Combat AVs
Kill OOO*
Control OO
Ruin OO
Exhaust OO**
*+1 if Colton can make a 3 difficulty Channeling roll.
**+1 if Colton can make a 1 difficulty Channeling roll.
Seeker Crafts
In Brief: Powerful Seekers can create objects that are supernormally good at one
thing.
For the most part, the supernormal things
that happen because of Seekers last only
as long as those Seekers are around. The
exception is that very powerful Seekers
(and occasionally Prodigies) can use their
incredible and unique understanding of
the universe to create something that no
normal person, no matter how skilled,
could have. These crafts are supernormally
effective, yet they are only effective for
the exact purpose they were created for.
A sword might be superb at slicing in half
other swords, but for all other purposes it
acts as a regular sword. A house designed
by a Seekers might be an excellent place
to recuperate from an illness, but in other
respects it is a regular house. A painting
might make anyone who has been in a
fire burst into tears, but seem like only a
moderately good painting to anyone else.
Demons
In Brief: A recurring bad luck or bad behavior that can adapt and grow stronger.
A Demon is a pattern of bad circumstances
that a person repeatedly gets into. The
pattern follows its host everywhere,
reinforces its own existence, can adjust to
new circumstances and, if unchecked, can
grow stronger.
When regular people are infected by
Demons, they typically fail to see them
for what they really are. Ancient people
may have seen them as harmful spirits,
but modern people see mental illness,
bad luck, a string of coincidences or a
persistent character flaw.
The typical +Thought explanation is that
a Demon is an unconscious pattern of
behavior that has created a self-reinforcing
feedback loop between the host and the
world around the host. Take alcoholism
for instance: an alcoholic drinks because
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Nemesis
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Sapphire was lying on a cold, musty concrete floor. Cold water was dripping down
her face and soaking through her clothes.
She wanted to wipe the water from her eyes,
but found her wrists were secured together
tightly behind her back. She rolled over,
trying to blink away the water. Then she
saw three bearded men, one of whom held
a bucket. They were in a shed made of unpainted wood. There were no windows and
only one door, which the bearded men stood
before. The only light was from a bare, yellowish bulb from which cobwebs stretched.
One of the men spoke. He had a thick
Middle-Eastern accent and a deep voice.
What did you do with the briefcase?
Sapphire sat up, feeling a bit dizzy. I hid
it, she said plainly, I put it somewhere
that it wouldnt irradiate anyone and where
nobody would be able to do anything stupid
with it, like try to hurt innocent people.
The man stepped forward. Tell me where
you hid it, he commanded.
I might, she said, Tell me what you plan
to do with it.
Do not waste our time, whore. For every
minute of our time you waste, we will make
you pay. Her dug into a pocket of his
jacket and pulled out a pair of old pliers.
We start by pulling out your fingernails,
and go from there.
He looked to his companions, motioning
towards Sapphire and saying something in
Arabic which Sapphire knew meant hold
her down.
Seriously though, Sapphire interrupted,
Sell me on this. You think youve got a
good cause? You think youre in the right?
Then you should be able to convince me.
He shook his head. There is no way you
would understand. You are an infidel, a
corrupt, sinful whore, the product of a
corrupt, sinful nation, where only money
and power is valued.
You may be wrong there, she said, with
a tone of warning. You say I wouldnt
understand, yet I have studied Islam in some
depth. For instance, when you said infidel
I imagine you are thinking of the Arabic
word kfir, used in the Quran to mean
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Chapter Four
TRADITIONS
About Traditions
In Brief: Traditions are wisdom and approaches to wisdom codified into a system or
doctrine. Seekers must bypass Traditions to become Seekers, yet Traditions still affect
their outlook. Traditions encountered on the road can help give wisdom to Seekers.
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African Syncretisms
There are several Latin American and
Caribbean religions that combine African
polytheistic beliefs with Christianity.
These include Vodoun (from Haiti,
Dominican Republic and parts of
Cuba, with Voodoo as a New Orleanian
offshoot), Candomble and Umbanda
(from Brazil and adjacent countries)
and Santeria (from Puerto Rico and the
Dominican Republic).
Alternative Medicine
A cultures ancient healing beliefs often
persist even after other elements of the
culture have been modernized. These
traditions tend to view a human as a being
whose internal forces must be kept in
balance (ying with yang, hot with cold, the
four humours with each other) and who
must stay in a harmonious relationship with
other forces. The practices of these healing
traditions vary: herbs, dancing, singing,
piercing with needles, massage, etc. but
Anthropology/Sociology
These are the study of the beliefs, traditions
and rules of human cultures and societies.
Students of these fields quickly become
aware that everyone thinks the arbitrary
choices of their particular culture or society
are universal, undeniable truths. Few ever
think to question those truths that they have
grown up with, whether that be that witches
cause crop failures or that manic depression
is an illness. The realization that a cultures
truths are mistaken for universal truths leads
to cultural relativism: trying to see truths as
malleable and subjective rather than absolute,
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As a tradition, art doesnt have many beliefs,
except the belief that great art requires not
only technical skill but the ability to tap into
and express ones true emotions.
Just as an artist learns that there are more
shades and tones of color than there are
words for, the discipline of art teaches an
artist to appreciate the complexity, depth and
power of emotion. Many artists feel that by
channeling their emotions they are tapping
into a power that can overcome illness, lack
of sleep, the effects of drugs, etc.
Many artists are influenced by the schools
of Dadaism and Surrealism, both of which
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Athletics
To achieve the highest levels of most
sports requires high self-confidence and
an extremely strict code of self-discipline.
It also requires learning to ignore ones
feelings, e.g. play through pain, ignore fear
Body Modification
In the modern West, the body modification
movement finds much in common with
ancient traditions that use self-torture and
painful rituals. Body Modders experience
ecstasy and a boost in self-confidence from
enduring the pain of tattoos, piercings, even
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Brujeria
Just as the healing techniques of shamanism often survive long after the shamanic worldview
is gone (see Alternative Medicine), so do the
shamanic techniques of hurting people. The
latter typically goes underground and is passed
from generation to generation as a secret society. The stories about these groups grow larger
with each retelling, while the societies themselves stay tiny, until the fiction almost completely overwhelms the reality. The witches
of Europe might once have been a cult who
passed down harmful shamanic practices, but
such a cult, if it ever existed, was wiped out
long ago. Most of those persecuted as witches
were innocent scapegoats and the witchcraft
of today is a modern reconstruction.
In Latin America these traditions are
collectively called Brujeria (witchcraft) and
the practitioners Brujas (f) and Brujos (m).
Again, the myth of Brujeria is much larger than
the reality, but it is an actual tradition with real
adherents a few of which become Seekers.
Those who actually practice Brujeria dont
necessarily think of themselves as evil any
more than a gun owner does. They think of
themselves as learning and teaching power,
power that can be as easily used for selfdefense as it can for evil.
The discipline of Brujeria usually involves
taking dangerous deliriant herbs containing
drugs of the atropine family. Dealing with the
unpleasant hallucinogens and delusions caused
by these drugs requires practitioners to develop
an incredible strength of will. The drugs also
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Buddhism
I gained nothing at all from Supreme Enlightenment, and for that very reason it is
called Supreme Enlightenment.
-Gautama Buddha
Buddhism is unique among major
organized religions in that (at least at
its more philosophical levels) it is not
centered around the worship of a higher
power. Instead, Buddhism is about easing,
and eventually eliminating, a souls
suffering by successive improvements of
that soul. Buddhists believe that souls
are reincarnated and that each incarnation
includes suffering. We unenlightened
sentient beings bring suffering upon
ourselves. We cause our own suffering
by believing in things that dont exist, by
wanting things we cant have or dont need,
and by karma, a natural law which causes
suffering we cause (either to ourselves or
to others) to be revisited on us later.
dead, existing and not-existing, real and fictional, all are meaningless in sunyata. It is
because things dont exist and distinctions
dont matter that wanting things and caring
about distinctions causes suffering.
There are three major branches of Buddhism:
Theravada, Mahayana and Vajrayana.
Theravadans believe that there is only one
real way to progress toward enlightenment:
living as a monk or nun. In Therevadan
countries, most of the population will spend
a few years living as a celibate monk or nun
before starting a family. A minority will
stay monks or nuns all their lives.
Mahayana (larger vehicle) is based on the
idea that there are many ways to progress
towards enlightenment. Some ways are
good for some people, others for other
people. Some Mahayana Buddhists become
monks or nuns, others are lay practitioners.
One practice within Mahayana Buddhism is
Zen (sitting) which focuses on achieving
brief flashes of enlightenment when the
mind is cleared of all thought. These flashes
are achieved via meditation, an insolvable
riddle, or a sudden shock.
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Clowning
Almost every culture has a class of people
whose job it is to make others laugh. In
many aboriginal cultures the clown has an
important and sacred role in ceremonies.
Whether a dancer in a mask doing a
parody of an animal or spirit, or a stand-up
comedian making wry observations about
the world, all clowns have one thing in
common: they shine a light on the failings,
especially the stupidity, of others. An
important duty of a clown is to keep people
from taking themselves too seriously.
Thus, as a discipline, clowning hones
skepticism. Clowns see the downside of
every other tradition. For example: too
much deep thought leaves you with your
head in the clouds, bereft of common
Computer Science
This field, and especially the sub-field
of artificial intelligence, has contributed
a few Seekers to the Path of +Thought
because of the focus on how best to
process information and make rational
decisions.
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Curanderismo
Native
Latin
American
healing
traditions have largely survived in a
pan-Latin-American tradition known as
Curanderismo. Curanderismo is found
most often in Mexico, Guatemala,
Nicaragua, Venezuela, Brazil, Puerto
Rico, Argentina, Colombia and Cuba and
among communities of immigrants from
these countries living abroad. Influences
include Catholicism, African beliefs,
Native American shamanism, 19th
century Spiritualism and mediumship and
even ancient Greek healing treatises.
Existentialism
Existentialism was created in the mid20th-century by French writers and
philosophers, drawing inspiration from,
among other things, the theories of Freud
and Karl Marx. Existentialism is based
on atheism (the belief that there is no
God), but it is more than just Atheism.
While Atheism is just the statement of
belief (there is no God), Existentialism
is about the highly personal journey of
how one comes to deal with living in a
godless universe.
Existentialists say that since the universe
and humans have no intelligent creator,
human lives have no inherent meaning.
If someone creates a tool (e.g. a paper
cutter) then that tool has an inherent
job (to cut paper) and can be judged as
good or bad depending on how well it
does that job (how well it cuts paper).
Humans have no creator and thus no
inherent purpose and no inherent means
of being judged as good or bad.
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Fictional Traditions
Occasionally, a discipline from a piece of
fiction will be enough to launch a person
into Seekerdom. These fictional traditions
are often modeled off of real traditions.
Their primary value is that they provide
a goal that students can aspire to. Just as
Christianity provides Jesus or Buddhism
provides Gautama Buddha, the fictional
traditions might provide a wise wizard
or mystic knight. A follower of such a
tradition would ague that it doesnt matter
if the figure being aspired to is real or not,
so long as aspiring to be like them makes
one a better person.
Freedom
Rather than being led to Seekerdom by
the wisdom inherent in some tradition or
gleaned through some discipline, some are
made into Seekers just by the act of leaving
the confines of their lives. This could be
a literal escape, e.g. from a prison, human
trafficking or abusive household, or it could
be an escape from self-imposed limitations.
For example: a miserable workaholic
might one day become so stressed and
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Freemasonry
Almost every fraternal organization
around today is based in some way on the
Masons. Many are appendant bodies:
orders that are open only to Masons and
that provide additional levels of initiation
while remaining a distinct organization
from the Masons. Others are completely
separate organizations who modeled
themselves after the Masons. These
freemasonry-influenced groups range
from the Knights of Columbus, founded
as a Catholic alternative to the Masons,
to the Golden Dawn, one of the most
famous and influential occult orders (see
Occultism/Magick, p.82).
For most members of the Masons and
freemasonry-inspired orders, their group
is just a means to meet and socialize with
peers. Some members, though, take
Hippies
The 1960s saw one of the largest and most ambitious
counterculture movements of all time, one which
launched many Seekers. Cultural change built up
such momentum that many believed that every flaw
in Western culture would be fixed. As a discipline,
hippies tried to cultivate in themselves the qualities
they thought the culture of their parents lacked.
Although hippies did not transform Western
culture into what they hoped it might be, they
did have a significant effect on the culture. The
60s counterculture movement also served as a
progenitor to the New Age movement and every
subsequent youth counterculture movement.
Even today, hippies exist as a subculture, made up
of holdovers from the 60s who refused to reintegrate
into mainstream society as well as those from later
generations who joined this subculture.
The emphasis on avoiding the mistakes of the
mainstream leads some Hippies to the Path of
-Harmony, while the emphasis on peace and love
leads some to the Path of +Harmony. The use of
hallucinogens and idea that normal people can be
freed by being freaked out leads some to the
Path of -Thought. The emphasis on art, creativity, free love and self-expression leads some to the
Path of +Feeling.
Too concerned
with rules.
Not creative
enough.
Not in touch with
their feelings.
Free spirits.
Aggressive and
competitive.
Obsessed with
cleanliness and
hygiene.
Wildly artistic.
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Openly
emotional.
Peaceful,
compassionate
and loving.
Unconcerned
with arbitrary
standards of
cleanliness.
Greedy, obsessed
being poor
with being middle Happy
and
homeless.
or upper-class.
Prejudiced.
Unprejudiced.
Not respectful of
Willing to learn
the wisdom of
from other
other cultures.
cultures.
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Kabbalah
This is mystic Judaism, based on the idea
that the Torah (the holy texts of Judaism,
the Old Testament of Christianity) contains both literal truths, allegorical truths,
and hidden, esoteric truths. The beliefs of
Kabbalah are said to be found in the Torahs hidden truths. Kabbalah as we know
it today was first codified in the 13th Century in a book known as the Zohar.
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Occultism/Magick
These are two of many names for modern
Western occultism. Modern occultism
draws from many sources: from Jewish
Kabbalah, from alchemy (interpreted as
an attempt to refine and transmute the
spirit, rather than refine and transmute
matter), from Greek Neo-Platonism,
from freemasonry, from gnosticism and
from various pagan traditions. Magick
makes heavy use of ritual. The basic
worldview, similar to Kabbalah, is that
every thing (including lesser deities) is an
emanation of the Godhead. Some things,
Martial Arts
Most martial arts are not simply about
learning to beat people up: they are a
discipline with strong philosophical
underpinnings. Most Eastern martial arts
can trace their practices back to Buddhist
(p.77) and Taoist (p.95) ideas. Many
martial arts could even be described as a
moving meditation.
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Mathematics
Today, people rarely associate academic
mathematics with philosophy or mysticism,
yet math used to be inseparable from those.
The idea of numbers as perfect ideals,
concepts whose meaning, properties and
importance are unaffected by anything
going on in the real world, can be traced
back to Platos idea of perfect forms (which
was also the basis of much of western
occultism).
Much of mathematics is either too abstract
(e.g. trying to prove whether all imaginary
nine-dimensional shapes have a certain
property) or too simplistic (e.g. computing
compound interest on a loan) to lead to
Seekerdom. There are some fields of math,
however, practical enough to show realworld usefulness yet complicated enough
that they can enlighten people to new truths
about the world around them. These are
the fields that lead to Seekerdom.
Probability and statistics answer the important question: from what I can see and
measure around me, what can I know
about the world at large? For instance, if
you poll a handful of people about their
opinions, what do their answers let you
guess about the population as a whole and
how confident can you be about those assumptions? Probability and statistics are
also the backbone of modern science and
medicine, because statistics is necessary to
separate the real effects of a treatment or
experimental condition from the effects of
random chance. In other words, statistics
separates those things that are actually correlated from those that only appear to be
because of chance. Statistics gives insights
into how we generalize from what we observe to truths about the world as a whole.
Game theory looks at peoples choices as
strategies within a game. The efficacy of
those choices can be computed. The classic
problem in game theory is the prisoners
dilemma: imagine that you and your fellow
criminals have been caught by the police.
The police only have enough evidence to
charge you with a lesser offense than the
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Military
In nearly every culture there is a discipline
for those that will go to war, from the braves
of some Native American cultures, to
Japanese Samurai, to the modern military.
These disciplines have their own traditions
and rituals meant to help warriors achieve
bravery and calm focus in battle. They
also tend to emphasize personal codes
of honor. A major component of these
traditions are austerities. Many Native
American warriors, for example, would
forgo sex, sleep on the hard ground and
Monotheism
This category encompasses Christianity,
Judaism and Islam as well as lesser known
religions (Zoroastrianism, Bahai, etc.).
Despite their outward differences, the
core principles of these religions are very
similar.
Although the majority of the worlds people
are believers in some form of monotheism,
only a very tiny minority become Seekers
(and Seekers from monotheistic traditions
make up a significant portion of, but are not
an overwhelming majority of, Seekers).
This is because most people are content
to engage in their faith at a fairly passive
level: reading holy books, listening to
sermons, praying, making offerings,
asking forgiveness for sins, etc. This type
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Mysticism
This is an attempt to transform oneself by
developing awareness of or union with the
divine. Most mystical traditions are monotheistic (Christian, Muslim, Jewish, etc.).
Mystic traditions make use of prayer, meditation, asceticism, poverty, and sometimes hermitage. Mystics often experience feelings of
ecstasy, the awareness of the divine at work
in ordinary things and ordinary occurrences,
ability to perform miracles (what some might
call supernormal abilities) and even physical
changes (e.g. stigmata). Mystics can enter onto the Path of -Self (because of the
emphasis on giving up ego in preference
for divine presence), -Thought (because
of the emphasis on divine inspiration),
-Feeling (because of the emphasis on asceticism and giving up all feelings other
than divine love) or +Harmony (because
of the emphasis on the harmony between
mystics, the divine and creation).
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Similarly, many Native American cultures had a role for a sacred clown. Sacred clowns would usually perform at
dances and ceremonies, often wearing See also Navajo Country, p.174.
Neopaganism/Wicca
There are pockets of original paganism still
surviving across the globe, but the majority
of those who identify as pagan in the United
States are students of purposeful attempts
to resurrect vanished pagan traditions.
These attempts started in the 1950s and
peaked in the 1980s. They were mostly
an alternative for those dissatisfied with
the perceived weaknesses of monotheism
(and Christianity in particular). Where
Christianity was dismissive of nature,
of sex, of the feminine and of personal
power, the creators of neo-pagan faiths
wanted religions that would put those
things on a pedestal. Where Christianity
was full of rules and taboos, they wanted
a religion that would encourage them to
express themselves in any way that didnt
New Thought
This is an American invention, starting
in the late 19th century and taking some
inspiration from Transcendentalism
(p.96). There have been many New
Thought movements and churches, some
Christian and some not. What all have in
common is the belief that human thought
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Ordinary Life
You may be capable of great things, but life consists of small things.
-Deng Ming-Dao
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Politics
Along with positing what form of
government will work best, political
philosophies also describe how ideal
political systems will produce better people
and what kind of person is the best member
of one of these hypothetical societies.
Thus, political ideals can provide a model
for self-improvement and from there can
lead to the path of Seekerdom.
Liberal ideals lead a person to try to be
empathetic, altruistic, understanding of
other cultures, living in harmony with the
environment and being constantly critical
of traditional taboos and values. Thus
liberal ideologies often lead to the Path of
+Harmony and -Harmony.
Im shutting this commune down because I realized that the worst possible thing I
could be doing is taking a bunch of bright young political radicals and sticking them
together in the middle of nowhere. When youre with people who believe the same
things you do, your beliefs become shallow, prejudiced. You forget your own faults
while developing an us-versus-them attitude towards everyone else. This place was
too comfortable for all of us, and the last thing someone who wants to change the
world should be is comfortable. Growing organic potatoes may feel like the right
thing to do, but it isnt going to save the world. If you want to save the world, move
to a red state and rent a room with a conservative, evangelical family. You might
both learn something.
-Leftist Lenny
Psychology
The discipline of psychology has two very
different, yet constantly intermingling,
branches. The first branch, scientific psychology is based on an understanding of the
mind that can be supported through experimental and statistical evidence. It focuses
on what we can be sure we know via the
scientific method (see Science, p.91). The
second branch, clinical psychology, is the
practical discipline of working with patients to help them with their mental difficulties. Clinical psychology focuses on
whatever model of the human mind seems
to work best with actual people, regardless
of whether there is a scientific (or even a rational) basis for it. Despite the obvious differences, ideas are constantly being traded
between these two branches of psychology.
There are hundreds of models for explaining how the mind works, but most
fall into one of the following basic categories:
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Science
At its deepest and most philosophical,
science is about avoiding error. The scientific
method is one designed to dispassionately
and accurately test hypotheses and reject
those hypotheses there is no evidence for.
As a personal discipline, science is about not
letting oneself believe ideas, even ideas that
seem true or are supported by anecdotal
evidence without critical investigation.
Just as an ascetic might think peoples
lives need structure, rules and discipline,
a scientist thinks that peoples beliefs need
structures, rules and discipline.
The process of science and the body of
knowledge gained from that process are two
Criticisms of Science
Many Seekers who do not come from a sciencebased tradition have serious criticisms of the
scientific method as a means of discovering
truth, wisdom and power:
Science does not deal well with complex
systems. The standard means of finding out
anything in science, the experiment, involves
changing one condition and looking for
one consistent result. In complex systems,
however, one change will not have consistent
results, but that doesnt mean it doesnt have
understandable effects.
Science tries to separate a subject from its
environment. An experiment attempts to
take a subject and isolate him, her or it from
the environment as much as possible, so that
only one condition is known to have changed.
E.g. experimenting on a mouse that is living
in a little plastic box by itself. Yet this cant
reflect the true nature of any being. Beings
are constantly affecting and being affected
by their environments, and are not the same
beings once removed from that environment.
Science discounts that which it cannot
understand. Science recognizes no means
for believing things other than science, which
makes science blind to that which it has not
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Self Help
The world of self-help is made up of
stealing the best-sounding elements of
psychology, medicine, philosophy and
religion and putting them together into
a package to sell books, tapes, seminars,
etc. Sales correlate to promises made and
so self-help usually promises as much as
it can get away with: confidence, success
in every aspect of life, physical health and
overcoming all bad habits and emotional
problems.
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Sex
For some people, getting and enjoying sex
is important enough that it becomes its
own discipline. Some make it a discipline
to try to perfect the mainstream sexual
experience: meeting a person, falling in
love and lust with them, seducing them and
sharing an intensely pleasurable, enjoyable
and fulfilling physical experience with
them. The diligent pursuit of their craft
often launches lovers onto the Path of
+Feeling.
Shamanism
This is a tradition (often inaccurately
called a religion) that was independently
invented all over the world. Whether in the
arctic or a tropical island, shamanistic beliefs and practices are remarkably similar.
The original word shaman comes from a
word from the Siberian Tungus tribe, but
is now applied to people throughout the
world. Once, before the advent of organized religion, shamanism was the worlds
default belief system. Today all modern
religions are still rife with practices that
can be traced back to shamanism
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Shamanism as a
Seeker Factory
There is no doubt that shamanism has launched many onto
the path of Seekerdom and
that ancient shamans were often Seekers. Yet some Seekers
have a theory: they believe that
shamanism in ancient cultures
was a tradition that evolved as a
means of manufacturing Seekers. Ancient peoples living in
a harsh and dangerous world
did the best possible thing they
could to ensure their survival:
select the member of the tribe
most likely to become a Seeker,
then initiate them in a way designed to put them on the path
of Seekerdom (or, failing that,
at least teach them some Sorcery, gleaned from past Seekers).
Shamanic cultures typically
choose shamans from young
people who show independence, strong will, intelligence
and powerful (sometimes dangerously powerful) emotions.
They put these people through
an initiation that severs them
from their identities and social
standing. They go through a
ritual death and rebirth, are given a new name, sometimes even
sever their family ties. Their
training includes long periods of travel away from the rest
of the tribe, either in seclusion
or travelling to other villages.
Given paleolithic technology
and society, these were the optimum means to prompt the
creation of Seekers. It wouldnt
always create Seekers (nobody
can make you a Seeker, you
have to chose to become one)
but even one Seeker a century
who could teach following generations Sorcerous skills would
give a tribe a distinct edge.
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Neo-Shamanism
Monotheism (especially Monasticism), Mysticism, Magick/Occultism, Art, Native American Spirituality, Kabbalah, Sufism
Sufism
Sufism is the mystical arm of Islam. Although
Sufis say they can trace their practice back
to Muhammad (or even before), Sufism
as a distinct tradition appeared in the 8th
Century in response to the great power and
materialism of Islamic leaders (e.g. Caliphs).
The goal of Sufism is to beautify and purify
oneself, cleanse the heart of base desires, and
to turn away from all else but the divine. A
Sufi wants to have only one motivation: the
love of Allah, and wants to have no concept
of an individual self and to never do anything
that defies the will of Allah. Through all this
the Sufi hopes to comprehend Allah.
Taoism
The Way that can be described is not the true Way.
Taoism is a combination of philosophy,
organized religion and folk religion/magic
from ancient China (around 200-300
BC). Although Taoism contains medicine,
religion, magic and philosophy, it is the
philosophical ideas of Taoism that have had
the most far reaching influence. Taoism has
strongly influenced Buddhism and martial
arts, and many of the concepts of Eastern
philosophy that have filtered into Western
consciousness, which most assume are
Buddhist in origin, are actually Taoist.
Central to Taoism is the concept of the Tao,
usually translated as the way. The Tao
is the flow of the universe, the invisible
motion behind all things in existence (or
even in non-existence). When people act
against the flow of the Tao, what they try
-Tao Te Ching
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Transcendentalism
This is a philosophy from early-19th century
America. It advocated individualism and
finding ones true character by spending
time alone with nature. Transcendentalism
tried to combine rationalism with valuing
of ones own intuition. Later in its history,
Transcendentalism became involved in
both utopian and abolitionist movements.
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Western Philosophy
At its heart, philosophy is any attempt
to use reason, logic and arguments to try
to answer invisible questions: those
questions that cant be answered by
direct observation or experimentation
with the physical world. The invisible
questions philosophy tries to answer
include: What can we be sure of
and how? What is right and wrong?
What is beautiful or ugly? What
is the relationship of the mind and
consciousness to the body? Every
culture has philosophy, yet when spoken
of in the West, philosophy means a
Western tradition, a conversation (or
argument) that stretches back to ancient
Greece.
Philosophy is often denigrated as a
discipline with no practical value. To a
degree this is true: for some, philosophy
is simply an intellectual exercise, an
attempt to solve a puzzle or win an
argument, with no attempt to use it to
make ones life better. Yet many of
todays disciplines, including physical
science, psychology, anthropology,
political science and math, once
emerged from philosophy. And every
modern discipline, from science to
law, has at its heart a philosophy that
describes and justifies its basic methods.
At the heart of science, for instance, is
the scientific method, and at the heart
of that method is a philosophy that
describes how and why the scientific
method is a valid method of inquiry.
From the philosophers point of view,
then, philosophy is the basis of all
disciplines. Even utilitarianism, the
idea that things are only useful if they
have real world practical applications
is, itself, a philosophy.
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Chapter Five
PATHS
About the Paths
In Brief: The Paths correspond to every type of human mental activity. By improving their
faculties in these realms, Seekers both improve themselves and improve their understanding of the universe, far surpassing the basic competence that is required of every adult.
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The plus (+) Paths are all about recognizing the inherent power of human ability, of learning to strengthen and enhance
the strengths of the human race. They are
about trying harder, doing more, getting
better through practice and examination of
what works best. These are Paths of faith,
whether faith in the divine, faith in science
or philosophy, or faith in humanity itself.
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in a moment of painful
epiphany (see The Black
Gulf, p.56) that the self-less
one has become her new
identity and that this identity
itself must be cleansed. Any
Seeker who believes he or
she has achieved complete
enlightenment and no longer
suffers under any of the errors
of thought, self, feeling or
harmony, is deluded and has
most likely fallen into a trap
(p.62).
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Perspectives On Nature
+Harmony: Whether we know it or
not, we are part of nature and it is part
of us. To respect nature is to respect
ourselves. To be fully healthy and fulfilled, we must live with and be part
of nature.
-Harmony: Nature is brutal, violent,
ugly, dirty, diseased and amoral. We
are dependent on nature for things like
the air we breathe and the food we eat,
but we should learn to temper, not celebrate, the weakness that is that dependence.
Perspectives On Evil
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-Thought
Principles
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The Path of -Thought is also the Path of being skeptical of the beliefs, ideas and abstractions that are the products of human minds.
Words and concepts are just dim or simplistic representations of real things, yet people
commonly forget this and start to believe in
the words as entities unto themselves. Ask
someone on the Path of -Thought if they believe God exists and they might say tell me
what you mean by that word and Ill tell you
whether I believe in it. To most on the Path
of -Thought, concepts like good, life,
justice, beauty, sanity, are only simplistic ideas of limited usefulness. Even an
idea like cold, for instance, is relative. A
thing does not have its own coldness, there
must be another object and a consciousness that wants to compare the two. One
fire could be cold if compared to another,
hotter, fire.
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Traditions
Inter-Path Relationships
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Challenges
Recognizing
View of Normals
A Seeker on the Path of -Thought sees normal
people as addled by ideas they believe in that
do them no good. The constant chatter of the
mind distracts people from using their senses.
The answers to lifes most important questions
are obvious, but the average person doesnt trust
simple answers and so needlessly complicates
questions until they are impassable quandaries.
Even worse, people use rational thought to
justify what they already believed (or wanted to
believe), making them inflexible because they
believe their ideas have been proven right.
People spend far too much time thinking about
the future and the past, of places where they
arent and possibilities that arent happening.
They would be so much more capable of
dealing with problems and enjoying what there
is to enjoy about life if they kept their minds
open to the here and now.
I used to think that the brain was the most wonderful organ in my body.
Then I realized who was telling me this.
-Emo Phillips
Most of philosophy is just people trying to find justifications for believing in the things
they already believe in. If they just went ahead and admitted that they believe in those
things because they want to, they could save themselves a lot of trouble
-the Retired Professor
You know the secret wisdoms which everyone seeks. I even suspect that you know the
explicit wisdoms, the ones hidden in plain view, which practically no one looks for.
-Terry Pratchett, Thief of Time
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Path Plusses
Primary: +2 per level
of -Thought to any AV that
involves letting go of harmful
thoughts/ideas
or
that
involve letting ones minds
go blank and letting instinct,
reflex, training or awareness
take over. Examples: AVs
to react quickly and simply,
rolls to be aware of what is
happening around the PC,
rolls to let go of delusions,
hallucinations
or
mind
control.
Aided: +1 per level of
-Thought to any AV which
is aided by having a quiet
mind, thinking in ways other
than with words, or having
a well-rested mind (one not
tired out from unnecessary
thoughts). Examples: AVs
for nonverbal communication
(with people who dont
speak your language or with
animals), AVs for operating
in the dark, or in other
situations where lesser-used
senses must be depended
upon, AVs to save vs. loss of
balance.
Combat: Add +1 per
level to combat rolls only
when the PC is engaging in
combat without premeditation
(either the PC was surprised
by a sneak attack, or the PC
decided to attack without any
plan or preparation).
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Path Abilities
Dumb Luck: Use this ability to find
something the PC wants by not actively
looking for it yet recognizing opportunities
when they appear. The PC might have to
do tiring, unpleasant, tedious or dangerous
things to get the object or his or her desire,
e.g. a PC who wants money might notice
$20 on a small island in the middle of a
swiftly moving river. Dumb Luck cant be
used to find specific things, only general
classes of things or solutions for general
problems. A PC cant use Dumb Luck on
more than one thing at a time. The difficulty
is based on how broad the request is:
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+Thought
Principles
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Today, then, since I have opportunely freed my mind from all cares [and am happily
disturbed by no passions], and since I am in the secure possession of leisure in a
peaceable retirement, I will at length apply myself earnestly and freely to the general
overthrow of all my former opinions.
-Rene Descartes
Traditions
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Path Plusses
Primary:
+2 per level of
+Thought to any AV roll that involves
using thought or reason to solve
problems or arrive at new knowledge.
Examples: AVs for using INL based
skills, for deducing facts based on
small clues, for inferring the presence
of unseen elements in a system by
noting its effects on visible elements,
for modeling complex systems.
Aided: +1 per level of +Thought
to any AV that can be aided by
the application of reason, planing
or strategy.
Examples: AVs to
determine the falsehood of delusions,
hallucinations or deceptions, rolls to
do things that use non-INL attributes
but where a smart approach can help
(like using knowledge of leverage and
physiology to figure out how best to
lift a heavy rock).
Combat: Add +1 per level of
+Thought to combat rolls only when
the PC has examined the fighters
capabilities or the environment the
fight will take place in long enough to
formulate a strategy.
Path Abilities
Deduction: This is the Sherlock
Holmes-like ability to take one
small, seemingly irrelevant piece
of information and deduce some
important fact from it. For example,
to deduce from the scuff marks
and stains on someones shoes that
they work as a short-order-cook, or
deduce from examining parasitic
infections of trees that someone has
been poaching deer in a forest. A
PC with knowledge of Psychology
can even make psychological
deductions based on behaviors (e.g.
he strangles schoolgirls, so he must
hate his mother.) The difficulty is
based on the amount of time the PC
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-Self
Principles
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Most people are constantly supported by these inflexible ideas about who they are,
what their duties are, what their limitations are, what rules govern their lives. We
have learned not to rely on such things. Where they have skeletons, we are flexible.
Were like octopi: we can fit into any space and go places the others cant.
-Mr. Ill Fix Anything
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Inter-Path Relationships
The Path of -Self is closely related to, and
often overlaps with, the Paths of -Feeling,
-Thought and -Harmony. It is related to
-Feeling because many of the feelings that
-Feeling Seekers try to avoid are about self
and overcoming fear helps one live without
the comfort of selfhood. It is related to
-Thought in that -Thought is about not
believing things and -Self is about not
believing things about self. It is related to
-Harmony in that -Self is about shedding
self-identification with any group, while
-Harmony is about resisting the desire to
adapt to the beliefs of those around you.
Most beginning -Self and +Self Seekers see
their philosophies at odds with each other,
yet more advanced Seekers in these Paths
see more similarities than differences.
Those on the Path of +Harmony usually
dont see the point of -Self except when it
is explained as not trying to impose your
selfhood on those around you or not
thinking about the differences between
yourself and others.
114
Challenges
A few teachers try to make lessons
custom-made for a student, that take
advantage of something the student
believes about themselves. Usually, this
means a challenge that forces a person to
do something they think they are bad at.
Other challenges, which dont have to
be custom made to a particular Seeker,
involve observing a person (or even just
looking at a persons belongings) and
discovering the faults in their concept
of Self. A master might show a student
three items from a persons pockets, or
allow the student to ask three questions
of a person, then determine something
hidden about that persons identity.
Recognizing
-Self Seekers tend to exhibit a lack
of personal style. What they wear, do
with their hair and nails, etc. is usually
utilitarian.
They usually speak very plainly,
avoiding both slang and obtuse
vocabulary.
They have no attitude, so much so
that its hard to tell whether they are
arrogant or humble or what their opinion
is of anything.
Wont give clear answers to personal
questions (e.g. where are you from, what
do you do, what religion are you?).
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The average person depends on, is
controlled by, and is constantly trying
to convince others of a fiction of selfidentity. From the prejudiced redneck
to the arrogant philosophy professor, all
are crippled by their sense of identity.
The story people tell about themselves
is not only untrue, it is so ridiculously
simplistic that it is an insult to the
complexity and potential inherent in
each human.
115
...youre not how much money youve got in the bank. Youre not your job.
Youre not your family . Youre not your name.... Youre not your problems....
Youre not your age.... You are not your hopes.
-Chuck Palahniuk, Fight Club
Path Plusses
Primary: Add +2 per level of -Self to
any AV that involves not having ideas about
self and thus not communicating ideas about
self to others or that involve being a passive
observer. Examples: AVs to avoid having
the PCs emotions, attributes or intentions
be read by others, rolls to notice things
happening around one.
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Path Abilities
Mirror of Self: By presenting people
with a blank slate, the PC allows people to
project their own ideas about self onto the
PC. The target comes to believe about the
PC what the target believes about himself
or herself: stupid or smart, good or bad,
happy or sad, well liked or hated, brave or
cowardly, etc.
Roll Mirror of Self AV vs. the targets
INL (if the target wins he or she realizes
that these assumptions are unfounded).
116
-Oscar Wilde
+Self
Principles
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Inter-Path Relationships
The Paths of -Thought and +Harmony often
feel too passive to those on the Path of
+Self. The Path of -Harmony, on the other
hand, can feel like a natural extension of
+Self: its easy to go from enhancing ones
sense of selfhood to learning to resist the
desire to conform.
Those on the Path of +Self often find themselves attracted to both +Feeling and -Feeling. Their self-confidence makes them feel
both that they are too strong to allow their
emotions to control them and at the same
time that their feelings are incredibly important and powerful and should be respected.
Traditions
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Traditions with aboriginal roots tend to contribute most strongly to the Path of +Self.
These include African American Culture
(with its emphasis on pride and power to
avoid internalizing prejudices), African
Syncretism (where those who believe themselves possessed by powerful spirits can do
extreme feats of strength and endurance),
Brujeria (with its emphasis on developing strength of will, believing oneself to
be powerful or taking on the identity of a
powerful animal), Occultism/Magick (with
its emphasis on developing personal power
over the universe) and Shamanism (because
of the difficult personal challenges faced in
shamanic training, and the willpower and
self-confidence they build). Anthropology
can also contribute to the Path of +Self because of the study of shamanic and other ancient techniques of gaining personal power.
Popular modern religions, which stress
humility before a higher power, almost
never spawn Seekers on the Path of +Self.
When modern religions do contribute to the
Path of +Self it is in those cases where one
believes oneself to possess special strengths
as an agent of God, e.g. a preacher fighting
for peoples souls or a righteous warrior.
Challenges
Most +Self challenges involve overcoming fears or perceived weaknesses,
e.g. walking over hot coals, beating a
physically superior opponent in combat,
walking a thin plank over a deep ravine,
dancing a sundance (dancing around a
pole, attached to it by hooks through
ones chest, and leaning back against
the ropes), taking a mixture of herbs designed to cause frightening delusions,
ritual scarification, etc. +Self challenges
are often thought of as the most brutal
and dangerous (although sometimes the
danger is just an illusion).
Other challenges involve convincing
other people of the Seekers selfperceptions. E.g. bluffing ones way
into a corporate board meeting simply by
acting important.
How much can you know about yourself if youve never been in a fight?
-Fight Club screenplay by Jim Uhls, adapted from the novel by Chuck Palahniuk
118
Recognizing
+Self Seekers typically
dress in a unique, often flamboyant personal style.
Whatever physical assets
they have, they wear clothes
that show off those assets.
Modesty is rare in +Self
Seekers.
Many have scars, often
evidently self-inflicted, that
they wear proudly.
They tend to dress as if
they have no fear of the elements (e.g. in a t-shirt and
jeans when it is snowing
out).
They have confident expressions and stare people
directly in the eye.
View of Normals
To a +Self Seeker, the average person is crippled by
delusions about their own
weaknesses. People think
they cant quit smoking, cant
succeed in school, cant stand
up to the local bully, cant
make it as an artist, cant resist eating that piece of cake
in the fridge, cant stand the
pain of a broken hand without drugs, etc. Mostly, they
dont even try to do these
things, or if they do try they
give up quickly. When they
do give up, they call it failure and it feeds their belief
in their own weakness. Or,
they sabotage themselves before even trying so they have
an excuse why they failed
(e.g. I didnt do well on that
test because I was out late
drinking the night before.)
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Animal Transformation
A PC who can use Choose Identity at
3 difficulty can take on the identity
at an animal. The PC can then make
CHM rolls (at +2 per level of +Self)
to make others perceive and believe
that self-concept. The PC can also
add the plusses to attributes from
+Self to the attributes that animal
might have, thus approximating the
speed, strength, acuity of senses or
agility of an animal. Although the
PC wont appear to be an animal on
video tape, for all other intents and
purposes the PC is an animal.
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-Harmony
Principles
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Whenever you find you are on the side of the majority, it is time to pause and reflect.
-Mark Twain
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Inter-Path Relationships
The Path of -Harmony is the most
misunderstood Path, both by non-Seekers
and by Seekers of other Paths. Most
Seekers from other Paths think that
-Harmony Seekers are looking for a license
to be evil, the power to avoid bad karma or
to end their responsibilities to humanity.
+Harmony Seekers, especially, think
-Harmony Seekers purposefully destroy
harmony for their own selfish purposes.
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Traditions
Many of those traditions that contribute
to the Path of -Harmony come from the
experiences of groups who have been
persecuted by the majority, e.g. African
American Culture (where being a target
of prejudice can cause a desire to root
out the prejudices and biases that people
are unaware they have), Brujeria (with
its emphasis on being an outsider and
disrupting the harmony of others) and
Monotheism (especially those martyr
traditions created by persecuted religious
minorities).
Other -Harmony Traditions are those that
purposefully put themselves outside of the
regular culture, e.g. the traditions of Anthropology/Sociology (where practitioners
try to be impartial, skeptical observers of
our culture and society), Body Modification
Challenges
Some -Harmony challenges involve being
put among a group of people who are all
completely mistaken about the source of
the problem they face. In order to solve the
problem, the PC must come to discount what
everyone is saying to them. Other challenges
may involve having to resist severe forms of
indoctrination, even brainwashing. Other
challenges involve having to exercise ones
dark side by figuring out whats going on
in the mind of a complete outsider (e.g. a
serial killer, terrorist, child molester). Other
challenges may involve breaking cultural
taboos (e.g. smearing oneself with feces
and walking down Main Street) in order to
exercise ones sense of being beyond the
concerns of normal culture.
Most people are other people. Their thoughts are someone elses opinions, their lives
a mimicry, their passions a quotation.
-Oscar Wilde
124
Recognizing
Seekers on the Path of -Harmony tend to wear clothing
which sets them apart from
any social group or subculture. Sometimes this is clothing
which appears threatening.
They often try to isolate
themselves from their surroundings with gloves, long coats,
etc.
They can come off as unfriendly, or as aloof: refusing to
react reciprocally to the friendly
and unfriendly things others do
to them.
Usually refuse to engage in
normal codes of politeness, e.g.
wont shake hands, will respond
to how are you? by describing
an unpleasant genital rash, etc.
View of Normals
Normal humans, no matter how
much they believe otherwise,
are not independent entities.
They are incredibly dependent
on those around them and on
fragile social structures. Their
dependence on the status quo
makes them weak and frightened of change, even change
which would end up benefiting them. Normal people are
overly influenced by authority,
believing, as our pack animal
ancestors did, that it is wrong to
do anything that one would be
punished for if caught.
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Path Plusses
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Path Abilities
Profile Harmony Weaknesses:
The PC can recognize when peoples
connections with the people, animals and
things around them are harmful to those
people. The PC can sense when people
are failing to think for themselves or
have been convinced to injure themselves
for the good of the group. Once the PC
has discovered a weakness he or she can
attempt to make the person aware of that
weakness or can attempt to exploit it. The
difficulty is based on how much contact
the PC had has with the person.
Easy (1): Sense the weaknesses of
someone the PC has known for a
few hours.
Moderate (3): Sense the weaknesses
of someone the PC has talked to for
5 minutes.
Hard (5): Sense the weaknesses
of someone by observing them for
5 minutes or rifling through their
belongings.
Legendary
(7):
Sense
the
weaknesses of someone upon first
seeing them.
Sabotage Harmony: When the PC
finds a system that is in harmony, the PC
can work his or her way to a crucial element
of that system, one that if disrupted, will
throw the whole system out of harmony.
Difficulty is based on how small a change
the PC can make to the system.
Easy (1): Disrupt the economy and
law-and-order in a town by causing
a grudge between two citizens.
Moderate (3): Poison one tree in
a forest to cause throw the entire
ecosystem into chaos.
Hard (5): Cause a family to become
dysfunctional by removing arch
supports from the dads shoe.
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+Harmony
Principles
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-John Donne
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punches and kicks to move the opponents around. The Taoist idea of striving for effortless action, working with
the way things are rather than the way
you want them to be, is especially appealing to +Harmony Seekers.
This is not to say that all +Harmony
Seekers are absolute pacifists. Some
believe there are times and situations
where force is the best option to
restore harmony, some dont. Yet
even those who do use force try to
use as little force as necessary to get
the job done.
Balance is an important concept on the
Path of +Harmony. There is nothing in
this world that is an unqualified good
such that any amount of it is desirable,
and there is little that is an unqualified
bad such that we should not want any
amount of it. Take selfishness, for
example. Too much selfishness can
cause people to do horrible things
to each other and make the world a
worse place. Yet if nobody had any
selfishness, people wouldnt take
care of themselves, or advocate for
themselves, and people would also
suffer. The more +Harmony Seekers
look, the more they find that things
are healthiest and best when kept in
balance. This is the opposite of the
viewpoint of fanatics, crusaders and
extremists, who believe the thing they
are fighting is an absolute evil.
The Path of +Harmony can be brought
to bear on the process of Seeking wisdom itself. Specifically, +Harmony
Seekers see apparently contradictory views and opinions as actually
compatible. Rather than trying to
prove that a belief is wrong, +Harmony Seekers try to find the ways in
which it is correct. Often they find
that people who are arguing are comparing apples to oranges, using the
same terms but meaning very different concepts.
Inter-Path Relationships
It can sometimes be hard to convince +Harmony
Seekers that there is a need for other Paths. To
+Harmony Seekers, peace, health, happiness
and prosperity should be every beings primary
goal and the Path of +Harmony is the easiest
and most effective way to achieve that goal.
+Harmony Seekers often consider themselves
at cross purposes with -Harmony Seekers.
-Harmony Seekers try to break communities
while +Harmony Seekers try to fix them. This
rivalry most likely goes back to the earliest
Seekers. The first Seekers were most likely a
tribal healer who used +Harmony principles
to keep the tribe and its members healthy and
a sorcerer who used -Harmony principles to
break taboos, hurt enemies and resist tribal
collectivism.
+Harmony Seekers see the Paths of +Feeling
and -Feeling as having some utility insomuch as
each can be used to avoid or redirect emotions
that would otherwise be disharmonious with
ones environment.
+Harmony Seekers find themselves more in
sync with -Thought than +Thought Seekers.
The rational solution to a problem is usually
one that creates another problem elsewhere
(like medicine that cures one symptom but
causes another) because reason and science
are best at dealing with simple systems with
predictable outcomes, not complex systems
where actions have unpredictable outcomes.
On the other hand, the intuitive problem solving
of -Thought is more likely to find a solution
that is harmonious on all levels. For their part,
those in the Path of +Thought often accuse
those in the Path of +Harmony of believing in
ridiculous and unfounded superstitions.
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Traditions
Challenges
P
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View of Normals
Normal people, especially Westerners,
underestimate the degree to which they
are affected by their environments.
They see themselves as autonomous
individuals, rather than parts of a
That which is hateful to you, do not do to your fellow. That is the whole Torah;
the rest is the explanation; go and learn.
-Talmud, Shabbat 31a
130
Path Plusses
Primary: +2 per level of
+Harmony to any AV to form,
repair or strengthen mutually
beneficial relationships between a PC and the PCs body,
other people and the environment. Examples: AVs to adapt
to the skills, habits, customs
and language of a community,
to blend in with ones environment, to make people feel
guilty for doing bad things to
you or to make friends.
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-Feeling
Principles
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Inter-Path Relations
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Traditions
Many of the worlds major religions have
contributed to the Path of -Feeling. The
monastic and mystical traditions of Judaism,
Christianity and Islam focus on trying to rid
the mind of all desires and emotions other than
the love of the creator. Buddhism emphasizes
extinguishing passions as part of the path of
enlightenment.
Other Traditions contribute to the Path of
-Feeling via their practicality, including the
Athletics and Military Traditions, where giving
in to feelings can lead to failure.
134
Recognizing
Many -Feeling Seekers, due to an
ascetic lifestyle, are skinny, yet are
healthy and strong.
They typically have slack,
emotionless faces. If they show any
expression at all its determination
or thoughtfulness.
Often have weather-beaten skin.
They usually choose clothes for
their durability rather than comfort
or style, e.g. a leather vest and blue
jeans.
Dress as if theyre not concerned
about being too cold or too hot.
View of Normals
Despite the evolution of rational
minds, humans are still ruled by a
set of primitive, instinctual drives
(fear, anger, pride, guilt, pain, desire,
etc.) that are more appropriate for
guiding the behavior of a dog than
an intelligent, rational being. These
emotions can become quite easily
invested in things they shouldnt
be: we hate people we have no good
reason to, want things we dont need,
have fears that are out of proportion
to the actual danger, feel guilt for
things that arent actually unethical,
etc. Normal people come to believe
the emotions they have invested in
ideas, actions, people and things are
actually the truth about these ideas,
actions, people and things.
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Path Plusses
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Path Abilities
Absorb Emotions: By remaining
calm and refusing to react to other
peoples emotional expression, even on an
unconscious body-language level, the PC
can reduce the strength of other peoples
emotions. This skill doesnt work when
the PC himself or herself is the cause of
the emotion (the PC must be a third party)
or where the person is hiding an emotion
(he to she must be openly expressing it).
Easy (1): Give another person +1 vs.
emotion.
136
+Feeling
Principles
To +Feeling Seekers, emotions, feelings
and drives cannot be avoided because
they are the engines that drive our lives.
A completely passionless person would
just sit there until he or she died of thirst.
It is a fallacy to think that a person could
discover some purely logical reason to
exist. If we are machines then emotion
is the fuel that drives us in everything
we do, from our basest to our loftiest
achievements.
Each emotional state puts humans into
the best psychological and physiological
state to deal with the situation at hand.
Fear, for instance, makes out bodies and
minds ready to react quickly and to flee.
Yet people have little consciousness of
or control over their emotions. Most
people are aware of emotions only
after they react to them, as multiple
psychological studies (including those
involving temporary paralysis of facial
muscles) have shown.
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I have lived too long with cautious thinking. Now I will make myself mad.
-Rumi
Inter-Path Relations
P
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Traditions
One of the biggest contributors to the Path
of +Feeling today is Art, which is predicated
on the awareness of and channeling of
feeling. Similarly, Sex, and the attempt to
get the most out of it one can, contributes
to +Feeling. The tradition of Hippies, with
its emphasis on art, creativity, free love
and self-expression, also contributes to
+Feeling.
138
Recognizing
+Feeling Seekers often dress
provocatively.
As music can be useful in
prompting a wide range of
emotions, many carry portable
music players or musical
instruments with them.
Have a strong and very
expressive sense of personal
style. They tend towards outfits,
hairstyles and colors that can
be described as intense.
They have very expressive
faces.
They are always
showing some emotion, be it
joy, anger, curiosity, etc.
While most other Seekers
tend towards utilitarian style,
+Feeling Seekers ornament
themselves with beautiful
or evocative things (tattoos,
makeup, jewelry, etc.)
View of Normals
Normal people have no
appreciation for the many
different shades of feeling
they experience. They try to
ignore emotions, which only
causes those emotions to build
up until they are released in
a self-destructive way. They
fear and thus shy away from
anything which will cause
intense emotions, preferring
bland things. They spend much
of their time trying to avoid
feeling emotions like stress,
worry, loneliness, tiredness
and so they numb themselves
with banal pleasures such as
channel surfing, overeating,
drinking, playing trance-
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P
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Path Plusses
Primary: Add +2 per level of +Feeling to
AVs to recognize, enhance, or communicate
ones emotions. Examples: AVs to make others
feel your emotions, to enhance the psychoactive effects of drugs on the PC, to seduce.
Aided: Add +1 per level of +Feeling to
AVs that can be aided by having high levels
of passion or strong knowledge of ones own
passions. Examples: AVs to persuade others,
to sense the emotions of others or to determine
things about a creator of a piece of artwork by
observing that art.
Combat: Add +1 per level to combat rolls
only when the PC is so angry that he or she flies
into a rage and cannot control his or her actions
(Control or Ruin styles only).
Path Abilities
Channeling: The PC can channel strong
emotions into willpower and physical energy,
giving plusses that last about one hour. The
easiest emotions to channel are intense anger
or intense fear. At a higher difficulty (+1) the
PC can use intense sadness or lust. At an even
higher difficulty (+2) the PC can use appreciation of something intensely beautiful (perhaps
The most beautiful thing we can experience is the mysterious. It is the source of all
true art and all science. He to whom this emotion is a stranger, who can no longer
pause to wonder and stand rapt in awe, is as good as dead: his eyes are closed.
-Albert Einstein
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Chapter SIx
ADVENTURES
T
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A
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Yes
Yes
Yes
Yes
Mundane Advanced
Trapped
Prodigies Sorcerers
Humans Practitioners
Seeker
Yes
Yes
No
No
Yes
Yes
Sometimes
Yes
No
Usually
Yes
Sometimes
Rarely
No
Sometimes
No
No
No
Yes but* Sometimes
No
No
No
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
*An eccentricity is, by definition, something that the Seeker can change at will. For a trapped
Seeker, however, eccentricities often become laws that they live by.
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T
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A
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Although the prototypical adventure type described previously is easy to script and works
well, there is no reason not to do other types of
adventures, except for the limits of the GMs
imagination and the types of back-stories the
players will accept as having gotten them to this
point. If a GM want to have the PCs taking up
the job of cat-burglars stealing diamonds from
the mansions of 5th Avenue Manhattan billionaires, the GM merely has to come up with
a backstory where doing so makes sense to the
players.
GMs should feel free to put a group of Seekers
in any situation the GM thinks might be
interesting: lost in the wilderness, pursued by
a hungry man-eating bear; solving a murder
mystery at a medieval reenactment groups
weekend camping event; dealing with a
hostage crisis where columbine-style shooters
have taken over a high school; in a cuttingedge multiplayer virtual reality game trying
to find a secret left there by the games late
head-designer, etc. Even those plots that have
become clich in other genres can become
interesting in Seeker because of the non-clich
ways Seekers can come up with to deal with
these scenarios based on their philosophical
viewpoints.
Communities
What follows are the types of communities
that Seekers are likely to find in their travels
and what they are likely to find there.
Agricultural Towns
These are towns where the economy is driven
by farms and/or ranches. Most people live in
farmhouse or ranchhouses outside of town, but
drive into town for shopping or entertainment.
The town likely has a restaurant, a grocery, a
sheriffs office, a vets office, an auto-shop and
several feed and agricultural supply stores.
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Community Personality
Strengths and
Weaknesses
A community can have a psychological strengths and weaknesses
profile just like a person can. In
the case of a community, the ratings dont represent what goes
on in any one persons head, but
the common motivations (or lack
of motivations) that dominate
the community and the common
ideas (or lack of ideas) that dominate discourse, decision making
and the shared culture of the community.
Imagine sitting in on a town council meeting as the town gathers
to make some decision important
to the community: what voices
dominate the meeting, and what
do they advocate? If the majority
of the speakers advocate thinking
through issues, and the decisions
made benefit from such thought,
the community would have a high
Thought Strengths rating.
For a community, Thought
Strengths and Weaknesses represent the positive and negative role
that ideas play in the community.
Self Strengths and Weaknesses
represent the positive and negative
effects of identity, either community identity (e.g. this is a wellmannered town) or the individual
identities of community members.
Harmony strengths and weaknesses represent how strong the bonds
of community and and community-culture are and how this helps
(strengths) or hurts (weaknesses)
community members. A town
where everyone helps out their
neighbors, for instance, would
have high Harmony Strengths. A
community dominated by a cult,
where everyone is brainwashed
to act, think and feel the same
way would have high Harmony
Weakness. Feeling Strengths and
Weaknesses represent the positive
and negative effects of emotion
on the community.
Mining Towns
This is a community built around a mine or
mines. The majority of businesses support
miners and their families: stores, doctors
offices, restaurants, etc. Mining can be
dangerous and cause health problems,
so these towns can have more than their
share of widows and invalids. The bosses
of the mine (or mines) can hold inordinate
power over other members of the town.
Mill Towns
This is a town organized around a lumber
mill. These towns are located near logging
forests. The mill typically runs 24 hours a
day. Trucks and train loads of lumber and
sawdust are constantly moving out. Like
all company towns, supervisors, managers
and owners have inordinate power over
the life of the town.
Mountain Towns
These are small isolated towns, usually
poor. The residents are usually people
who have had ancestors living there for
generations, and have developed their
own unique culture. In the Appalachians,
in the Southeast, this culture is often
known as hillbilly. Mountain cultures
typically value religion, the land, animals
(e.g. hunting dogs), traditional music,
traditional arts-and-crafts and kinship ties.
People are expected to show allegiance to
their large extended families (occasionally
leading to feuds between families).
School Towns
Some schools (e.g. boarding schools,
small private colleges) serve as the
nucleus for small communities. The
schools are typically fairly old, with grand
old architecture. The students live in
dormitories on school grounds. Teachers
and school staff live in the surrounding
town. The school is the primary economy
of the town, and there are stores catering
to students: burger and pizza shops, record
stores, video game shops, ice cream
shops, etc. When the school is a college
or university, its library may have some
rare old books of interest to Seekers.
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Reservations/Rancherias
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Communes
During the 1960s, many young people left
their urban lives to try to start isolated,
self-sufficient communities based on
peace, love, cooperative living and being
in harmony with nature. Various waves of
environmentalism in the ensuing decades
(including off the grid in the 90s,
zero carbon footprint in the 00s) have
led to the creation of new communes.
Most communes disband within a few
years after their founding (usually from
internal political struggles, or from people
becoming disenchanted or burned out on
the lifestyle), but some last longer and
there are still communes scattered through
the countryside.
These communes
usually have a democratic or consensus
government, shared housing and other
Monasteries/Nunneries
Some monasteries and nunneries have
been built in remote places so the monks
and nuns can take advantage of peaceful,
simple living to better meditate on God
or enlightenment.
Most monasteries
and nunneries in the US belong to
Catholic orders (Franciscan, Benedictine,
Dominican, Augustinian, etc.), yet there are
also small Buddhist monasteries (especially
in the countryside of California, Oregon
and Washington, states with relatively high
Asian populations). Life in monasteries
and nunneries is usually a quiet daily
routine of praying, reading, contemplation,
gardening, cleaning and eating communal
meals. Some monks and nuns take up
periods of silence or solitude, yet this is
typically optional.
Some monasteries
and nunneries have a craft, handed down
through generations, that they use to
support themselves, e.g. bookbinding,
furniture making, wine making. Many
monasteries and nunneries have guest
houses or guest quarters that they rent out
(although monasteries only allow male
guests and nunneries only allow females).
Resort Towns
These are towns located in idyllic places
(by a lake or bay, by a beach, on an island,
by a ski slope, etc.) where the primary
economy is tourism. There are quaint
hotels and bed-and-breakfasts, restaurants
and gift shops. These towns usually have a
busy season, when the weather is nice and
the main street is bustling with tourists, and
an off season, when the streets are quiet.
Random Community
Community Disadvantages
Population
01-03: Trapped Seeker (3 levels
01-08: 50-200
in random Paths)
09-33: 200-500
04-07: Sorcerer (2 Specialties
34-68: 500-1,000
in a random Path)
69-93: 1,000-5,000
08-12: Prejudiced/Xenophobic
94-00: 5,000-20,000
Sheriff/Police Chief
13-16: Corrupt/Greedy Sheriff/
Community Type
Police Chief
01-18: Agricultural Town
17-21:
Megalomaniacal/Power19-25: Mining Town
Mad Sheriff/Police Chief
26-32: Mill Town
22-25: Incompetent Sheriff/
33-44: Mountain Town
Police Chief
45-52: School Town
26-29: Prejudiced/Xenophobic
53-60: Reservation/Rancheria
Doctor
61-62: Commune
30-33:
Corrupt/Greedy Doctor
63-64: Monastery
34-37:
Megalomaniacal/Power65-66: Nunnery
Mad Doctor
67-77: Resort Town
78-79: Simple Living Community 38-41: Incompetent Doctor
41-45: Prejudiced/Xenophobic Rich
80-89: Bedroom Town
Person/Business Leader
90-92: National/State Park
46-49: Corrupt/Greedy Rich
93-97: Military Base
Person/Business Leader
98-98: Cult Compound
50-53:
Megalomaniacal/Power99-00: Prison Town
Mad Religious Leader
54-56: Prejudiced/Xenophobic
Community Advantages
Religious Leader
01-05: Kind Sheriff/Police Chief
57-58:
Corrupt/Greedy
05-10: Wise Sheriff/Police Chief
Religious
Leader
11-16: Competent Sheriff/Police
59-62:
Stagnant
Economy
Chief
17-21: Kind Rich Person/Business 63-65: Failing Economy
66-69: Endemic Health
Leader
Problems
25-26: Wise Rich Person/Business
70-73: Demon: Nemesis
Leader
74-77: Demon: Feud
27-32: Competent Rich Person/
78-81: Demon: Xenophobia
Business Leader
82-85: Demon: Poverty
32-37: Prodigy
(2 levels in a random Path) 86-89: Hate Group
90-93: Racial Strife
38-42: Benevolent Ex-Seeker
(2 levels in random Paths) 94-97: Meth Lab
98-00: Marijuana Grow
43-47: Tradition Teacher
Operation
(random tradition)
48-52: Wise Elder(s)
Random Path
53-58: Kind Doctor
59-63: Wise Doctor
01-12: +Thought
64-68: Competent Doctor
12-25: -Thought
69-74: Booming Economy
26-37: +Harmony
75-79: Wise Religious Leader
38-50: -Harmony
80-84: Kind Religious Leader
51-62: +Self
85-89: Competent Religious Leader 63-75: -Self
90-95: Natural Beauty
76-87: +Feeling
96-00: Seeker-Crafted Item
88-00: -Feeling
Random Tradition
00-03: African American
Culture
04-04: African Syncretisms
05-07: Alternative Medicine
08-09: Anthropology/
Sociology
09-15: Art
16-17: Athletics
18-18: Body Modification
19-19: Brujeria
20-22: Buddhism
23-24: Clowning
25-25: Computer Science
26-27: Curanderismo
28-29: Existentialism
30-31: Feminism/Ethnic
Studies/Queer
Studies
32-33: Fictional Tradition
34-35: Freemasonry
36-40: Hippies
41-42: Kabbalah
43-44: Occultism/Magick
45-46: Martial Arts
47-47: Mathematics
48-48: Military
49-57: Monotheism:
Christianity
58-62: Monotheism:
Judaism
63-67: Monotheism: Islam
68-69: Monotheism: Other
70-71: Mysticism
72-74: Native American
Spirituality
75-76: Neo-Paganism/
Wicca
77-77: New Thought
78-80: Ordinary Life
81-83: Western Philosophy
84-84: Politics
85-87: Psychology
88-89: Science
90-90: Self-Help
91-92: Sex
93-95: Shamanism
96-97: Sufism
98-99: Taoism
00-00: Transcendentalism
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Bedroom Towns
These are places within a few hours drive
of a major urban area, populated mostly by
upper-middle and upper-class professionals
(and their spouses) willing to endure a long
commute in exchange for country living.
The houses are usually large and overlook
scenic views. There are large wooden
decks, pools, hot tubs, long driveways and
other trapping of expensive homes. There
is usually a small town center with a drug
store, an upscale grocery store, a restaurant
and a gas station.
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National/State Parks
These are large parks with lakes,
mountains and forests (including some
of the few old-growth forests left in the
country) maintained by State or Federal
governments. They have many of the
countrys most amazing natural wonders:
caves, hot spring, geysers, waterfalls, etc.
There is a steady influx of campers, hikers,
climbers and sightseers. Most parks have
campgrounds, hiking trails, several parkranger posts and sometimes lodges within
the park, as well as restaurants, gas stations,
gift shops and sprawling hotels outside the
park. Park rangers have a fair amount to
deal with, including lost or injured hikers,
animal attacks (including bears lured into
camps by the smell of food), poaching,
robbery (mostly from parked cars) and
sometimes even assaults (serial rapists
or murderers have decided that secluded
hiking trails are good places to grab
victims). Some State and National Parks
were, and still are, holy places to Native
Americans, who sometimes come to the
parks for ceremonies or to protest profane
uses of sacred places (e.g. climbing a
sacred mountain).
Cult Compounds
Many cult leaders move their cults to
the countryside, seeking to isolate their
members and keep cult activities away from
the prying eyes of outsiders. Depending
on the size of the cult, there may be one
large building (e.g. an old farmhouse) or
a compound of buildings surrounded by
chain-link fences and razor wire. Most
members donate their property and life
savings on joining the cult, providing for
much of the cults expenses. Often, cult
members engage in some craft to make
extra money for the cult. Cult leaders are
paranoid (often with good reason) and
instill paranoia in their people, meaning
security is always high in these compounds
and everyone is on the lookout for people
who dont belong. On the other hand,
cults usually want new members, and will
invite in visitors if when they think those
visitors can be inducted into the cult.
Prison Towns
Community by Population
Population 50-200
This is the smallest population that can
support anything that might be called a
town.
Commercial: No stores, offices or other
commercial properties. Residents must
travel to other communities or use mail order for shopping. If any commercial activity is going on, it is out of peoples homes.
Government: This is typically an unincorporated area without its own government.
The town is ruled by the county government. There is usually no Post Office, but
there is rural mail delivery from a nearby
Post Office. There may be a tiny school, or
kids may have to be bussed long distances
to a larger community to go to school. Law
enforcement is by county sheriffs whose
offices are in distant towns. Firefighters
are volunteers with no firehouse.
Population 200-500
Commercial: There is likely a general
store that sells groceries, sundries and
hardware. There are probably one or two
small churches. If an agricultural town,
there will be a feed store.
Government: An unincorporated area
ruled by the county. There is a small school.
County sheriffs act as law enforcement.
Volunteer firefighters may or may not have
a small firehouse.
Population 500-1,000
Commercial: A market, gas station, two
churches, a school, a gift or antique shop,
a coffee shop or small restaurant, a bar, a
laundromat and RV park.
Government: An unincorporated area.
Has a Post Office and a volunteer fire
department with a firehouse. There is an
elementary school and/or a high school.
There may or may not be a small sheriffs
substation (little more than a small shack
that county sheriffs use when they visit
the area). There is likely some sort
of community center used for parties,
meetings, etc. (perhaps a Grange Hall or
Elks Lodge).
Population 1,000-5,000
Commercial: Grocery store, drug store, a few
restaurants, one or two bars, a doctors office,
and some small stores including a clothing
store.
Government: Likely this is an incorporated
township with an (unpaid) town council. It has
a small police station with two or three officers.
There is a Post Office and a firehouse with
one full time fire chief and several part-time
firefighters. There is an elementary school and
high school. There is probably a small library.
Population 5,000-20,0000
This is about as big as a community can get
and still have a small town feel. These are
communities with significant economic engines
(a resort town, prison town, school town, etc.).
For some rural counties, a town of this size
would be the county seat.
Commercial: At least two grocery stores (a
normal one, and an upscale one with organic
products for wealthier residents), a drug store, a
movie theater, a handful of bars (catering to different clientele, including one which is popular
with, although not exclusive to, gays and lesbians), a small retail district with several small
shops of different kinds (clothing, antiques,
gifts, appliances), a record store, a video rental
store, an auto-parts store, an automotive shop,
several restaurants (ranging from fairly fancy
sit-down restaurants, to diners, to popular fastfood franchises), a hotel and bed-and-breakfast
(or several, if this is a tourist destination). There
are offices, such as for realtors, attorneys, and
medical offices. There may even be a small
urgent-care hospital. There is a retirement
home and a mortician. There is a local internet
service provider that also sells and repairs computers. Nearby the town may be a winery, a
historic ranch or farm (now turned into a tourist
attraction), an Indian casino, a small airfield or
an interpretive center for whatever the local
wilderness or nature preserve is.
Government: This is likely an incorporated city
with a city government and a full-time mayor.
There are several full-time police officers and
fire fighters. There is a chamber of commerce
and an office of social services. The town is
not large enough to have a courthouse (instead,
trials take place at the county courthouse).
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Ghost Towns
Some towns are abandoned when the
primary source of money for the town (e.g.
a gold mine) dries up. Poorly maintained
country roads lead there. They are filled
mostly with abandoned buildings in
varying states of disrepair. Most ghost
towns are only partially abandoned.
They have a few people who refused to
leave, primarily retirees, who must drive
long distances to get things like groceries
and who have to fight to keep their basic
utilities going. Many young people from
surrounding communities travel to ghost
towns in order to explore, party and
vandalize.
Mundane Antagonists
Normal people are the most common
type of antagonist for a Seeker adventure.
Some common antagonists in small town
America would be:
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Supernormal Antagonists
Other Seekers
NPC Seekers can come into conflict with
PCs for a number of reasons: Some dont
have the same moral standards as PCs and
so will do things that the PCs will feel
compelled to oppose (see Evil Seekers,
p.54). Some NPC Seekers think (either
correctly or mistakenly) that the PCs are
doing things that need to be opposed.
Some Seekers may be dangerous when
in the grips of a Demon that has grown
particularly powerful. Some Seekers may
try to challenge PCs in an attempt to teach
the PCs or give the PCs an opportunity for
growth. Such challenges can be asked for
or unasked for, expected or unexpected.
Or NPC Seekers may create a challenge
for the PCs to test them, with the hopes of
becoming a student or just of learning more
about the PCs.
Trapped Seekers
These can be very dangerous, especially
those who have fallen into the trap of
believing they know everything. Such
Seekers have usually installed themselves
as gurus and have a community of loyal
followers to enforce their wills. Since they
think they know everything, they have
no problem making decisions for other
Sorcerers
These are often dangerous because they
combine the abilities of Seekers with the
petty motives (greed, prejudice, anger,
fanaticism, sadism) of non-Seekers. A
Seeker may be encountered at the center
of a lineage of sorcerers. PCs may, for
instance, encounter a group of sorcerers
and trace them back to a trapped Seeker
who trains and controls them. Yet because
sorcerous skills are learned by rote, and
do not require wisdom or philosophical
insight, sorcerers can teach others and
create more sorcerers. Thus, sorcerers
can be dangerous because of their sheer
numbers. The only limit to the size of
sorcerous groups is that learning sorcerous
skills is difficult and often painful and not
everyone is willing to do what it takes to
gain that power. See p.66 for more.
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The well-educated men of the Iglesias family became architects and master masons,
designing and building many of Spains
churches and cathedrals (thus the name Iglesias, meaning church). In the 18th Century,
a branch of the family moved to Mexico,
seeking wealth, power and independence in
the new world. They soon became a prominent and powerful Mexican family. It was
their status as crypto-Jews that made them
more open than Catholic families to learning from the natives who worked their lands.
From native shamans they learned herb
and medicine lore and -Harmony sorcerous
skills. These helped cement their power in
the New World. When the United States
took control of Texas, they were one of the
few Mexican families able to bargain with
American authorities to keep their lands.
The Iglesias Demon- In the mid-19th
century, a Demon infected the Iglesias family,
one that would cause the same tragedy to
play out in the Iglesias family generation
after generation.
Both physical deformities (albinism, congenital insensitivity to pain, reproductive
difficulties) and mental problems (propensity to paranoia, depression, problems with
addiction) run in the Iglesias family. In
addition, Iglesias family members grow
up knowing they are fundamentally different from, feared by and often despised by
people outside the family. Family members
are wealthy enough and powerful enough to
indulge their personal vices or eccentricities.
All of this tends to turn them into dysfunctional eccentrics who dont know how to get
along with normal people and thus spend
most of their time alone or in the company
of family members. Most either die early
(health problems or reckless behavior) or
live until old age as childless bachelors and
spinsters. The Iglesias family tree thus looks
more like a vine than a tree, with many stubby offshoots but one primary stalk leading
from one generation to the next.
In each generation, there is at least one male
who is born without any immediately obvious
physical or mental flaws and who grows
up knowing that he will be responsible for
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Enemies of the
Iglesias Family
Potential enemies that may
endanger the Iglesias family
include:
Cross border drug smugglers
who become dissatisfied with
their restrictive agreement
with the Iglesias family.
Labor organizers who
are trying to organize the
Rancho Vilegua agricultural
workers to stand up to the
family.
County sheriffs who are
tired of people from Rancho
Vilegua going missing and
being found later as nothing
but bleached bones in the
desert.
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The truth is that the family are neither wholly evil nor wholly
innocent. In some ways they are kind and try to make the
world a better place. They certainly do a good job taking
care of the mentally and physically handicapped among their
family. They are also victims of a Demon that they do not
understand, one that drives them to do self-destructive and
harmful things they often do not want to do. And yet the
family also uses its abilities to hurt innocents and enforce
their economic dominance of and control over the lives of
the townspeople. They do this not because they have chosen
to be bad, but because they have not sought out other possible
ways of living.
Once PCs come to see the Iglesias family as more than just
villains to be fought or good people to be defended, the
greatest challenge would be to help break the curse that has
enslaved and defined the family for centuries.
Defeating the Demon- The Iglesias family is closer
than it has been in known memory to defeating the Demon
that has infected the family, mostly due to Miriam. She has
not been fully infected by the Demon and has not accepted
her role as suffering, neglected trophy wife. She knows bad
things are happening to her husbands mental health, and to
the health of her marriage, and she is willing to go to extreme
ends to save both.
The problem is that Emiliano refuses to talk to her, even
admit that there are issues. He also refuses to see any kind
of mundane therapist or marriage counselor, saying that
they wouldnt understand the family ways. She is not adept
enough at human psychology to figure out what is going on
in his head without his help. If she had a better knowledge of
what happened to previous Patriarchs, this might enlighten
her as to Emilianos state, but the sins and self-destructive
tendencies of previous Patriarchs are something nobody in
the family will speak about, at least not with her.
Nobody in the family understands that they are in the grip of
what a Seeker would call a Demon. They know the family
has problems, or is perhaps cursed, but do not realize it is
in the grip of something that manipulates their behaviors
and perceptions to perpetuate its own existence. If they
understood that, they might have some hope of fighting
back.
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The Iglesias
Demon
Abilities: Can make
those it infects feel different from regular people, making them roll
vs. social anxiety when
dealing with non-family
members. A failed save
vs. anxiety means the
character must flee the
interaction or seek some
anxiety reducer, e.g.
drugs, illicit sex, gambling. The Demon can
also roll to make others afraid of an infected
character. The Demon
can roll vs. the infected
persons will to prevent
that person from doing
anything that would be
contrary to the infected
persons customary role
in the family. The Demon
can also roll to cause incestuous impulses in the
infected.
Strengthened By: Family members making a
conscious decision to
avoid associating with
or stop associating with
non-family
members.
Also strengthened by
self-destructive behaviors (e.g. gambling, drug
use, reckless spending).
Weakened By: Being
accepted as themselves
by non-family members.
Ending a self-destructive
behavior.
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Emiliano Iglesias,
Patriarch of the Iglesias Clan
History- Emiliano grew up being told he would
someday be responsible for the family. This inspired
him to study hard (both in school and the family arts)
and find the courage to interact with people outside the
family. He also felt responsibility, from a very young
age, towards his cousin (secretly his half-brother)
Rafael. Defending Rafael was the cause of many fights,
which would have gotten him kicked out of school had
he not been an Iglesias.
After high school, Emiliano went to a prestigious
private university on the east coast. He studied history
and joined the fencing team. He applied himself with
intensity, studying or doing fencing drills while his
friends were partying. He also met Miriam Bechtel,
a brilliant science student from a middle class Jewish
family, there on a scholarship. Emiliano immediately
recognized in Miriam the qualities he had been trained
to look for in a potential family Matriarch: beauty, social
skills, loyalty and strength of will. He courted her with
the same determination that he had for his schoolwork
and fencing and soon they were lovers. She was two
years his senior and graduated, moving on to a university
in California to get her PhD in botany. They continued
their relationship by remote, flying to visit with each
other on holidays. Emiliano was nearing his graduation
(in only three years, thanks to his heavy coursework)
and planned to indulge himself by staying on to earn
an advanced degree in history. Then, he got word that
his mother had gone insane, killed Emilianos father
and was in a mental hospital. Emiliano quit school and
came home to take care of his family.
After a few years as Iglesias Patriarch, Emiliano
convinced Miriam (who had just gotten her PhD) to
marry him and live with him as Iglesias Matriarch. She
soon became a valuable member of the family and they
had three children who they both care about deeply.
Yet the stresses of the family have weighed heavily on
Emiliano. He has started drinking heavily. He bought
a sports car and lately he has been taking it into the
foothills at night, speeding along the curving mountain
roads at nearly 200 MPH with the lights off. Miriam
has tried to get Emiliano to talk about the things that
are bothering him, but he found himself unable to talk
about them, no matter how hard he tried.
Most recently, Emilianos younger sister, Carla, has moved
back into the household after a messy divorce. Emiliano
and Carla were never especially close as children, but as
adults they found themselves drawn together.
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+2 if
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Feeling Strengths OO
Weaknesses OO
(Tries to maintain a detached, clinical outlook)
Combat AVs
Kill OOO
Ruin OOOO
Exhaust OOO
Control OO
167
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Wild animals can threaten people, especially campers or hikers. Bears are the
biggest threats to human life, but alligators, crocodiles, mountain lions, venomous
snakes, feral or rabid dogs and wolves have
been known to attack and kill humans. Animal attacks on people are fairly rare,
and usually happen
Typical Bear
because of some
STH 7, SPD 4,
sort of change (e.g.
AGY 2, AWR 3,
an animals normal
END 3.
food source being
15 Hit Points.
taken away, or huKill AV 9.
man encroachment
+3 to smell AVs.
into an animals
normal territory).
The Unexplained
In Brief: Seeker adventures should contain odd things that do not violate PCs belief
systems, but that cannot be explained.
As a space for players to play out various philosophies, the Seeker setting is one in which
major cosmological questions, such as is
there a god are left unanswered. This is so
players can play atheists or believers and not
be confronted with evidence that might prove
their philosophies wrong. Thus many things
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Strange Messages
Seekers often find themselves the recipients
of mysterious, often impossible messages.
For instance, a Seeker who is lost in a cave
system, with nobody in the world knowing
the Seeker is down there, may turn a corner
and find a message scrawled on the wall
advising her to look within herself for the
strength to continue. Or, a Seeker who has
been hunting for a rare, ancient book, and
has finally found it in a box in a forgotten
basement storage room of an old college
library, may find a note inside saying this
book does not contain what you are looking
for. The advice in these messages is
potentially helpful, but never going so far
as to make things easy for the PCs. In this
way, they may seem designed with the goal
of encouraging the PCs advancement along
the Paths.
170
-Hamlet
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Psychological Challenges
In Brief: Impending Path advancement can prompt subconscious resistance, which
can be battled on the plane of visions and journeying.
Being a Seeker means repeatedly admitting
that you were wrong and giving up formerly
held beliefs. For a Seeker, the entire
basis of a persons understanding of and
interaction with the environment, others
and themselves can be destroyed in a single
night. See the Black Gulf (p.56) for more.
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Navajo Country
Seekers in Navajo Country- Navajo Natural Features- Navajo land is
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Government-
Although
the federal government does
exert some influence on Navajo land, mostly through the
Bureau of Indian Affairs, the
Navajo Nation is mostly autonomous and self-governing.
There is an elected president
and vice-president, a court
system (with family law and
trial courts) and a council of
representatives. Corruption
has plagued the Navajo government, with many government officials looting funds
from tribal coffers.
The Navajo Nation has its
own police force. It operates
primary schools, high schools
and Din College, a two year
community college with the
primary campus in Tsaile
and seven satellite campuses. Din College has around
two-thousand students.
Skinwalkers
This group originated long ago, possibly before the
European discovery of America, and probably with some
powerful Seeker. The group is centered around Navajo
Country. There are small groups of Skinwalkers on
every town on the reservation, and in some towns outside
the reservation. The Skinwalkers organize themselves
as a secret initiation society, carefully choosing the
most willful, angry and amoral of their neighbors to be
initiated. The initiation and training is long and difficult,
making use of sleep deprivation, whipping with switches
and dangerous and unpleasant deliriant drugs to induce
altered states of consciousness. The goal is to make the
initiative believe that he or she can don an animal skin
(e.g. that of a wolf) and gain all the traits and powers of
that animal. They believe they are animals and are often
mistaken for animals. Initiates are actually gaining +Self
specialties. Skinwalkers use these abilities to prowl their
communities at night, robbing people, raping people and
attacking their enemies. They often target, in animal
guise, people who offended them in their mundane
personas. Although most members commit crimes on
their own, they do band together to eliminate anyone who
is a threat to the secrecy of the group or its members.
Typical Skinwalker
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Equipment:
Animal skin with claws (counts as a Combat: Ruin O
package)
Combat AVs (with boosted attributes)
Kill OOOO
Ruin OOOO
Control OOO Exhaust OOOO
175
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Sacred
GeographyNavajo
creation stories take place in Navajo
territory. Thus the Navajo can point
to the real world places where their
creation tales took place. This gives
them, among other things, a strong
sense of stewardship over their natural
world and a desire to see Navajo land
treated with respect.
Supernatural
Dangers- In the
Index of NPCs
Colton Donaldson, Sorcerer, p.68
Coyote, Evil Seeker, p.65
Emiliano Iglesias, Patriarch of the Iglesias Sam Downs, Seeker Aware FBI Agent, p.52
Clan, p.164
The Black Bird, p.173
Flora Escepticia Gutierrez, Prodigy, p.67 Typical Finite, p.64
Infinity, Trapped Seeker, p.63
176
Laskys Mill
Laskys Mill is right off a two-lane road that follows the river through forested hills.
This town started its life in the last century as a
lumber mill town. Logs were taken from the nearby
forested foothills and floated down the river to the
mill, which ran on water power. The mill closed
in the 1930s, to be replaced with the Hansen Paint
Plant up on the hill facing town. The Paint Plant
was the towns biggest employer. It closed in the
1990s and the towns economy has stagnated ever
since. Most of the young people have left and the
majority of the town is now retirees. On Main
Street, many of the stores have been vacant and
boarded up for more than a decade. The town has
gone from a peak population of 2,000 to a current
population of around 500.
At the center of town, along the rural route
that leads into and out of town, is the towns
Main Street. Among the buildings that are not
boarded up and abandoned are a diner, a sheriffs
substation, a doctors office, a small Methodist
church, a grocery store, a hardware store and a
gas station. The towns homes are mostly built
at the base of the hills that are South of town. To
the North is the River and a wooden bridge across
the river. On the other side of the river is a road
that leads up the hill to the old Paint Plant where it
overlooks the town.
Entering Town
The PCs will most likely enter town from the rural
route that acts as the towns Main Street. The first
thing the PCs will probably notice is that there is
nobody outside (although, if during the day, the
few running businesses will have open signs in
their windows). The next thing the PCs might
notice is a truck up on the sidewalk, crashed into
a telephone pole, steam rising from the dented
hood. The passenger side door is open and there
is nobody inside the vehicle.
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Venturing Outside
Other than the use of Path
Abilities, the only way to travel
safely outside is to create some
sort of armor that will protect
exposed skin from beestings.
Creating a source of smoke will
also make the bees more docile.
Waiting until night will also
help, as the bees will be colder,
and thus less active, and also
will not be able to see as easily.
Those who do venture outside
and wander around looking for
higher concentrations of bees
will be able to track those bees
to the backyard of Randolph
Kents property.
Randolph Kent
Randolph is known around
town as a dangerous, paranoid
madman. Randolph has outlived
his wife and two children (all
of whom, according to town
gossip, were also insane). In
the years since his sons death,
he has become a recluse, living
on his pension from the paint
plant and venturing from his
house only every few weeks for
groceries. According to town
rumors, Randolph wont even
open his door to his neighbors,
instead yelling through the
door when they knock on it and
threatening to either call the
police, sick his guard dogs on
them, or get his shotgun.
Interviewing elders will reveal
that Randolph was once a kind
and respected member of the
community. He was a chemical engineer at the paint plant
and was forced to retire when
the plant closed in 1993. The
whole family began to act oddly
after that. First his adult daugh-
Sheriff Redmond
Ruin OOOO
Exhaust OOO
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Randolph Kent
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The Truth
The towns paint plant was
not actually a paint plant, but
a government run chemical
weapons plant, although most
employees were lied to, told
they were making chemicals
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Inside the paint plant, one of the teenagers who once broke in spraypainted a
Nietzsche quote on the wall. This quote
could provide inspiration ( point XP)
to a -Harmony Seeker.
Sitting on a chair in the den of the Kent
house is a book called the Philosophy
of Science. Reading the book could
provide inspiration ( point XP) to a
+Thought Seeker.
Marjorie, one of the husband and wife
team that run the towns grocery store,
is a long time devotee of New Thought
(p.87) and is willing to train a PC or PCs
in the power of positive thinking (good
for a +Self Seeker).
Adventure Results
Extra Bad: Someone gets killed, either
by bees or by Raymond Kent.
Bad: The bee attacks continue until the
bees die of exhaustion and starvation.
Good: The PCs eliminate the threat of
the bees, either by killing the bees or by
moving them to an uninhabited area.
Extra Good: The threat of the bees is
eliminated. Randolph Kent is diagnosed
with neurological damage and gets medical
and psychiatric help. The leaking container
of neurotoxin is found and cleaned up. Exemployees of the plant who were damaged
by chemical exposure are compensated.
Appendix
ORC-L TO ORC-R CONVERSION
Difficulties
Easy
Moderate
Hard
Legendary
ORC-R
10
20
30
40
ORC-L
OO
OOO
OOOOO
(7)
Bonuses/Penalties:
Regular to Light: Divide by four,
round down to the nearest one. E.g. a
drug that gives +10 to save vs. unconsciousness would give +OO.
Light to Regular: Multiply by
four.
Skill
Category
Academic
Athletic
Combat
Creative
Criminal
Tech
Investigation/
Espionage
Labor
Medical
People
Traditional
ORC-R ORC-L
levels
levels
12
1
6
1
7
1
6
1
9
1
9
1
9
6
6
9
1
1
1
1
Skill Points:
Attributes
Regular to Light: Divide attribute
by 4, round up to the nearest one.
Light to Regular: Multiply by
four.
ORC-R
1-4
5-8
9-12
13-16
17-20
ORC-L
O
OO
OOO
OOOO
OOOOO
Skills
Several levels of ORC-R skills equal 1
level of an ORC-L skill. After converting, choose skills or specialties as
appropriate.
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SEEKER
Name _______________________________________________
Appearance ____________________________________________________
___________________________
___________________________ Eccentricities
___________________________
AWR OOOOO
SPD OOOOO
Attributes (24)
AGY OOOOO
STH OOOOO
END OOOOO
WIL OOOOO
Skills (10)
Academic OOOOO
(INL, 2)
Specialties ________________________
Combat
OOOOO
(N/A, 4)
Specialties ________________________
Criminal
OOOOO
(AGY, 4)
Specialties ________________________
Inves/Espionage OOOOO
(INL, 4)
Specialties ________________________
Medicine OOOOO
(INL, 3)
Specialties ________________________
Traditional OOOOO
(AWR, 1)
Specialties ________________________
Specialties
___________________________
___________________________
___________________________
Focuses
INL OOOOO
Hit Points ___
Paths (4)
Specialties
Focuses
____________ ____________
THOUGHT
____________ ____________
____________ ____________ OOOOO + OOOOO ____________ ____________
________________________________
________________________________
____________ ____________
SELF
____________ ____________
____________ ____________ OOOOO + OOOOO ____________ ____________
________________________________
________________________________
____________ ____________
HARMONY
____________ ____________
____________ ____________ OOOOO + OOOOO ____________ ____________
________________________________
________________________________
____________ ____________
FEELING
____________ ____________
____________ ____________ OOOOO + OOOOO ____________ ____________
________________________________
________________________________
______________________________________________________________________
Advantages
___________________________________
KILL
Unspent XP __________
(WIL + AGY)
EXHAUST ___
(WIL + AGY)
SEEKER NPC
Name _______________________________________________
Appearance ____________________________________________________
AWR OOOOO
SPD OOOOO
Attributes
AGY OOOOO
STH OOOOO
Academic OOOOO
(INL)
Specialties ________________________
Combat
OOOOO
(N/A)
Specialties ________________________
Criminal
OOOOO
(AGY)
Specialties ________________________
Inves/Espionage OOOOO
(INL)
Specialties ________________________
Medicine OOOOO
(INL)
Specialties ________________________
Traditional OOOOO
(AWR)
Specialties ________________________
END OOOOO
WIL OOOOO
INL OOOOO
Hit Points ___
Skills
______________________________________________________________________
STRENGTHS
Psychological
WEAKNESSES
OOOOO
THOUGHT
OOOOO
________________________________
________________________________
OOOOO
SELF
OOOOO
________________________________
________________________________
OOOOO
HARMONY
OOOOO
________________________________
________________________________
OOOOO
FEELING
OOOOO
________________________________
________________________________
Equipment ________________________________________________________
______________________________________________________________________
______________________________________________________________________
Advantages
___________________________________
KILL
(WIL + AGY)
EXHAUST ___
(WIL + AGY)
COMMUNITY
Name _______________________________________________
Psychological
WEAKNESSES
OOOOO
THOUGHT
OOOOO
________________________________
________________________________
OOOOO
SELF
________________________________
OOOOO
________________________________
OOOOO
HARMONY
OOOOO
________________________________
________________________________
OOOOO
FEELING
OOOOO
________________________________
________________________________
Advantages ______________________________________________________________
Disadvantages ___________________________________________________________
__________________________________________________
_________________________________________________________ OOOOO
_________________________________________________________ OOOOO
COMMUNITY
Name _______________________________________________
Psychological
WEAKNESSES
OOOOO
THOUGHT
OOOOO
________________________________
________________________________
OOOOO
SELF
________________________________
OOOOO
________________________________
OOOOO
HARMONY
OOOOO
________________________________
________________________________
OOOOO
FEELING
OOOOO
________________________________
________________________________
Advantages ______________________________________________________________
Disadvantages ___________________________________________________________
Most Powerful Person
__________________________________________________
_________________________________________________________ OOOOO
_________________________________________________________ OOOOO