Etherscope

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Etherscope is a roleplaying game that combines elements of steampunk and cyberpunk set in an alternative Victorian era where mankind has discovered a parallel dimension called Etherspace. The game blends technology with occult themes.

Etherscope is set in an alternative 1884 where steam technology has advanced and cybernetics are used to replace lost limbs from imperial wars. Mankind has also discovered Etherspace, a parallel dimension, and uses it as a new frontier.

Etherscope is set in an alternative 1884 Victorian era where technology has advanced beyond the standard Victorian setting with smaller steam engines, more powerful weapons, and the use of cybernetics. It also incorporates the discovery of Etherspace.

“Best d20 Game” Nominee • Revised Second Printing • 16-Page Bonus Section • Only $24.99!

EthErspacE advEnturEs
in an agE of industry,
intriguE, and impErialism

A COMPLETE ROLE PLAYING GAME


Created by Nigel McClelland and Ben Redmond
Core Rulebook
Revised Second Printing
For our families and the memory of John Henry Greenwood, loving grandfather of Nigel McClelland,
whose support and belief have made this book possible.

Credits
Etherscope created by Nigel McClelland and Ben Redmond

Designers: Nigel McClelland and Ben Redmond

Additional Designers: Chris Durham and David Schwartz

Writers: Ben Redmond, Nigel McClelland, Christopher F. Allen, Chris Durham,


Mark Charke, and David Schwartz

Developer: Luke Johnson

Editor: Ken Hart

Art Direction and Graphic Design: Shane Hartley

Cover Art Direction: Sean Glenn

Cover Art: Jonathan Hill

Interior Art: Alex Kosakowski, Alex Shiekman, Chris Watkins, Eduardo Herrera, Ethan Pasternack,
Ilya Astrakhan, James Cosper, Jeremy Mohler
Editor-in-Chief: Joseph Goodman

Playtesters: Mike Beddes (Rahlyns Falconer-Beddes, Xcylur Beddes, Jason Taylor, Corey Starr, Billy
Ujhely), Benjie C/S, Jim Crapia, Chris Durham, Mark Gedak, Sean Holland, Jamallo Kreen, Stefan
Lundsby, Michael McConnell, Scott Moore, Jer Petter ( Jason Bazylak, John Gillespie, Linda Gillespie,
Brett Watters), Ben Redmond (Melanie Duffy, Mark Fair, Matt Finn, Paul Johnson, Gérard Kraus,
Beatty Osborne, Matt Sims, James Todd), David Schwartz (Catherine Pegg, Michael Woodhams, Sam
Noel, Carlene Quedley, Nathan Smith, Carol Phillips), Beckett Warren

Learn more about Etherscope at www.EtherscopeRPG.com


Learn more about Goodman Games at www.goodman-games.com
This printing of Etherscope is published in accordance with the Open Game License.
See the Open Game License Appendix of this book for more information. All rights reserved.
© 2005 Goodman Games. Etherscope is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.


TABLE OF CONTENTS

Contents
Core Rulebook 1 Carrying Capacity 113 Suffocation and Drowning 173
Credits 1 Movement and Falling 174
Overland Travel 114 Poison 174
Contents 2 Acquisition 114 Disease 175
Wealth Bonus 115 Energy Drain and Negative Levels 175
Introduction 5 Acquiring Goods and Services 115 Acid 175
jack 5 Increasing Wealth 116 Electricity 175
Welcome to the Concealed Weapons Vehicle Movement
Great metropolis. 6 and Objects 116 and Combat 176
The Pan-European War 6 Weapons and Armour 117 Characters in Vehicles 176
The New Reich 7 Weapons 117 Scale 176
Russia 7 Armour 127 Vehicle Sizes 176
Britain 7 Vehicles 129 Facing and Firing Arcs 176
The Pacific War 8 Powered Armour 132 Getting Started 176
The Etherscope 8 Cybernaughtics 133 Initiative 176
America 9 Classifying Cybernaughtics 133 Vehicle Speed 177
Ottoman Empire 11 Cybernaughtic Purchase Points 134 Moving 177
The Great Metropolis 11 Tolerance 135 Pilot Options 177
New Dangers 11 Minimum Constitution 136 Collisions and Ramming 179
Welcome 11 Cybernaughtic Apps 136 Losing Control 180
What is Roleplaying? 12 Cybernaughtic Arm 136 Hide and Seek 180
The World of Etherscope 12 Cybernaughtic Eye 137 Fighting from Vehicles 180
Playing the Game 13 Cybernaughtic Leg 138 Damaging Vehicles 181
How to Use this Book 13 Dermal/Subdermal Plating 139
System Basics 13 Motor Neuron Accelerators 139 Chapter V: The World
Inspiration 14 Scope Jack 140 of Etherscope 183
General Equipment 140 Geography 183
Chapter I: Characters 17 Equipment Tables 141 The Great Metropolis 183
Character Creation 17 Lifestyle 147 The British Empire 184
Ability Scores 19 Services 151 North America 185
Ability Modifiers 19 Europe and Western Asia 185
Using Ability Scores 19 Chapter IV: Combat 153 The Pacific 186
Character Races 20 Combat Round—The Basics 153 South America 187
Humans 20 Combat Statistics 153 Unexplored Regions 187
Alpha Humans 20 Initiative 155 Society 187
The Transgenic Strains 21 Actions in Combat 155 Espionage: The Great Game 187
Fey 25 The Combat Round 155 The Eugenics League 188
Social Templates 26 Action Types 156 Religion 188
Template Descriptions 27 Attack Actions 156 The Northumbrian Republican Movement 189
Basic Classes 30 Move Actions 157 Counterculture 189
Overview 30 Full-Round Actions 158 Gamma Sewer Kingdoms 190
Broker 30 Miscellaneous Actions 159 Criminal Organisations 190
Combatant 33 Attacks of Opportunity 159 Craftsman Guilds 190
Enginaught 36 Movement and Position 160 Occult Societies 190
Pursuer 38 Tactical Movement 160
Savant 41 Combat Modifiers 160 Chapter VI: The Scope 193
Scoundrel 44 Favourable and Unfavourable Conditions 160 Science and Technology 193
Cover 161 A Brief History of Ether Science 193
Chapter II: Traits 49 Concealment 161 Technology 195
Personality Traits 49 Helpless Defenders 162 Geography of the Scope 198
Values 49 Special Initiative Actions 162 A Typical Scope City 198
Allegiances 51 Delay 162 New London 199
Saving Throws 51 Ready 162 Centropolis 199
Excellence Points 52 Special Attacks 163 Schopheim 199
Skills 52 Aid Another 163 Haven 199
Getting Skills 52 Firearms 163 The Pleasure Domes 199
Using Skills 53 Grenades and Explosives 163 Other Cities 199
Skill Descriptions 56 Attack an Object 164 Scope Riding 199
Fighting Techniques 80 Bull Rush 165 Scope Avatars 200
Combat Styles 81 Overrun 166 Avatars and Equipment 201
Occult Skills 84 Trip 166 Movement in the Scope 202
Occult Science 84 Grapple 167 Remote Users 203
Occult Powers 84 Bind 168 Entering the Scope 203
Occult Skill Descriptions 85 Character Status 169 Upload Tabs 204
Occult Lore Powers 85 Conditions 169 Upload Capsules 205
Psychic Powers 88 Death, Dying, and Healing 171
Spirit Medium Powers 90 Injury and Death 171 Chapter VII: The
Feats 92 Healing 171
Influences 104 The Dying Saving Throw 171 Advancing Character 207
Gaining Influences 105 Recovery 172 Experience and Character
Using Influences 105 Ability Score Damage 172 Advancement 207
Influences Detail 106 Environment and Hazards 173 Character-Level Dependent Benefits 207
Special Traits 108 Darkness and Light 173 Advancing a Level 207
Heat and Cold 173 Level Advancement 208
Chapter III: Equipment 113 Catching on Fire 173 Multiclass Characters 209
Encumbrance 113 Starvation and Thirst 173 Advanced Classes 210


TABLE OF CONTENTS

Overview 210 Table 3–8: Ranged Weapons 119


Connector
Cybernaught
211
212
Tables Table 3–9: Ammunition
Table 3–10: Ammunition Weights
Table 3–11: Grenades and Explosives
121
121
122
Explorer 213 Table 1–1: Ability Score Costs 17 Table 3–12: Splash Weapons 122
Industrialist 214 Table 1–2: Ability Score Modifiers 19 Table 3–13: Melee Weapons 124
Occult Investigator 215 Table 1–3: Fey Scope Familiars 25 Table 3–14: Armour 128
Table 1–4: Social Templates 27 Table 3–15: Vehicle Statistics 130
Program Crafter 217 Table 3–16: Powered Armour 132
Table 1–5: The Broker 31
Scope Rider 219 Table 1–6: The Combatant 34 Table 3–17: Attachment Size and Defence Bonuses 133
Scope Warrior 220 Table 1–7: The Enginaught 37 Table 3–18: Grades of Cybernaughtic App 134
Spy 221 Table 1–8: The Pursuer 39 Table 3–19: Cybernaughtic Apps 135
Street Mercenary 222 Table 1–9: The Savant 42 Table 3–20: General Equipment 139
Table 1–10: The Scoundrel 45 Table 3–21: Skills and Professional Equipment 144
Tab-Jammer 223 Table 3–22: Lifestyle Items 147
Table 2–1: Excellence Points by Character Level 52
Thief 224 Table 2–2: Skill Points per Level 53 Table 3–23: Typical Long-Distance Travel Speeds 150
Table 2–3: Class and Cross-Class Skills 54 Table 3–24: Direct Travel Distances Between Major Cities 150
Chapter VIII: Table 2–4: Difficulty Class Examples 55 Table 3–25: Services
Table 4–1: Size Modifiers
151
153
Table 2–5: Example Opposed Checks 55
Gamesmastering 227 Table 2–6: Ability Check Examples 55 Table 4–2: Actions in Combat 156
Encounters 227 Table 2–7: Balance Modifiers 56 Table 4–3: Two-Weapon Fighting Penalties 158
Designing Encounters 227 Table 2–8: Bluff Circumstance Modifiers 57 Table 4–4: Defence Modifiers 159
Table 2–9: Climbing DCs 59 Table 4–5: Attack Roll Modifiers 160
Awarding Experience Points 230 Table 4–6: Cover 161
Table 2–10: Distraction DCs 59
Creatures and Characters 230 Table 2–11: Creative Art Check Results 59 Table 4–7: Concealment 161
Major and Supporting Antagonists 230 Table 2–12: Attitude Classes 60 Table 4–8: Scatter Direction — 1 Range Increment 164
Creating a Creature or Character 230 Table 2–13: Diplomacy Results 60 Table 4–9: Scatter Direction — 2–4 Range Increments 164
Creature Subtypes 233 Table 2–14: Bribery DCs 60 Table 4–10: Scatter Direction — 5+ Range Increments 164
Table 2–15: Disguise Modifiers 60 Table 4–11: Size and Defence of Objects 165
Exceptional Characters 234 Table 2–16: Disguise Familiarity Modifiers 60 Table 4–12: Substance Hardness and Hit Points 165
Ordinaries 234 Table 2–17: Engineer Repair Checks 61 Table 4–13: Object Hardness and Hit Points 166
Example Characters and Creatures 235 Table 2–18: Open Lock DCs 61 Table 4–14: Light Sources 173
Animals 238 Table 2–19: Engineer (chemical) — Acids and Bases 62 Table 4–15: Damage from Falling Objects 174
Table 2–20: Engineer (chemical) — Explosives 62 Table 4–16: Diseases 175
Ordinaries 241 Table 4–17: Electricity Damage 175
Table 2–21: Engineer (ethertech) — Example Device DCs 62
Etherspace Creatures 244 Table 2–22: Engineer (ethertech) — Disable Security DCs 62 Table 4–18: Vehicle Sizes 176
Running an Etherscope Game 250 Table 2–23: Engineer (mechanical) — Example Device DCs 63 Table 4–19: Vehicle Speeds and Modifiers 177
Class and Values 250 Table 2–24: Engineer (pharmaceutical) — Medicinal Drugs 63 Table 4–20: Hazards and Avoidance DCs 178
Themes 251 Table 2–25: Engineer (pharmaceutical) — Poisons 64 Table 4–21: Bootleg Turn DCs 178
Table 2–26: Engineer (pharmaceutical) — Table 4–22: Vehicle Jump DCs 179
Building Your Campaign 252 Table 4–23: Vehicle Speed Jump Modifiers 179
Scope Tabs and Upload Tabs and Capsules 64
Game Styles 252 Table 2–27: Engineer (structural) — Example Build DCs 64 Table 4–24: Sideswipe DC Modifiers 179
Metaplot 255 Table 2–28: Escape Artist DCs 65 Table 4–25: Collision Damage – Die Type 179
Table 2–29: Create Forgery Check Modifiers 65 Table 4–26: Collision Damage – Number of Dice 179
Chapter IX: Table 2–30: Detect Forgery Check Modifiers
Table 2–31: Handle Animal Task DCs
65
66
Table 4–27: Collision Direction
Table 4–28: Damage to Vehicle Occupants
179
180
Adventures 257 Table 2–32: Hide Size Modifiers 67 Table 4–29: Vehicle Crew Quality 181
Introduction 257 Table 2–33: Hide Concealment Modifiers 67 Table 6–1: Avatar Ability Scores 200
Table 2–34: Investigate Clue Analysis Modifiers 67 Table 6–2: Avatar Base Traits 200
Analogue 257 Table 6–3: Avatar Trait Values by Skill Ranks 201
Table 2–35: Long Jump DCs 68
Part One: Sullivan Bennett 258 Table 2–36: High Jump DCs 68 Table 6–4: Avatar Skills 201
Part Two: Meanwhile, Back at the Lab 260 Table 2–37: High Jump Maximum Height 68 Table 7–1: Experience Level 207
Dr. Bennett's Lab 263 Table 2–38: Language Groups 70 Table 7–2: Character-Level Dependent Abilities 208
Part Three: The Chase is On 267 Table 2–39: Listen DCs 70 Table 7–3: Additional Attacks 210
Table 2–40: Listen Penalties 71 Table 7–4: The Connector 212
The Duchy of Raymond Faulk 267 Table 2–41: Navigate DCs 72 Table 7–5: The Cybernaught 213
New London 272 Table 2–42: Performance Check Results 73 Table 7–6: Cybernaughtic Enhancement Engineer DCs 213
Conclusion 276 Table 2–43: Scope Resilience Alter Avatar DCs 75 Table 7–7: The Explorer 214
Cinnamon Rose 277 Table 2–44: Remote Movement DCs 76 Table 7–8: The Industrialist 215
Table 2–45: Program Component Complexity Level 76 Table 7–9: The Occult Investigator 216
Part One: Pendlebury 278 Table 7–10: The Program Crafter 217
Table 2–46: Drone Statistics 77
Part Two: Charlestown 279 Table 2–47: Scope Use Finding Documents DC 77 Table 7–11: Optimise Device Check DCs 218
Part Three: Haven 281 Table 2–48: Scope Security Level DCs 77 Table 7–12: Gremlin Statistics 218
Part Four: Ancoats 281 Table 2–49: Search DCs 78 Table 7–13: The Scope Rider 219
Part Five: Fatal Error 282 Table 2–50: Typical Survival Checks 79 Table 7–14: Ride the Currents Distances
Table 2–51: Fencing Stance Feats 82 Between Scope Cities (in minutes) 220
Part Six: Where to Next? 284 Table 7–15: The Scope Warrior 221
Table 2–52: Fencing Manoeuvres 82
Extending the Adventure 284 Table 2–53: Met-Fu Stance Feats 82 Table 7–16: The Spy 222
Appendix I: NPCs 284 Table 2–54: Met-Fu Manoeuvres 82 Table 7–17: The Street Mercenary 223
Appendix II: Demonic Agents 287 Table 2–55: Queensbury Boxing Stance Feats 83 Table 7–18: The Tab-jammer 224
Table 2–56: Queensbury Boxing Manoeuvres 83 Table 7–19: The Thief 225
Table 8–1: Hazard CRs 228
Bonus Material 288 Table 2–57: Scope-Fu Stance Feats
Table 2–58: Scope-Fu Manoeuvres
83
83 Table 8–2: CRs for Skill Checks 228
From The Great Metropolis 288 Table 2–59: Occult Skills by Class 86 Table 8–3: Encounter Threat Levels and EL Adjustment 228
Liverpool 288 Table 2–60: Healing Potion DCs 86 Table 8–4: Experience Point Awards 229
Manchester 291 Table 2–61: Enchant Item DCs and Hit Point Loss 87 Table 8–5: Creature Saves and Base Attack Bonuses 231
Table 2–62: Object Reading DCs 88 Table 8–6: Animals 232
The Georgetown Industrial Guild 293 Table 8–7: Constructs 232
Table 2–63: Aura Sight Emotions 89
The Mass Heresy 295 Table 2–64: Locate Possessions DCs 90 Table 8–8: Racial Subtypes 233
From Upload: Etherpunk 295 Table 2–65: Telempathic Projection DCs 90 Table 8–9: Humanoids 233
Bone Plating 295 Table 2–66: Future Prediction DCs 91 Table 8–10: Outsiders 233
Medulla Automatica 295 Table 2–67: Feats Summary 94 Table B–1: Cybernaughtic Apps 295
Table 2–68: Heroic Surge Uses Per Day 99 Table B–2: Alter Memory DCs 298
Neural Link 296
Table 2–69: Track DCs and Condition Modifiers 103
Neural Skill Engine 296 Table 2–70: Maximum Influence Ranks by Level 104
From Mysteries of the Occult 296 Table 2–71: Influence Points per Level 104
Occult Talents 296 Table 2–72: Example Etiquette DCs 105
Occult Powers 298 Table 2–73: Gather Information DCs 106
Table 2–74: Standing Check Results 106
Table 2–75: Listen Check DCs to Detect Invisible Creatures 110
Etherscope Table 3–1: Carrying Capacity 113
Character Sheet 299 Table 3–2: Speed Adjustments due to Encumbrance
Table 3–3: Hampered Movement
113
115
Table 3–4: Hourly and Daily Overland Movement 115
Appendix One: Table 3–5: Terrain and Overland Movement 115
Legal Information 301 Table 3–6: Requisition Modifiers
Table 3–7: Concealing Weapons and Objects
116
117


INTRODUCTION


INTRODUCTION

Introduction

jack
J ack weaved his way through the red-brick warrens of Charlestown. His Hackney Cab floated gracefully through
the towering city blocks like a rowing boat meandering through a canyon. High overhead the monorail sped past,
carrying the wealthy out of the city to their suburban retreats. Down here in the depths the lamplight was dim and
the walls blackened by soot and grime. Below, Jack’s attention was drawn to a gleaming Royce Spectre, parked up by
a notorious tab-house. Its owner was nearby, immaculately dressed and making a hurried deal on the doorstep. As
the goods exchanged hands, the silver tracery of the finest cybernaughtics glinted on his hands in the dim light. Jack
moved his cab up a couple of storeys, avoiding unnecessary glances as the young aristocrat headed back to his zepcar.
He was approaching his destination, anyway.

Jack pulled up alongside an aerial walkway, fifth floor. These lower — a small apartment with space for little more than a bed. He
levels were used for housing. Thousands of people crammed into a was dressed in a fine, bottle-green frock coat and grey pinstriped
single building. Coffin flats, they were called by their inhabitants trousers. His hands were holding a top hat and fine mahogany
— tiny spaces fit for little other than a dead body. His whiskers cane behind his back as he stared into the Scope point, leaning
twitched. It was a warning that something was wrong. The door forward slightly.
to Kevin’s flat was slightly ajar and the curtains were closed. Sus- “Sit,” growled Brutus, dropping the rifle to his side.
picions raised, Jack reached back into his cab and pulled his trusty “Tisk, tisk, Brutus. We must be civil. Please, Mister— ?”
crowbar from the glove box. Cautiously, he approached the door. “Baxendale,” offered Jack.
There was a strange smell from inside – not entirely unpleasant, but “Mister Baxendale. Good. Allow me to introduce myself. I am
certainly not fresh bread or perfume. Low lights flicked about with- Michael Wallacey-Stewart, gentleman and explorer. My com-
in, but it was essentially dark. Tightening his grasp on the crowbar, panion, as you have guessed, is Kevin Scofield’s brother, Brutus.
he pushed the door open wide and flicked the light switch. Within Please take a seat and let us know what you know about Kevin
a second, Jack found himself staring down the barrel of a gun. The and his disappearance.”
gas lighting took a few seconds to warm up enough for Jack to make Jack sank nervously into the middle of Kevin’s threadbare mock-
the full scene. velour sofa, under the window. Brutus sat down in the mismatching
“What the hell are you doing in here?” said the voice behind the armchair opposite, still glaring. The gentleman continued to exam-
gun. It seemed kind of familiar. It was a gruff voice. It had the ine the Scope point. “Please, Mr. Baxendale, go on,” he said.
basis of a local Mancunian accent, but with enough care taken “I’m not really sure where to start,” said Jack. “We were mates, good
to pronounce all the consonants. By now Jack could make out the mates. He was into some Scope shit that I didn’t really understand.
gunman. A tough delta glared down the long barrel of a custom- He gave me a bell a few days ago. Said he’d found some big shit goin’
ised hunting rifle though the brass and steel of a cybernaughtic eye. on. I’ve not seen or heard from him since. I was a bit worried, like,
Deltas, also called doggers, are genetically bred for the military or so I came to find him.”
manual labour, their genes spliced with canine DNA. Jack himself Brutus softened his glare slightly, then turned back to his compan-
was a gene-bred, too. He was a gamma, a prototype for the later ion. “It’s the same as he told me. He found something big on the
deltas and epsilons. The gunman growled, curling his thin lips back Scope and now he’s missing. I suspect whoever was trying to hide
from his square bulldog muzzle. the big thing found out that Kevin had found out about their big
“This is my flat, mate. What are you doing here?” said Jack, cockily. thing. Or something.”
His mouth had often been his downfall. “Excellently deducted, my dear Brutus,” said Wallacey-Stewart.
The rifle swung round in front of his eyes and its butt thumped him “But now please, Mister Baxendale. Myself and Brutus here have
in the side of his head. “Liar!” said the delta, “This flat belongs to spent most of the last fifteen years in Africa and have little call
my brother.” for the use of this technology.” He waved in the vague direction of
“Shit. You’re Kevin’s bruv? Sorry, man.” Jack searched his memo- the Scope point. “I don’t suppose you have any skill with operating
ries of Kevin’s family history. “Brutus, is it?” these contraptions?”
“Relax, Brutus. I don’t think this gamma is the corporate menace.” Jack shifted himself forward and rose to his feet. “A little,” he said,
The voice came from a well-dressed gentleman who appeared to be “but I’m no expert Scope rider like Kev. I’ll give it a go.”
examining Kevin’s Scope point in the far corner of the coffin flat Jack shuffled over to the Scope point. The main machine was a large


INTRODUCTION

circular porthole, about two feet in diam- Rylands Library? Charge your usual Spencer’s theory changed the direction
eter. The three-inch rim was made from a rates, of course.” of research into the nature of ether and
cheap but durable wood — pine, probably. “No charge,” bargained Jack, “if you’ll let renewed funding at a time when the scien-
This was unvarnished and had picked up me tag along. I want to find Kevin as much tific community was beginning to believe
a variety of stains (as had the rest of the as you two.” that ether was an archaic figment of a
apartment, for that matter). The work- Greek imagination, and Faraday a radical
ings of the Scope point were screwed into for suggesting a scientific explanation.
this frame: a number of small, black metal
objects, all roughly square and about four
inches long, overlapped the edges and were
bolted down by a variety of methods. Some

The year
The theory was interesting, but the
scientific community would still have
abandoned the idea except for one key
discovery. In 1874, Harold Wallace
were painted, but flaking, revealing the
black material beneath. The rim support- is 1984. discovered Etherspace. Through clever
manipulation of magnetic forces, Wal-
ed a large, lenslike glass window, behind
which was empty blackness. To the right
Welcome to lace opened a portal into an alternative
dimension of reality. This was Ether-
of the porthole was a small box that looked
like an old-fashioned telephone operator’s
the Great space. Great universities and institutions
soon reproduced Wallace’s experiments.
switching station. A tangle of little wires
ran at random between the sockets. Wires
metropolis. It is fair to say that Wallace’s accomplish-
ment is the greatest discovery of our his-
attached a pair of gloves to the board. Jack The Great Metropolis: the pinnacle tory, and its practical implementations
reached forward, flicked a switch, and city of empire. The Great Metropolis is have changed the world.
pulled on the gloves. not London, the glorious capital of the Ether is the fifth state. It is has proper-
The blackness of the porthole swirled and British Empire; it is the northern mon- ties that would be impossible to describe
seemed to open a hole through the wall. ster that has grown out of the industrial to a world that is without the boon of its
A variety of objects rapidly appeared, dot- giants of Liverpool and Manchester. discovery. Etherspace allows the devel-
ted around what appeared to be a slate- From its towering heights to its scum- opment of miniaturisation on a scale
grey surface, as the system booted itself up. ridden floor and stagnant waterways, her vastly beyond anything silicon chips can
Once all was complete, a pair of floating one hundred million inhabitants struggle manage. It can be vented into an energy
hands appeared behind the window. They for survival. source that is both more powerful and
followed the movements of Jack’s hands. Our “glorious” British Empire domi- more controllable than any other known
Jack shuffled about some of the strange nates the world, and all its profits are energy. It enables the forging of new


objects, pulling up lists and creating new paid out into the great industries of the alloys that are stronger and lighter than
objects, seemingly out of thin air. North. The centre of this industry is the anything created before.
“It looks like someone’s been in here and Great Metropolis, the world’s largest city
deleted a lot of Kevin’s data,” said Jack. and the place that I call home.
“That would explain the lock we found, all You may ask how the Great Metrop-
messed up,” Brutus commented. “Is there olis came to be. It is a good question The Pan-
anything left?”
“Oh yes, lots. But nothing of any use.” Just
to ask.
I suppose it all began with Herbert
European War

I
then there was a tinkle of a warning bell and Spencer, a philosopher and friend of n 1914, Archduke Ferdinand was
an envelope appeared inside the scope. Darwin. Just as the world was finally assassinated, and the events that fol-
“He’s just got a new Scope letter,” Jack abandoning Faraday’s ether, the medium lowed changed the balance of power in
explained. He touched it with one of the through which electromagnetism was the world. Britain, confident of her supe-
ethereal fingers and the envelope opened. believed to wave, Spencer developed rior position, treated the war in Europe
There was no message inside, only a pic- a groundbreaking new theory. Spen- with disinterest. We did not consider
ture of a strange symbol. It depicted a cer combined the Law of Entropy and the Germans a match for our navy and,
curved, winding shape, like a serpent or Plato’s concept of the five elements that after all, Kaiser Bill was a cousin of King
claw. “It says it’s from Scope-Ninja,” Jack compose the world: earth, air, fire, water, George. We were confident that we
explained. “He’s a notorious Scope rider. and ether. Spencer speculated that these could protect our borders and colonies
The best in the world, some say.” concepts indicated the interchangeable from any threat. We had our new super-
“Interesting,” mused Wallacey-Stewart. “I states occupied by the fabric of the uni- guns, built on ether technologies. We
wonder why he’s sent that? It looks to me verse: energy, solids, gases, and liquids. had taken gunship diplomacy to new
to be some kind of occult symbol. I think Fire represents energy, water represents levels and saw the chance to take control
I know just the person to ask about that liquids, air represents gases, and earth of France’s colonies as Germany took
kind of thing. Mr. Baxendale, I believe represents solid matter. If this were the control of the French homelands.
you have your own transportation? Would case, then ether could also be quali- The conflict became known as the Pan-
you be so kind as to take us to the John fied as the unknown quantity: entropy. European War, and it was a quick affair in


INTRODUCTION

the west. Germany had the military and a marriage of political convenience and leader and resurrected some dignity and
industrial power to take full advantage of significance, as their son, Franz Joseph, security from the ruins of his country.
the new ether technologies and overran was declared the heir to both the Ger- The only solution for the Russians’ refu-
France in under a year. Germany’s blitz- man and Austro-Hungarian empires, gee problem was to transport vast popu-
krieg of massive land dreadnaughts and thus uniting them into the New Reich: lations to the country’s eastern edges and


aerial battle platforms stormed through the New Empire. This alliance solidified set the new cradle of their empire on the
French resistance as if they were igno- at a surprising pace: Prince Franz Joseph northern rim of the Pacific Ocean.
rant savages. Italy soon followed. was born in 1928. Emperor Karl I of
However, the war in Russia was a dif- Austria-Hungary was under pressure in
ferent affair. The long, heavy winters and his own country, due to his liberal atti-
vast distances slowed progress. The war tudes that invited opposition from the Britain
became a grinding battle of attrition, elite. He abdicated in 1929 and declared
with the Germans slowly pushing back
the Russian forces. Eventually, in 1922,
the Germans stopped their advance.
the infant prince his heir. Sofia and Wil-
helm acted as regents until the child’s
eighteenth birthday, in 1946. Wilhelm
T he year 1937 saw a British revolu-
tion put down in a most bloody
and horrific way. The British workers,
They had captured southwestern Russia, III, whose health was failing, also chose denied representation in Parliament,


the Ukraine, and the Black Sea states, to abdicate and let his son rule the New took heart from the Russian revolution,
and they did not press further into the Reich in its entirety. and the Communist Party organised


Russian heartland. The new border was a massive uprising in the north. How-
drawn at the Volga’s banks. ever, the Redcoats — the British Army
— had no qualms about putting the
Russia revolution down with whatever force
was required. They mobilised their new
The New Reich
I n Russia, problems went from bad to
worse. The vast numbers of refugees,
power-armoured divisions, and the result
was bloodshed. Every man, woman, or

I n 1926, the German Kaiser Wilhelm


III married the Austrian Princess
Sofia, the only niece of Emperor Karl
made homeless by the German advance,
flooded St. Petersburg’s streets. The
Russian revolution came in 1925, and
child wearing the ragtag symbol of the
revolutionaries, a red scarf tied around
the upper arm, was gunned down with-
I of Austria-Hungary, thereby consoli- its overall effect was a new socialist state. out mercy. This slaughter decimated
dating German power. Their union was Josef Stalin became the new Russian the British workforce and threatened to


INTRODUCTION

destroy the empire. However, the power enough to threaten our dominance of Prime Minister, negotiating for a peace-
and influence of the Eugenics League, an the Pacific. It certainly makes much ful settlement. Whatever their methods,
international body that grew out of Lon- sense that the Japanese were more of a the move granted the Americans a great-
don in the latter part of Victoria’s reign, threat to us than the New Reich, which er level of security on their western coast
had been growing since the 1890s, and it we could keep contained within its Euro- and gave them the freedom to consoli-
stepped forward to solve the problem. pean power base. date their holdings in Latin America.
The Eugenics League believes in per- The Pacific War began, officially, in Since the Pacific War, a strange cold war
fecting the human race for leadership and 1941. As the Japanese pushed north, the has grown between Britain and America.
genetically engineering lesser species for British picked off their southernmost The New Reich remains a significant pow-
hard labour. Its members have practiced outposts. Gradually the British pressed er, with the greatest land army the world


their breeding programs on themselves toward the Japanese islands. Japan had has ever seen, and often plays America
and, so they say, have evolved beyond found little success in Russia, whose and Britain against each other.
humanity. They call themselves “alphas,” main cities had become industrialised
due to their superiority, and dub ordi- and took advantage of British ether
nary humans “betas.” Alphas exemplify weapons technologies.
perfection in human physical and men- However, as the British prepared to The Etherscope
tal ability and are found in high-ranking invade the Japanese homeland, the war
positions throughout Britain, America,
and Germany.
The League provided the British gov-
took a different turn. In June 1943, the
American fleet, sailing to meet with the
Japanese’s, intercepted the British in the
T he development of the Etherscope
has single-handedly revolutionised
the world. A new technological era of
ernment with alternative workers to Yellow Sea. The Americans risked a great communications and automation has
make up for the losses in manpower. They deal in protecting the Japanese, but their dawned. Scientists developed Scope
supplied gammas: genetically engineered show of strength and Britain’s mercantile points shortly after the war, but the
creatures, part human and part rodent. concerns were enough to make the Brit- Etherscope has not achieved widespread
The League discovered that mouse ish concede to a peace treaty. The treaty use, as a select few have retained control
DNA has undetermined properties that protected Japanese interests in Korea, since its creation.
make it easier to manipulate than that of while leaving the British in control of the In the 1950s, the Americans developed
other mammals. Later came the deltas southern Pacific. Many believe that the technology to transfer human conscious-
(humans spliced with canine DNA) and Americans backed up their tactic with ness into Etherspace. Once inside Ether-
epsilons (humans spliced with equine rigorous diplomacy in London. There space, they were able to form pathways
DNA). These genetic hybrids are Brit- are reports that the American ambas- and landscapes that have huge potential
ain’s new workforce, bred for labour and sador spent many hours at Number 10 for recreation, information, and interac-
despised by the human population who Downing Street, the offices of the British tivity. Ether, we discovered, is the mate-
have lost jobs and futures to the rattiks,
doggers, and dobbins. The British work-
technologies. This genre includes many
ers expected aid from the Soviet Union, Some basic


but none came. Russia had its own dif- strange technologies, such as large steam-
ficulties and needed Britain’s help. Etherscope terms powered machines, ether-wave communi-
cation devices, and time machines.
Victoriana: A genre of fiction relating to the Etherspace: Etherspace is a parallel
Victorian period, or influenced by the atti- dimension to Prime Reality in the Ether-
tudes, politics, science, and other aspects scope game.
The Pacific War of the Victorian era. The Victorian period
is considered by many to be the dawning of
Etherscope: The Etherscope is the cre-
ation of human will within Etherspace. The
our modern era. Cities and industry flour- Etherscope, often abbreviated to “Scope,”
B y the 1930s, Japan was on the march.
The Japanese invaded and captured
most of China’s eastern coast, taking
ished and the western world considered
itself truly civilised. However, it was also
a time of exploration and great interest in
is a term used to refer to the cities, indus-
trial domains, pleasure domains, and other
systems built by humans within Etherspace.
many German and British colonies on the rest of the world. The British Empire Gamesmaster (GM): This is the member
conquered much of the globe in order to of your group who plans the adventures you
the way. To avoid angering the Brit- expand their trading interests and civilise are going to face and plays all the enemies
ish, they bypassed Singapore and Hong the “ignorant savages.” and other characters you encounter during
Kong and turned their attentions north, Cyberpunk: A fiction genre relating to a your adventures.
to Vladivostok and other Russian terri- near future where technological advances Player Character (PC): The other mem-
tories, which prospered with their bur- have brought about a breakdown in society, bers of the group, called players, create a
often involving an unequal distribution of character which they play, directing that
geoning populations. However, this time power and resources. character’s actions through the adventure.
the British aided the Russians. Histori- Steampunk: A subgenre of Victoriana That character is known as a Player Charac-
ans say that we, the British, fought the where Victorian scientific thinking is used ter, or PC.
Japanese because we feared that Japan to create advanced science-fiction-style
would become a naval power strong


INTRODUCTION

rial of thought itself, and passing into


introduces a dying saving throw. The
OGL Overview intent of this rule is to capture both a level
the “Etherscope” has become a common
of lethality in combat as well as allow last- pastime amongst the world’s elite.
If you are familiar with other OGL games,
you will recognize many aspects of this gasp heroic actions. The dying saving throw The Americans distributed their
book. However, there are a number of captures both themes in a single mechanic, Scope jacks for next to nothing. Riding
key differences. The following are the with the added advantage of being a neater the Etherscope soon became the leading
most important. system than counting to –10. recreational activity. However, the Brit-
Classes: Etherscope has six new basic Disarms and Striking Weapons: There
are a number of different rule systems exist- ish government, seeing the potential the
character classes, based on the themes that
each of the six ability scores suggests within ing within OGL sources for explaining how Etherscope has to subvert and educate
the setting. Advanced classes contain only to resolve disarms, weapon strikes, and their lowest classes, outlawed personal
seven levels in order to encourage mul- other nonstandard attacks. We wanted Scope jacks, instead providing licenses
ticlassing. This way, if you choose a single to expand the options available for such to establishments that were allowed to
basic/advanced class combination for your attacks, whilst simplifying the system that
handles them. We also wanted some extra vendor time in the Scope to those whom
character, you still need to pick up levels in
another class, eventually. This change cap- fencing moves. Students in most German- they considered responsible. However,
tures the Victorian theme of Etherscope, ic countries in the Victorian period were the counterculture always finds a way,
where people weren’t as specialised as they allowed special sword-carrying privileges, and soon Scope tabs appeared: drugs
are in our modern world. The basic classes and fencing was a big part of their culture. In that temporarily transfer the user’s con-
of Etherscope are built with talents, which Etherscope, the Reich maintains these tra-
ditions. Our rules endeavour to tidy up the sciousness into Etherspace. These are, as
enable you to tailor your character’s abili-
rules for attacking weapons and disarming you can imagine, highly illegal, popular,


ties to suit your concept.
Social Templates and Influences: people into one system, whilst also offering and tinged with the usual dangers of rec-
Social class is a crucial aspect of Victorian a number of new options. The resulting sys- reational drugs.
society that Etherscope uses game systems tem, Bind attacks, considers anything you
to portray. These systems are a key new might want to do that relates to or focuses
aspect of character creation and develop- on another person’s weapon. This system
also affects a number of feats that involve
ment in Etherscope. Your character has a
social template, which defines his position these sorts of attack, such as Improved Dis- America
in society. Influences are a new trait that arm and Sunder.
behave similarly to skills but represent your
character’s standing and familiarity within
specific circles of society. Most impor-
Scope Skills: Scope skills in Ether-
scope replace Computer Use and similar
skills found in other OGL sources. The abil-
A merica is a prosperous and clean
land, and many Europeans see it as
the ideal industrial environment. Amer-
tantly, influences replace the need for the ity to immerse your consciousness into the
Gather Information skill, highlighting the Etherscope requires a system that gener- ican workers wield political influence
difficulties your character has in obtaining ates a new set of statistics that determine through the ballot box, and this power
information from people other than those how your character interacts within the ensures their welfare and health far
of his own social class. Scope. New skills are introduced to handle beyond anything Britain or Germany
Wealth Checks: Etherscope uses a the creation of your Scope avatar.
Other New Systems: Etherscope has can offer. Instead of Europe’s vast brick
wealth bonus system to quantify your char-
acter’s ability to purchase goods and ser- a number of extra systems that add to the and tarmac sprawls, America shines with
vices. Unlike other systems, your character’s existing rules framework. These include purpose-built dome-and-spire cities of
Wealth bonus in Etherscope is rigid and rare- the rules for cybernaughtics (our cyber- glass and wrought iron. The gleaming
ly goes up or down. This represents the lack ware) and a new skills-based magic system, spires of New York, Detroit, and Chi-
of financial mobility of the Victorian period amongst others.
cago dwarf the crusty gothic towers of
and captures an oppressive atmosphere that
is well suited to the cyberpunk genre. the Great Metropolis. America is a land
Death/Dying: Rather than establishing built on trade. It lacks Europe’s vast
the point of death at –10 hp, Etherscope industrialisation but builds many fine
technologies. The recent discovery of


INTRODUCTION

Dice Notation which one represents the tens and which the
units. Alternatively, you may find a d10 that is
Modifiers include skill ranks, ability
score modifiers, circumstantial bonuses, and
Etherscope uses eight different types of numbered 00-90. You can roll this die with many other factors. More information on
dice. A special shorthand is used to refer to a standard d10 without specifying which die modifiers appears in Chapter 1: Characters,
these dice, based on the number of sides the represents the tens and which represents the Chapter 2: Traits, and Chapter 4: Combat.
die has. A lowercase “d” is used, followed units — the numbers on the die make it obvi- If the roll equals or exceeds the Difficulty
by the number of sides the die possesses. A ous which is which. Class (often abbreviated DC), you succeed;
six-sided die is referred to as a d6, whilst a if you do not, you fail. Some tasks may have a
twelve-sided die is a d12. The number of dice d2 and d3 variable resolution and depend on how much
of a particular type to be rolled is included as your roll is above or below the DC.
a prefix. For example, rolling four eight-sided There are no actual dice to represent This basic die roll is often referred to as
dice is noted as “4d8.” Dice rolls sometimes these rolls, but you may be asked to make a check. For example, a “skill check” means
have a number added to or taken away from it such a roll. You should roll a d4 or a d6 and you are making a roll using one of your char-
after the roll is made. Such numbers are not- halve the result on this dice, rounding up any acter’s skills. The type of roll you are mak-
ed with a plus or minus (as appropriate) after fractions. Thus, if you roll 1d3, roll a six-sided ing often determines the Difficulty Class,
the dice notation, followed by the number. die. A 1 or 2 results in 1, a 3 or 4 results in 2, as many skills have set DCs for certain
For example, 4d6+4 means that you should and a 5 or 6 rolled results in 3. Alternatively, actions. Sometimes the GM sets the DC,
roll four six-sided dice, add the numbers, and you could toss a coin in place of a d2, with and he may choose to make you aware of
then add 4 to the result. heads being worth 1 and tails being worth 2 the DC or simply tell you if you have passed
You should be able to work out which (or vice versa if you prefer). or failed based on the result. He may also
dice are which by simply counting the num- make a roll for you, in private, so that you
ber of sides, but here’s some help on some don’t actually know whether you have
of the more unusual dice you might be Rounding Fractions passed the check or not.
asked to roll: Playing Etherscope may lead to situations A “natural 20” on the die roll (the die
where you are asked to divide the result of a comes up showing a 20) is not an automatic
d10 = ten-sided die die roll or other game statistic. If you wind success in most cases. Likewise, a “natural 1”
up with a fraction, round down, even if the on the die roll (the die comes up showing a 1)
There are two different types of ten-sided fraction is one-half or larger. However, is usually not an automatic failure. However,
dice. The most common die has kite-shaped there are a few exceptions to this rule; cer- a natural 1 is an automatic failure and a natu-
sides, and it is the only die that is not made tain rolls, such as damage and hit points, ral 20 is an automatic success on some die
up of regular shapes (that is, all sides are not have a minimum value of 1, and the d2 and rolls, such as saving throws and attack rolls.
of the same length and not all angles are the d3 rolls made must round up the fractions
same). The second type of d10 is an icosahe- (as noted above).
dron, which has twenty sides, but each num-
ber appears twice on the die. Many ten-sided
dice are numbered from 0 to 9, rather than Multiplying
1–10. On such dice, a 0 counts as a 10 when Sometimes a special rule makes you multi-
you are being asked to roll a d10. ply a number or a dice roll. If a dice roll is
involved in generating the number, roll the
d4 = four-sided die dice again a number of times equal to the
multiplier.
The d4 is an unusual die, with a tetrahe- As long as you apply a single multiplier,
dral shape (a triangular-based pyramid). No multiply the number normally. For exam-
one side will be up when it comes to rest, ple, a 1d8+4 roll that is multiplied by three
and it has three numbers printed on each becomes a 3d8+12 roll. When two or more
side. When you roll the die, look at the sides multipliers apply, however, combine them
that you can see. The number that is dis- into a single multiple, with each extra mul-
played the right way up is the same on each tiple adding 1 less than its value to the first
visible side. This is the roll’s result. multiple. Thus, a double (x2) and a double
(x2) applied to the same number results in a
d% = percentile dice triple (x3, because 2 + 1 = 3).
A d% reference is asking you to roll two ten-
sided dice to generate a number between 1 Basic Task
and 100. To get the result, you roll both dice
and count one die as the tens and the other Resolution System
as the units. You put the two results together The rules of Etherscope use a consistent
to get the actual number rolled. A 1 and a 1, system for determining the success or failure
for example is 11. If your d10 comes up with of any given task. That system involves roll-
a 10, this counts as a 0 (which is why many ing a d20, adding modifiers, and comparing
d10 are numbered 0-9); a 0 then a 3 is 03 this against a target number, known as a Dif-
whilst a 7 then a 0 is 70. A double 0 is 100. ficulty Class. This die roll can be summarised
You need to differentiate somehow between as follows:
the two dice that you roll. You could roll one
die followed by the other, or roll dice of two 1d20 + Modifiers versus Difficulty Class
different colours, stating before the roll

10
INTRODUCTION

plastics further boosts its power. The


Texan oil fields produce enough oil to
supply plastics to the rest of the world
 
The Great New Dangers


for the next three thousand years, if you
believe their projections. Metropolis
A s you see me before you, speak-
ing in plain English, tinged by my

Ottoman C loser to home, the price of British


expansion has been great. For the
past fifty years, the Great Metropolis
Mancunian accent, you think me human.
You see the pale tone of my skin and
think it is because of my poor health
Empire has claimed a death rate similar to that
from living in the downs of the Great
of Russia after the Pan-European War.
Metropolis. You see the strange colour

P lastics have also brought new life to


the failing Ottoman Empire. The
Empire’s control of the land surrounding
Most deaths result from violent crime
or industrial accidents. Disease is ram-
pant, and many children die in their
of my eyes and think it caused by pol-
lution and smog. However, I should tell
you that I am not human — not as you
the Persian Gulf provides them with a early years. Our plight falls on the deaf
know it. I am of an older species. Ours
great deal of oil — enough to challenge ears of London’s powerful. They lounge
is the lost civilisation of Lemuria, which
the American dominance of plastics. in the decadence of the wealth of empire
our hubris destroyed long ago, and now
They supply the British and German fac- and let us struggle on, finding money far
you have discovered the same force that
tories and refineries and sit back on the more valuable than our lives. It is no sur-
brought about our downfall. The realm
profits. Their rulers are even more deca- prise, then, that there are rumblings of
that you call Etherspace is Hell itself. It
dent than London’s elite and lack our tra- unrest. And it is not only the downtrod-
holds horrors that have lain dormant for
ditional restraint. den who feel disenfranchised by the gov-
years. You use their rage to fuel your zep-
ernment. Excessive taxes bleed dry the
pelins and your dreadnaughts; you forge
wealthy industrialists, and they lack the
your landscapes from their flesh and
clout in Westminster
torture them with your strange devices
to argue their case.
and technologies. They will not sleep for
An unusual alliance
long, and when they awake they will tear
of industrialists and
down the world once more. We are the
workers has forged
fey, the lost children of Lemuria, and we
a Republican move-
know that our ancestors sealed the realm
ment. We fight for
you know as Etherspace and sank our
independence under
civilisation to the bottom of the ocean
the banner of Nor-
for a reason: that the secrets might never
thumbria. All the
be discovered again.
cities of the north
are united as one to
throw off the yoke
of London rule, with
the Great Metropo-
lis, the world’s great-

Welcome
est city, becoming our
new capital. Govern-
ment propaganda W elcome to the world of Ether-
scope. By playing this game, you
can explore a world where conspiracy,
tells us that we are
the pawns of Ameri- horror, and heroism await. Etherscope
can subversion, try- is a roleplaying game of imperialism,
ing to disrupt the intrigue, and industry in an alternative
might of the empire, version of our own world. It is a world
but we don’t listen. where the strange, even demonic dimen-
One day we will be sion of Etherspace dominates the tech-
free and we can build nology; it has altered the nature of soci-
for ourselves the wel- ety and the course of history. You have
fare state and health the chance to become one of the intrepid
system of America. individuals who faces Etherspace’s dark
secrets. You can recreate stories like Jack
Baxendale’s, above, but in which you and
your friends are the heroes. The world

11
INTRODUCTION

of Etherscope is a dangerous place to


be. The mysteries of the Etherscope, the
dark forces that lurk within it, and the
diers fighting for empire, explorers search-
ing for lost Lemurian artefacts, or Scope
riders fighting for survival on the mean

The World of


corruption of imperialist societies are streets of the Great Metropolis whilst
yours to unravel. combating the evil industrialists in the Etherscope
Scope. Some of you have special skills

What is
at uncovering clues or hacking into the
Scope’s industrial domains. Others risk
life and limb to defend the team from
E therscope combines elements of
cyberpunk, Victoriana, and horror
genres to create a unique gaming expe-
Roleplaying? your enemies — demons, System agents,
and rival nations — utilising personal
rience. Etherscope transports you to a
new and detailed world where empire

I n a roleplaying game, players take on the arsenals of weaponry. Yet others have and industry control the world, and
parts of characters, commonly called secretly tapped the powers of Lemuria’s poverty and rebellion seek haven in the
Player Characters or PCs, in an ongo- occult mysteries or are skilled at crafting Etherscope’s shadows. You might play a
ing story. It is a combination of improvi- the illegal Scope tabs your team needs to host of heroes fighting to save the world
sational acting, childhood let’s-pretend get into the Etherscope. from the unknown horrors that lurk deep
games, and more conventional rules-based As part of the roleplaying experience, within Etherspace. Whether you play
card and board games. For example, when one player acts as the Gamesmaster, or street-level Scope riders, hacking into
you play some strategic board games, you GM. It is the GM who creates and arbi- the domains of powerful industrialists,
roll dice to determine whether you win a trates, using the game rules, the situations soldiers fighting for empire, or explor-
battle, whereas childhood games usually and adventures your PC experiences in ers seeking untamed frontiers, you will
degenerate into arguments over who actu- the game world. The GM’s role is to create encounter the imperialism and dark hor-
ally got shot. Roleplaying games combine the framework of the story through which ror of the Etherscope world.
these two ideas so that you make a dice the other players travel, and to bring the The dominating factor of the Ether-
roll to determine if you manage to shoot supporting cast of monsters, villains, and scope world is the Etherscope itself. This
your enemy, climb over a wall, or convince common folk to life. GMs do not dictate parallel dimension allows a person to
him that you are really a friend. As a play- what your characters do. Rather, they pro- fling his consciousness into artificially
er, your character acts as your alter ego in vide opportunities for your PC to interact constructed cities and domains built for
the game world. It is you who decides your with the world, and between the GM and entertainment. The military and indus-
character’s attitudes, actions, and endeav- the PCs an exciting, dynamic and enjoy- try also use the Etherscope to store and
ours in the course of her adventures. A able gaming experience is created. manage vast quantities of information in
series of rules are used to determine your dark and oppressive processing domains.
character’s strengths and weaknesses and The Etherscope is a tool and plaything
acts as a method of determining the suc- for the rich and powerful. Outside of the
cess or failure of her actions. These upper class elite, only clerks are provid-
rules do not restrict or determine ed limited Scope access, so that they
your freedom of choice; rather, may perform their duties. The true
they provide a consistent and power of the information age is
impartial framework that reserved for the wealthy.
allows your actions to Etherscope includes a
have meaning within the detailed political world,
game world. with three great superpow-
As a player, you will ers — Britain, the United
be part of a group — a States and the German-led
team of players work- New Reich — attempting
ing together to defeat to undermine each other’s
their foes and overcome influence. This has led to
obstacles. Unlike con- a dramatic social struggle,
ventional board games, where upper and middle
you are not playing classes live comfortable lives
against your fellow players; in sheltered houses and man-
you are all heroes in the story. sions, whilst the workers prop
Your task is to beat the game, up the vast industrial machine on
by defeating the villains you face slave wages, struggling to eat from
in the stories and adventures of the one day to the next. This class struggle
game, rather than to beat each other. has led to a rise in rebellious thoughts, with
You play the part of a team, whether sol- republican, nationalist, and socialist revo-

12
INTRODUCTION

lutionaries never hard to find. Nowhere ment chapter, so that you can determine
is this rebellious tension better felt than your character’s gear, follow. The equip-
in the Etherscope. The downtrodden ment chapter also provides an insight
have discovered Scope tabs, and into the strict limits social class
a drug-based counterculture of places on your purchasing power.
Scope riders has sprung up, Next comes a chapter that cov-
looking to hack into military ers the rules of combat. Fol-
and industrialists domains lowing this, the details of
and crash the parties of the setting are introduced,
the aristocracy. providing you with an
However, much overview of the entire
more of the Ether- game world and the major
scope world is there players and technologies
for players to explore that influence the world.
outside of the great cit- This chapter will help you
ies and the Scope. Many determine specifics about
wild, uncharted regions your character, such as per-
remain, and those with sonality and background,
the time and inclination and provide you with inspira-
can find plenty of excuses for tion for the games you play in
adventure. In the Etherscope the Etherscope world. After this,
world the legacy of Lemuria pro- you will find a chapter dedicated to
vides many forgotten technologies and Etherspace, with all the rules and infor-
artefacts — treasures waiting to be found mation on the Etherscope. Following this
by those with the spirit and resources to is a chapter concerned with developing
hunt them. The lands of South America your character as the game progresses.
are as wild as America’s Old West and living their heroic lives in the Etherscope. This chapter includes advanced classes,
have their own legendary gunslingers, They could be gunslingers of the Savage enabling you to specialise in one area of
many augmented by cybernaughtic tar- South, occult investigators tracking down expertise. Finally, there are two chapters
geting systems and modern weaponry. demonic influences, or powerful indus- for the Gamesmaster’s eyes only. The first
Underlying all of this, Etherscope is a trialists out to make their own names of these chapters provides hints and tips
game of horror. The truth is that Ether- through their skills and ingenuity. Ether- on running the game, creating your own
space is a hell dimension, inhabited by scope is a rich game world with many campaign of adventures, and details of
many powerful demons who have lain different avenues for adventure and many the people or monsters you may face. The


dormant for millennia. As mankind blun- mysteries to uncover. final chapter has two example adventures
ders through the Scope, it can only be so to get you started.
long before the demons awake and wreak
havoc upon the world. Many dark, occult
secrets wait to be uncovered, and many

How to Use

demons and mystical enemies will chal- System Basics
lenge your characters in the process.
this Book
T he roleplaying game system used in
Etherscope uses the Open Gaming

Playing the T his core rulebook provides you


with a complete set of rules to play
Etherscope. You don’t need anything else
Licence. As a result, most of the rules used
in Etherscope will be familiar if you have
played similar games before. However,
Game to begin playing, save for a few dice and if you haven’t, here’s a quick overview of
some pencils and paper. The remainder of the game mechanics. This book does, in
A s a player in Etherscope, you take
on the role of one of the brave few
who seek, or are drawn into, adventure.
this introduction provides the core basics
of the rules system and a look at the works
its later chapters, explain how to run the
game in detail, but this section will help
that have inspired us in writing this game; you if Etherscope is your first roleplaying
Depending upon the style of game you
authors and specific books, comics, films, game experience.
wish to play, characters can be soldiers
and music are all covered. The first chap-
or officers of a military unit, explorers
ter includes the rules you need to create
searching the wilds, street scallies strik-
your character and play the game. A chap-
ing at the cruelty of greedy industrialists
ter on the rules for the different traits that
and a careless government, or Scope rid-
make up your character, and an equip-
ers lurking in the bowls of the cities and

13
INTRODUCTION


Inspiration
that Etherscope supports. It also supplies
an insight into Victorian values and atti-
tudes that is shocking to modern sensi-
bilities, especially regarding other cultures T
Books
he following books deserve a specific
mention.
and peoples. 1984 (George Orwell): George

E therscope has been a work in prog-


ress for a long period of time, and
draws upon many influences. Providing
H.P. Lovecraft: The classic Cthulhu
subgenre is another influence we have
drawn upon for Etherscope. This inspi-
Orwell’s classic is perhaps the first cyber-
punk novel. This work captures the feel-
ing of oppression fantastically.
you with an insight into what has influ- ration is seen in the dark alien entities that Brave New World (Aldous Huxley):
enced us might help you to get a better live inside the Scope. Whilst not a direct The genetic streaming of the civilisation
understanding of the soul of Etherscope. reference to the alien nature of the crea- in Brave New World was a great inspira-
The sources below are also a great source tures in the Scope, the Cthulhu subgenre tion for the Eugenics League, and the use
of ideas for designing your own Ether- is a good basis for understanding the of drugs to maintain an ordered society is
scope characters and adventures. minds of the demons of Etherspace. something Etherscope touches upon.
Jeff Noon: He is a new type of cyber- The Difference Engine (William Gib-
Authors punk author, delivering a bizarre drug- son and Bruce Sterling): The world con-
crazed cyberpunk future rather than the structed by Gibson and Sterling shows

T he following authors have been


influential on this work:
Charles Dickens: Dickens’s works
Marxist-inspired works of the eighties.
Also, whilst this fact is actually an acci-
an interesting combination of Victorian
society and modern technology.
dent of birth — both we and Mr. Noon His Dark Materials (Philip Pull-
are the masterpieces of the Victorian grew up in the same geographical area man): This trilogy has great pseudo-sci-
era, providing excellent insight into Vic- — Jeff Noon’s stories take place within ence to explain the magic of the world
torian lives and attitudes. They provide the Manchester region, one half of the which shows how the mystery of magic
an excellent source of narrative on Vic- Great Metropolis. can still be maintained without destroy-
torian attitudes. Philip Pullman: Pullman’s His Dark ing a solid scientific basis that we feel this
Sir Arthur Conan Doyle: Looking Materials trilogy was an instant classic. genre needs. Whilst perhaps a lot more
beyond the famous Sherlock Holmes The story begins in a parallel world that “churchy” than Etherscope, the world of
novels, Doyle’s spiritualist leanings inspire has a magical and slightly Victorian fla- Lyra in Northern Lights has a similar feel
his supernatural tales and shaped Ether- vour to it. The science behind the magic to Etherscope.
scope’s approach to spiritualism. Likewise of the setting is not entirely dissimilar King Solomon’s Mines (H. Rider Hag-
the Challenger series of novels are an excel- to that of the Etherscope world. Pull- gard): Forget the films, especially the
lent guide to both the exploration and man has also written an unnamed series Richard Chamberlain ones, but the origi-
alternative science themes of the game. of Victorian adventure/mystery stories nal book is Victorian action-adventure at
George MacDonald Frasier: Flash- featuring the character Sally Lockhart. its best, very apt for Etherscope.
man, the main character of his eponymous These are a great source of inspiration for The Man Who Would Be King (Rud-
series and the quintessential Victorian Victorian-style adventure ideas. yard Kipling): This book offers an idea
cad, is a great example of how individuals Bruce Sterling: One of the leading of frontier adventure and how indepen-
who do and don’t conform to social norms lights of the cyberpunk genre and co- dent agents operate when extending
relate to Victorian values. These books author of The Difference Engine with Wil- imperial power.
provide an understanding of different liam Gibson. Perdido Street Station (China
cultures in the Victorian period and an Jules Verne: Verne, for many, is the Miéville): Perdido Street Station is an
insight into politics and the Great Game. classic writer of science fiction from the amazing blend of fantasy, horror, and sci-
The Flashman series are a very entertain- nineteenth century. Verne was brilliant at ence fiction. It includes oppressed masses,
ing read as well. describing extrapolated futures from the horrific creatures, body-and-machine
William Gibson: Gibson is deemed by nineteenth century world in which he was splicing, and steampunk technology.
many to be the founder of the cyberpunk writing. These works have become a great The Picture of Dorian Gray (Oscar
genre, thanks to his classic novel, Neuro- inspiration for what a Victorian future Wilde): The low-key supernatural aspect
mancer, published in 1984. Gibson also might look like. of this tale is inspirational for the subtle
co-wrote an outstanding steampunk nov- Oscar Wilde: Look no further than approach to the supernatural elements an
el, The Difference Engine, which describes his works for a representation of the com- Etherscope game supports.
a world where Charles Babbage’s analyti- plexity, formality, richness, decadence, Tiger in the Well (Philip Pullman):
cal machine has brought about the infor- hypocrisy, wit, elegance and frustration Perhaps the best of the Sally Lockhart
mation revolution a century and a half that create the high society of Victorian books for inspiration on a Victorian set-
too soon. and Etherscope society. ting, Tiger in the Well also captures the
H. Rider Haggard: The Allan Quarter- political struggles of the time (especially
main novels provide an excellent overview those which have carried through to the
of the exploration and adventure themes Etherscope world).

14
INTRODUCTION

Vurt (Jeff Noon): Jeff Noon’s first and Einstürzende Neubauten: A Ger-
best. He describes a world where a new
Comic Books man take on a dark industrial world,
drug has changed the world and has the
entire nation hooked. The Vurt Feather is
one inspiration behind the Scope tabs of
C omic books are a great source
of inspiration for any roleplay-
ing game. Whilst the genres that have
heavy industry, and pollution captured in
music, reflecting urban life in the indus-
trial New Reich.
the Etherscope world. inspired Etherscope are not commonly Engelstraub: Sinister, atmospheric,
found in comic books, some stand out as supernatural music. This German band
Films good source material for Etherscope. captures the darker side of Etherscope
The Adventures of Luther Arkwright: and its occult undercurrents fantastically.

T here aren’t any films that perfectly


capture the steampunk genre, but
many do exist that capture either the
The parallel worlds presented in this
series offer a visual and social reference
The Happy Mondays: A nice mix of
working-class poetry and party attitude
for Etherscope society, especially the that doesn’t take itself too seriously. A
Victoriana or cyberpunk aspects of the military aspects of the world. similar sound to the Stone Roses (see
genre. Such films can be a great inspira- From Hell: A great piece of work from below), if less thoughtful — a slightly
tion for characters. However, most films Alan Moore, From Hell covers the story lesser voice but still worth listening to.
of both these genres are merely screen of Jack the Ripper and is beautifully dark The Jam: The Jam were most impor-
adaptations of classic novels. There are and brooding. Perhaps the better of the tant band of the early eighties Mod
the many Sherlock Holmes films and two for Etherscope and great reading revival. Building on, but contrasting
similarly large number of Charles Dick- for dark occult horror campaigns in the with, punk rock, they developed a skil-
ens adaptations, and also a good number Etherscope world. ful music style and wrote songs that told
of cyberpunk adaptations. However, a The League of Extraordinary Gentle- stories of a downtrodden youth just try-
small number stand out as original films men: This classic Alan Moore comic is a ing to get by. Their music is an unusual
that add to an understanding of the great adventure story for Victorian char- mixture of anger and soul and captures
unique genre of Etherscope. acters and a good source of inspiration the youth culture of metropolis nicely.
Dark City: A weird city-based for more heroic campaigns. Ministry: Industrial music for an
adventure that requires thought: not a Sebastian O: Grant Morrison’s semi- industrial generation, this band captures
bad description of some approaches to nal steampunk four-part series superbly the grinding momentum of industry
Etherscope. captures the decadence, intrigue, and upon people and society.
In The Mouth of Madness: The alien style of the Etherscope world alongside New Order: The electronic sound of
horror element of Etherscope, captured a vision of a more cyberpunk level of New Order captures a more optimis-
in a modern setting. technology than is found in traditional tic atmosphere, but in many ways feels
The Matrix: This film is a new cyber- steampunk sources. more bizarre than the Stone Roses and
punk classic, offering the cyberworld as more drug-influenced than the Happy
a complete universe where heroes can
become superheroes. This was a great
Music Mondays, and so captures that subcul-
ture nicely.
inspiration for the Scope, particularly
scope combat.
Strange Days: Depending upon which
I t is difficult to guess what the music
of Etherscope might be like. Without
the internationalisation that occurred
Rage Against The Machine: For
those who are angry about everything
— American Spire music.
of the creators you talk to, this is either with the end of the Second World War, The Ramones: This classic American
an all-time great or typical genre medi- there would have been little growth of punk band captures the feel of American
ocrity. However, both of us agree that it music through crossover influences. The urban campaigns. It is the sound of a
has a brilliantly crafted world with a simi- Beatles would never have heard Ameri- claustrophobic urban rebellion.
lar drug-corrupted future to that of Jeff can rock and roll, and the Americans Sisters of Mercy: Dark inspiration for
Noon. This film has many classic arche- would never have heard punk or heavy a dark world, gothic rock encapsulates a
typical characters of the cyberpunk genre. metal. The electro-disco music that different, more negative, self-destructive
Twenty-Four Hour Party People: Not came out of Germany in the eighties was style of rebellion which looks inwards
cyberpunk and not Victorian, but it does heavily influenced by the music scenes rather than outwards.
tell the tale of much of the music we have in Britain and America. Therefore, it is The Stone Roses: The music of the
selected below. Also, it is set in Manches- best to try to understand the nature of Stone Roses mixes soft drug-inspired
ter so it enables you to get an angle on the setting and explore what contem- tunes with poetic lyrics of quiet rebel-
the contemporary influences to the Great porary music captures the mood of the lion. Rather than rebelling against specif-
Metropolis setting. setting rather than trying to work out ic institutions, they pick apart the society
Zulu: A classic late-Victorian military what music would actually be like in the that they live in. This really captures the
story captured on film. The film captures Etherscope world. Below you will find a oppression of Etherscope whilst explor-
the best and the worst of Imperialism and selection of bands which capture the feel ing the ironies of a drug culture.
provides a good inspiration source for of the Etherscope world, particularly the
military campaigns. Great Metropolis.

15
CHARACTERS
CH 1
A P T E R №

16
CHARACTERS
CH 1
A P T E R №

Chapter I: Characters
T his chapter provides you with all of the rules you need to build your own Etherscope character. Starting with
a step-by-step guide to character creation, you will also find the basic character classes used in Etherscope,
special talents, systems for representing social class, and the character races available.

Table 1–1: Ability Score Costs


Character
Ability Score
8
9
10
Cost
0
1*
1*
Ability Score
14
15
16
Cost
6

10
7

Creation 11
12
2
3
17
18
11
15
13 4 19+ n/a

T he following step-by-step guide takes you through the


process of creating an Etherscope character.
* For 1 point, you can choose whether that ability score should be a 9 or a 10,
depending upon which best fits your character concept.

Step One: Concept


Step Three: Race
T he first step in creating your character is to decide on the
concept for him or her. You need to have a good idea about
what he is like: his personality, job, appearance, likes, and dis- I n the Etherscope world, there are a few different races from
which you can choose. In addition to standard humans are
likes. Together, this information helps you create a picture of the genetically engineered gamma, delta, and epsilon humans,
what your character is like and to make more detailed choices the fey, and the genetically superior alpha humans. Each of these
as you develop him through the next steps. You can also come races has special abilities of which you should make note and
up with a name for your character and start to flesh him out apply them at the appropriate point during character creation.
some detail on him. Ability Score Adjustments: Many races provide bonuses
At this stage, you should also choose your character’s per- and penalties to ability scores. You should apply these now.
sonality traits. You must choose two values for your character, Ability scores can increase above or decrease below the usual
one which operates as his virtue, representing the best of his 8–18 range of ability sores with the application of racial adjust-
guiding principles, and another value as his vice, representing ments. For example, if you play an epsilon human, you could
the worst aspects of his character. buy a Strength score of 18 with ability points, which would
You also need to choose a major and minor Allegiance for become a Strength of 20 after you apply racial adjustments.
your character. Allegiances represent the different philoso-
phies, people, and organisations your character holds dear. For Step Four: Social Template
more details on personality traits, see Chapter 2: Traits.

Step Two: Ability Scores S ocial templates describe your character’s position and sta-
tus in life. You must choose a social template that best
represents his background. Social templates also determine

A bility scores are the cornerstone of your character. They


determine her basic competences — her physical and
mental attributes. To determine your ability scores, you must
the influences that you can buy for your character. Again, you
should make a note of the bonuses you gain from your tem-
plate so that you can apply them later. Social templates provide
spend ability points. You have 25 ability points to spend on bonuses to skills or feats, which you add to your character later.
developing your character’s six ability scores: Strength, Dex- See the section on social templates below for the list of tem-
terity, Constitution, Intelligence, Wisdom, and Charisma. The plates and their bonuses.
costs to buy ability scores are listed in Table 1–1: Ability Score
Costs. Whilst the range of ability scores available to humans in Step Five: Character Class
general ranges from 3 to 18, player characters in Etherscope
are usually a little better than the norm. As such their Ability
Scores start at 8 as a base value, and are likely to increase to N ow you must choose your character class. As a 1st-level
character, you are limited to one character class, but as you
develop your character with experience you can take more levels
values in excess of the usual average.
in any class, including some more advanced classes. Choose the
class that fits best with your character concept. Each character

17
CHARACTERS
CH 1
A P T E R №

class represents a way someone chooses


to achieve his goals, whether through
Step Seven: Step Nine: Choose Feats
Choose Skills
combat or negotiation, for example.
N ow you can choose which feats

T
Character classes provide skills, feats, he next step is to record your you wish to have for your charac-
talents, and bonuses that allow you to character’s skills. Each character ter. Feats are special abilities that usu-
develop your character according to the class lists a number of skills that are ally give you a small edge in combat or
character concept that defines him. considered class skills, and how many with your skills. You can pick two feats
Calculate Hit Points: Your character points you can spend on your charac- for a starting character, unless you are a
class determines your base hit points. ter’s skills. Skills not considered class fey, in which case you can choose only
Note down how many hit points your skills are called cross-class skills and one. Some social templates also provide
character receives. This is set at 1st level, cost more skill points to acquire. Some bonus feats. Once you have chosen your
but for each additional level you must skills require you to have a special tal- feats, note them down on your character
roll a die. At 1st level, your hit points are ent before you can take any levels in sheet, adjusting any related values, such
equal to the maximum die roll possible, the skill. Choose your character’s skills, as skill check totals.
plus your Constitution modifier. using the quick or advanced method (see
Calculate Scope Hit Points: Your below) and fill them in on your character Step Ten: Scope Avatar
character class determines your Scope

Y
sheet. You can put down the number of our Scope avatar represents your
hit points. Note down how many Scope ranks you have in each skill, the associ-
points your character receives. This is character’s abilities in the Scope.
ated ability modifier, and any bonuses Now that you have all your skills and
set at 1st-level, but for each additional from talents. Avoid filling in the total
level you must roll a die. At 1st level, feats selected you can write down your
as you may need to add to this later on Scope avatar’s abilities. Calculate your
your Scope hit points are equal to the if you choose a feat that increases your
maximum dice roll possible, plus your base attack bonus, defence, and Forti-
total skill modifier. tude and Reflex saving throws from your
Charisma modifier.
Calculate Characteristics: You can ranks in Scope Use (immersed), Scope
now record many of your base charac-
Step Eight: Awareness, and Scope Resilience. See
teristics. Read across the first row of Choose Influences Chapter 6: The Scope, for more details
on creating your Scope avatar’s abilities.

I
the class progression table and make a nfluences represent your character’s
note of your base attack bonus, saving Your avatar’s Strength score is equal to
influence, standing, and knowledge your Intelligence, its Dexterity equal
throws, and defence. Add these to your of different sectors of society. Influences
character sheet. You then add in the to your Wisdom, and its Constitution
behave like skills and are bought in a equal to your Charisma. Fill out the
appropriate ability score modifiers that similar manner to skills. Your charac-
affect these scores: Strength for melee values, adding the appropriate ability
ter class determines how many points scores and modifiers.
attacks; Dexterity for initiative, ranged you have to spend on influences, but it
attacks, defence, and Reflex saves; Con- is your social template that determines
stitution for Fortitude saves; and Wis- on which influences you can spend your
Step Eleven: Equipment
E
dom for Will saves. You can also make a points. A complete list of influences is ssentially your character is now
note of the number of excellence points provided in Chapter 2: Traits. Influenc- complete, but you still need to work
your character has received, but remem- es are can be template influences, which out her equipment, particularly any
ber to apply any racial adjustment to are ones that come naturally to your weapons and armour affecting her game
this, if appropriate. character due to their social class; cross- characteristics. Your social template dic-
template influences, which are available tates your Wealth bonus. This bonus is a
Step Six: Choose Talent to your character but are not as defining rough measure of how much money you

A ll basic character classes provide an aspect of their social class as template have, or how much those who support
one talent at 1st level. Choose the influences; or extra influences, which you can provide. Your Wealth bonus
one that seems most appropriate. Also are difficult for you to develop as they determines the equipment with which
explore the talents available at higher are far removed from your usual social you can begin the game (see Chapter
levels, as their prerequisites may affect circles. As with skills, there are quick 3: Equipment). Note down your equip-
your choice. Make a note of the talent’s and advanced methods for picking your ment and any associated game statistics
abilities and apply any changes to your influences. Once you select your influ- on your character sheet.
character sheet. ences, add them to your character sheet,
recording the number of ranks you have Finishing Off
in each influence and any bonuses from
talents. Avoid filling in the total as you
may need to add bonuses if you choose Y our character sheet is now com-
plete. Show it to your Gamesmas-
ter for approval, and then you are ready
a feat which increases your total influ-
ence modifier. to play.

18
CHARACTERS
CH 1
A P T E R №


Ability
Table 1–2: Ability Score
Modifiers
Ability Score Modifier Ability Score Modifier
T
Constitution
his ability score dictates your
character’s health and toughness.
0–1 -5 16–17 +3
Scores 2–3 -4 18–19 +4
It enables you to concentrate on activi-
ties whilst suffering from injury and
4–5 -3 20–21 +5
to endure strenuous activity for longer

E
6–7 -2 22–23 +6
very character has six basic periods of time. It makes you tougher
8–9 -1 24–25 +7
Ability Scores: and more resistant to poisons and other
10–11 0 26–27 +8
similar attacks. Constitution is the abil-
12–13 +1 28–29 +9
• Strength (Str) ity score most strongly associated with
14–15 +2 etc. etc.
• Dexterity (Dex) the enginaught class.
• Constitution (Con) You apply your character’s Constitu-
• Intelligence (Int) Strength tion modifier to:
• Wisdom (Wis) • Each die rolled for gaining additional
• Charisma (Cha)
The score of these abilities ranges from T his score represents your charac-
ter’s general strength and physical
power. Strength dictates your ability to
hit points (although a Constitution
penalty can never reduce a Hit Die
0 to infinity. The normal human range is roll below 1).
3 to 18. Races other than human receive lift and carry, and to punch and strike
• Fortitude saving throws, for resisting
bonuses and penalties to these abil- with weapons. Strength is the ability
poison and similar attacks (also note
ity scores, showing they are, on average, score most strongly associated with the
that the dying and massive damage


better or worse than normal humans in combatant class.
saving throws are based on your For-
certain areas. You apply your character’s Strength
titude save).
modifier to:
• Concentration skill checks.
• Melee attack rolls.
• Damage rolls for melee and thrown
Ability weapons (exception: grenade damage Intelligence
Modifiers is not modified by Strength).
• Climb, Jump, and Swim skill checks.
• Strength checks (for breaking down
I ntelligence dictates your character’s
raw intellectual capability — how

E ach ability has a modifier. The mod- easily she learns and how capable she is
doors and performing similar actions). of solving problems. As such, it is useful
ifier is equal to half the character’s
ability score rating minus five, rounded to characters who wish to learn a wide
down. Table 1–2: Ability Score Modi- Dexterity range of skills. The three mental ability
scores (Intelligence, Wisdom, and Cha-
fiers, summarises the results of this
formula. The modifier is the number
you add to or subtract from the die roll
D exterity represents your character’s
agility, reflexes and hand-eye coor-
dination. It makes you more proficient
risma) are indications of the prowess of
your mind and personality. When you
when your character tries to do some- immerse your consciousness into the
with ranged attacks, at dodging blows,
thing related to that ability. A positive Etherscope, your character acts through
and other agility-related feats. Dexter-


modifier is called a bonus, and a negative her Scope avatar. These ability scores
ity is most strongly associated with the
modifier is called a penalty. replace the physical considerations of
scoundrel character class.
your body whilst in the Scope. Intel-
You apply your character’s Dexterity
ligence is most strongly associated with
modifier to:
the savant class.
• Ranged attack rolls, such as with
Using Ability firearms.
You apply your character’s Intelligence
modifier to:
Scores • Defence, provided you can react to
• The number of skill points gained at
the attack.
each new level (however, an Intel-
A bility scores are the core of
your character and are used
in most things your character does
• Reflex saving throws, for avoiding
grenades and similar attacks.
• Balance, Hide, Pilot, Sleight of Hand,
ligence penalty does not reduce the
number of skill points you receive to
below 1 per level).
during a game. and other skill checks for which
• Search, Engineering, and Knowledge
Dexterity is the key ability.
checks, and other skill checks for
which Intelligence is the key ability.
• Melee attack and damage rolls made
with your Scope avatar.
• Strength checks made with your
Scope avatar.

19
CHARACTERS
CH 1
A P T E R №

• Resisting the effects of other charac- Beta humans are the human baseline to
Wisdom ters’ influence on you, through the which other races relate.

W isdom represents a variety of


mental abilities of your charac-
use of the Resolve skill.
• Each die rolled for gaining additional
Racial Traits:
ter. It determines his perceptive abili-
ties, his common sense, and his deter-
mination. Compared to Intelligence,
Scope hit points (although a Cha-
risma penalty can never reduce a Hit
Die roll below 1).
S tandard humans have the following
racial trait:
• Human: Standard humans gain the
Wisdom is more about awareness of • Fortitude saving throws and Con- additional 1st-level feat for being
both the self and the world and people centration skill checks made by your human and the usual skill points for


around them. A typical “absent-minded Scope avatar. the classes as listed. They receive no
professor” has a low Wisdom and a high further benefits or penalties.
Intelligence, whereas a simple street
urchin who lives off her wits and com-
mon sense has a high Wisdom but not
necessarily a high Intelligence. This

Character Alpha Humans
ability score is associated with the pur-
suer class. Races T he Eugenics League forged alpha
humanity through more than eighty
You apply your character’s Wisdom
years of a directed breeding programme.
modifier to:
• Will saving throws, which is used to
resist certain class talents and abili-
I n the Etherscope world, nearly all
characters are human. However,
there are a number of new subspecies
The League has scoured the globe for the
finest examples of beta humanity: ath-
ties, and resisting mental influence letes, scientists, and artisans alike. By
of humanity that have been genetically
and domination. selecting couples for reproduction, they
engineered through the use of recom-
• Listen, Spot, and Sense Motive checks, have produced a new subrace of human-
binant DNA technology: the deltas,
and other skill checks for which Wis- ity that stands out for its physical and
gammas, and epsilons. The responsi-
dom is the key ability. mental advantages. Alpha humans are
bility for these new species lies with
• Ranged attack rolls made by your the yuppies of the Etherscope world, a
the Eugenics League, an international
Scope avatar. new generation of superhuman. With
organisation with the goal of better-
• The Defence and Reflex saving throws the influence of the Eugenics League
ing the genestock of all humanity. They
of your Scope avatar. backing their development and progress
have experimented with positive breed-
• Dexterity-based skill checks made throughout their lives, they are born not
ing programmes attempting to engineer
with your Scope avatar. only with silver spoons in their mouths,
perfect humans. The alpha humans are
but with a genetic advantage that marks
the result of this programme.
them out above the rest of humanity.
Charisma Finally, there is one ancient race
With their heightened capabilities and
which is something more than human.
C harisma is an indication of both
your character’s strength of per-
sonality and his ability to successfully
The inheritors of the lost civilisation
of Lemuria, they have become known
the guidance and support of the Eugen-
ics League, alpha humans become for-
midable influences in their chosen fields
as the fey – the faeries of legend. All
interact with others. Characters with of endeavour.
of these races, along with the standard
a high Charisma are not necessarily Appearance: Alpha humans are tall
basic (classified as “beta” by the Eugen-


good looking or likeable, but could be and show the benefits of good breed-
ics League) human, are available as
people who use their unpleasantness ing and a desire to push the boundar-
player characters.
to their best advantage. Low-Charisma ies of their perfection. They have a pale
individuals are more likely to be shy and grey-brown skin tone, large eyes of all
unwilling to speak up for themselves normal human colours, and dark hair.
or others. Delta and gamma humans Humans They are good looking and in fine phys-
(genetically engineered men and wom- ical condition. However, the breeding
en bred for labour) have low Charisma
scores to represent their natural incli-
nation to take orders. Charisma is the
H umans are the main race of the
Etherscope game. Outside
of the major cities, humans are the
program has only just begun to show
noticeable results, meaning that all
characters of this race are younger than
ability score most associated with the majority of the population. Trans- thirty years old.
broker class. genic strain humans are found only in
You apply your character’s Charisma large cities. Alpha humans are rare.
modifier to: However, humans, classified as beta
• Bluff, Diplomacy, and Intimidate humans by the Eugenics League, are
checks, and other skill checks for prevalent across the planet and repre-
which Charisma is the key ability. sent the common people of the world.

20
CHARACTERS
CH 1
A P T E R №

Alpha Bastards
The Eugenics League has become
aware that it’s responsible for a num-
ber of genetically improved bastards
dotted around the world. Such an indi-
vidual is the progeny of an alpha human
and a beta parent chosen for particu-
larly desirable traits, either physical or
genetic. This results in an offspring who
is not significantly different than the
rest of the human race, but on the rare
occasion the child gains the full benefit
of the alpha human race as described
here. However, such children do not
grow up with the careful instruction and
development fostered by the Eugenics
League. Such characters are usually of
working class background, but do not
gain the advantages of an increased
number of points to spend on influ-
ences. With the GM’s permission, such
a character could be created, ignoring
the social standing and increased influ-
ence racial abilities of the alpha human.

Level Restriction
Alpha humans are a little more power-
ful than others, providing your character
Racial Traits: the game with a working class social with a number of bonuses for little pen-
template.
A lpha humans have the following alty. In game terms, this needs balanc-
• Increased Influence: The Eugenics ing out so that all characters are equal in
racial traits: power level, if different in their abilities.
League has influences that span soci-
• Human: Alpha humans receive all the To represent this, starting alpha human
ety, and alpha humans are in key posi-
usual benefits of being human — they characters start at –100 experience
tions in a number of organisations and points. You must first spend experience
gain an additional feat and the usual
institutions. Alpha humans receive points to eliminate this deficit before
skill points for the classes as listed.
one bonus influence point at each level your experience points begin advancing
• Ability Score Modifiers: Alpha you in levels.
and four bonus points to spend on
humans receive a +2 bonus to their
influences at 1st level.
Dexterity, Intelligence, Wisdom, and
Level Restriction: In game terms,
Charisma ability scores, but a –2 pen-
alpha humans are a lot more powerful
alty to Constitution. Alpha humans
are smarter and more socially aware
than typical (beta) humans. As a result Everybody´s
than other humans. They are typi-
they start the game with an experience Human?
point deficit (see sidebar). See Chapter
cally better looking and have a natu- Etherscope is designed to represent a
7: The Advancing Character for more


ral charisma. They are also fine ath- world where, despite the presence of
information on experience points and other races, the vast majority of society
letes, often preferring finesse sports
gaining levels. is human. The character classes in the
to those of brute physical force. The
game have been designed with this in
Eugenics League has sought improved mind. Playing certain races listed below
resistance to disease rather than an means that your character gains fewer
increased general “ruggedness” to the The Transgenic feats and skills than a human character
of the same class.
alpha human.
• Increased Resilience: Alpha humans Strains
are bred for their resistance to diseas-
es and poisons. They gain a +2 bonus
to any Fortitude saves made against I n the 1930s, Great Britain underwent
a massive revolution of the working
classes. Finally at breaking point due
the Great Metropolis. In response, the
Tory-led government sent in the troops
and mercilessly slaughtered thousands
disease or poison effects.
• Social Standing: Alpha humans to poor working conditions and pay, of rioters, executed the leaders, and dis-
are born to rule and fast-tracked to the working classes organised a mas- banded the unions. Chaos would have
positions of power by the Eugenics sive series of riots on a national scale, ensued, but the Tories had sealed an
League. As a result, they may not start and managed to capture large parts of agreement with the Eugenics League

21
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to enable them to experiment with Since their introduction, transgenic


genetically engineered strains of human- strain humans have spread across the
ity. Thus the gamma humans flooded world. While still a small portion of
into the streets and slums of the Great global population (officially less than
Metropolis to replace the workers. one percent, although accurate figures
Gamma humans were bred for surviv- on British gamma populations are dif-
al and resistance to disease, along with a ficult to acquire), transgenics are usually
rapid population growth, and they could found in concentrated numbers within
help replace the lost workers in fewer urban environments and military and
than ten years. However, it soon became industrial institutions. Building upon its
apparent that the gammas did not have early business dealings with the Eugenics
the right mental attitude to successfully League, the British Empire still contains
integrate and drive the British economy and utilises the largest numbers of trans-
forward. The gamma humans were engi- genics in the world, having approximately
neered with rodent DNA, a genome ten times the number of any other nation
noted for the ease with which it can within the Empire’s population. The
accept genetic vectors. However, gam- New Reich has also been keen to utilise
mas proved too independent, and most the practical applications of transgenics
sought to found their own kingdoms, liv- as purpose-bred workers, and a number
ing in the sewers where only they could of American corporations have likewise
survive the pestilence and disease. They reaped economic benefit from their use.
also were perceived by many to lack
the morality of a religious upbringing Gamma Humans
— many fell into criminal behaviour. In
response, the Eugenics League worked
hard to keep the truth of the situation G amma humans were the first of
the genetically engineered strains.
They were designed initially as an answer
under wraps and began to develop two
new strains to improve on the concept. to the growing problems of sanitation in
The results were the delta and epsilon the worlds’ cities, due to their genetic
strains, where the same rodent DNA resistance to such diseases. Prior to their
was used as the carrier vector for canine use in rebuilding and repopulating the
or equine DNA. The delta humans were Great Metropolis after the revolution-
bred for the skilled jobs and the epsilons ary riots of 1937, gammas had been
were bred for simple labour, and both employed only in small numbers by the
were bred for compliance. New Reich to help deal with toxic waste
problems from its industrial complexes.

A Note on Eugenics even harmful genes are likely to be ben-


eficial in the heterozygous state. Each gene
Eugenics is an important theme to con- has two copies, normally requiring both to
sider in Etherscope. The game looks at be present for any detrimental effect. How-
the impact of Victorian ideas on a more ever, if only one copy is present, known as
advanced society. It explores how a soci- the heterozygous state, the individual has a
ety can rapidly advance technologically, better chance of survival than if no copies
without allowing them to grow in the same of the gene are present. A classic example
democratic way as our society. Eugenics was of this is sickle-cell anaemia, in which one
an important aspect of scientific thought in copy of the gene makes you immune to
the late Victorian period and the early half malaria, whereas two copies renders you ill
of the twentieth century. Now, in the twen- for most of your life. It is a point of theory
ty-first century of our world, eugenics is that any harmful gene must have a positive
reviled, mainly due to the influence of Nazi impact in this heterozygous state, other-
Germany’s extreme interpretation of what wise evolution would have expelled it. As
was a widely accepted theory at the time. a result, having a diverse genetic heritage
However, it is now understood by most advances an individual’s genetic health and
geneticists — both in our world and that of superiority. The Eugenics League under-
Etherscope — that the negative eugenics, stands that there is no such thing as a “pure
as Hitler and the Nazis practiced in the most race” and, most importantly, that the
bloodthirsty manner, is based on flawed advantage lies in becoming as genetically
understanding. Now we understand that mixed-race as possible.

22
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The massive scale of the release of gam- ity and Constitution, but a –2 penalty
mas in Britain pushed the boundaries to Intelligence and Strength. They are
of transgenic strain research and social fast and a tough and resilient breed,
integration in the light of initial success- despite their size. However, gammas
es with their large-scale use. However, were not built for their intelligence and
gammas soon decided to make a life for their size limits their physical power.
themselves and are now an increasingly • Immunities: Gammas have a +4 bonus
common sight worldwide. on all saving throws against disease.
By far the most independent and • Size: Gammas are Small characters.
adaptable of the transgenics, gamma As such, they gain a +1 size bonus
humans mainly live in their own com- to defence, a +1 size bonus on attack
munities, running the sewers of the great rolls, and a +4 size bonus on Hide
cities and creating a new culture as a spe- checks. They suffer a –4 penalty on
cies. They have spread globally through grapple checks.
their high breeding rates, resistance to A Small character’s lifting and carry-
disease, and a drive and independence no ing limits are three-quarters of those
other transgenic strain human has been of a Medium character.
allowed. However, at least a quarter of Small characters must use smaller
their population remains part of normal weapons than Medium characters.
society and holds down jobs in similar They must use two hands to wield a
areas to working-class normal humans. weapon of Medium size, and a weap-
Once again, the British Empire and the on must be of Tiny size or smaller to
New Reich have the highest populations, be considered as a light weapon.
although the freedoms of Russia attract Unarmed damage for Small char-
significant numbers gammas who wish acters is one die class lower than for
to start new lives and families. Medium characters.
Appearance: Gamma humans were Armour for Small characters costs the
engineered using rodent DNA and typi- same as Medium armour and weighs
cally show the signs. Their incisors are half as much. Medium and larger
enlarged, but do not keep growing con- creatures cannot wear armour sized
stantly like those of rodents. They are for a Small creature.
smaller than most humans, averaging
about 4 feet in height. Gammas have Delta Humans
the usual long noses and sloping brows
of all transgenic strains. Gammas also
have a large amount of body hair, even D elta humans, along with the epsi-
lon strain, were designed as the
improved answer to the rebellious
the women. Facial hair, particularly side-
burns, and forearm and leg hair are most gamma human strain. This strain has
obvious. Typical gamma men are as hir- been bred since the mid 1940’s, and the
sute as the hairiest normal human male, deltas are well integrated into society.
and women have perhaps as much hair Delta humans used the existing rodent
as a more typical human male, exclud- DNA used in the gamma humans, but
ing their torsos, which remain hairless. recombined this with canine DNA in
Gammas have brown or near black eyes order to breed a more compliant, yet
and brown or grey hair. Gamma eyes are more able and skilled workforce. Delta
their most recognisable feature, being humans are the rarest of the three geneti-
exceptionally small and beady. cally engineered strains of humanity, but
much better integrated into the main-
Racial Traits: stream of society. They are more socially

G amma humans have the following skilled than epsilons and do not have
racial traits: the same attitude of the gammas. Del-
• Human: Gamma humans receive all tas are the shining success story of the
the usual benefits of being human transgenic experiment, many of them
— they gain an additional feat and the becoming astute military sergeants or
usual skill points. skilled craftsmen. In some boroughs of
• Ability Score Modifiers: Gamma the Great Metropolis, deltas constitute
humans receive a +2 bonus to Dexter- nearly one-half of the populace and are

23
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a significant portion of both the British recognisable sights. They can detect
Empire and New Reich militaries. Del- opponents within 30 feet by sense
tas’ need for instruction and direction of smell. If the opponent is upwind,
mean they are also commonly associated the range is 60 feet; if downwind, 15
with mercenary groups, gangs, organised feet. Strong scents (such as a power-
crime, and nomad packs. ful cologne or the smell of cooking,
Appearance: As with all transgenic can be detected at twice the normal
strains of humanity, the deltas are noted range, and overpowering scents,
for their long noses, sloping foreheads, such as a sewage works or dead body,
and small eyes. Deltas are also identifi- at triple range. Detecting someone,
able by their protruding jaws, carnivore however, does not reveal his location,
teeth, and thin lips, giving their faces a only the presence of the scent some-
permanently angry expression. Unlike where within range. However, if the
the gammas, they are no more hirsute target moves or the delta moves to
than the average human, and their bod- within 5 feet of the target, she can
ies are typically good examples of the pinpoint the source.
human physique. Their skin is usually • This ability also allows those with the
very pale and they are prone to sunburn. Track feat to follow a scent trail. The
Their hair is thick, long and shiny, giv- delta makes her Survival check as
ing it a dog-fur-like texture. It is often usual, but the DC is always equal to
patterned with streaks of a different 10, plus 2 for every hour the trail has
colour or even patches, but is most com- been going cold. No DC modifiers for
monly black and tan — the colours of size, visibility, or terrain apply.
the Manchester terrier and Doberman • Reduced Spirit: As a result of their
pincher. Their nose is a peculiar shape, reduced spirit, delta human charac-
wider at the brow than the tip, and ters receive only one excellence point
curves outward and then back down at 1st level (see Excellence Points in
towards the muzzle. Chapter 2: Traits).
Racial Traits:
Epsilon Humans
D elta humans have the following
racial traits:
• Human: Delta humans receive all the T he epsilon strain is perhaps the
eugenicists’ prime achievement in
usual benefits of being human — they providing a labouring class of worker,
gain an additional feat and the usual the delta being a much more all-purpose
skill points. worker better able to integrate with beta
• Ability Score Modifiers: Delta humans. Technologically, epsilons are
humans receive a +2 bonus to Con- the peak of social and genetic engineer-
stitution and Wisdom, but a –2 pen- ing combined to produce a completely
alty to Intelligence and Charisma. compliant individual, capable of little
They are a tough and resilient breed more than following orders. However
from the same stock as the gammas. the League likes to dress it up, epsilons
However, they were also built to be are still human and still subject to free
capable, both mentally and physical- will, although they may be easily cowed.
ly. Whilst not requiring sheer brain- Epsilon humans were bred with equine
power for their roles, deltas were bred DNA, designed to produce strong and
to be able to work with a degree of resilient workers. They make excellent
initiative and adaptability. The main labourers and are capable of carrying
breeding development, however, was heavy loads. Epsilons’ stunted social
their lack of spirit — an inability to development means they find it difficult
stand up for themselves and compli- to forge friendships with others, but a
ance with instructions. few leaders from amongst their number
• Scent: Delta humans have the ability are starting to emerge. Epsilons flourish
to detect approaching enemies and wherever there is a need for labour, most
sniff out hidden foes. They can readily notably in the industrial cities of the Brit-
identify familiar odours in the same ish Empire and the New Reich. Slightly
manner that other humans can with more prolific globally than deltas, epsi-

24
CHARACTERS
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lons are not as often found outside of their Strength score were another 2
the poorest city boroughs or farming points higher.
communities. • Reduced Spirit: As a result of their
Appearance: Epsilons have even reduced spirit, epslion human charac-
longer noses and shorter brows than ters receive only one excellence point


the other transgenic strains, but their at 1st level (see Excellence Points in
eyes are not nearly so small. However, Chapter 2: Traits).
their eyes are very noticeable, due to
the large space between them. Most
noticeable, however, are their long, wide,
flat noses, which take up most of their Fey
faces. An epsilon typically suffers from
a pronounced overbite and crooked or
decayed teeth. Epsilon humans are taller T he fey are the lost peoples of Lem-
uria. Many are not aware of their
heritage and simply believe themselves
than most, averaging 6-1/2 feet tall. They
are thickset but largely hairless, growing human, whereas others are proud of
hair only on the very top of their heads, their traditions and seek to find Lemu-
although the hairline continues down rian learning wherever they can. How-
the spine. Whilst it is the style for the ever, the Lemurian culture is dead and
older generation to shave off this hair, it its secrets lost. The fey are now just
is becoming a more modern trend to let ordinary members of society, except that
it grow and style it as a thick mane. they have extraordinary gifts. All fey are
strikingly beautiful; they are graceful
Racial Traits: and most are charming. They possess

E psilon humans have the following an ethereal quality that sets them apart
racial traits: from the rest of society and can leave
• Human: Epsilon humans receive all the them lonely. Many fey have fallen in love
usual benefits of being human — they and married humans, but the two species
gain an additional feat and the usual are too different to breed and hence they
skill points. are never fruitful marriages. The differ-
• Ability Score Modifiers: Epsi- ences between the species can be readily
lon humans receive a +2 bonus to seen under the skin, particularly in the
Strength and Constitution, but a –2 brain, which has a very different struc-
penalty to Intelligence and a –4 pen- ture. Few scientists are aware of the fey
alty to Charisma. They are a strong species, with many falling into scorn and
and hardy breed, developed from the derision from their peers for contemplat-
same stock as the gammas. However, ing ideas of Lemuria or faeries. How-
they were not bred for intelligence. ever, the differences are there, and there
The main breeding development was is no denying the difference of heritage.
their lack of spirit — a compliance One researcher, known for security rea-
with instructions and an inability to sons only as Veritas, has studied the fey
stand up for themselves. Epsilons are genome, and whilst fearful to publish to
even more compliant than deltas. the wider world, has released some find-
• Improved Lifting: Epsilons are capable ings onto the Scope. The anonymous sci-
of carrying additional weight as if entist claims that the Lemurian species

Table 1–3: Fey Scope Familiars


Familiar Special
Bat Master gains a +3 bonus on Scope Awareness checks used as Listen checks.
Cat Master gains a +3 bonus on Scope Awareness checks used as Move Silently checks.
Hawk Master gains a +3 bonus on Scope Awareness checks used as Spot checks in bright light.
Lizard Master gains a +3 bonus on Scope Use (immersed) checks used as Climb checks.
Owl Master gains a +3 bonus on Scope Awareness checks used as Spot checks in shadows.
Rat Master’s Scope avatar gains a +2 bonus on Fortitude saves.
Snake Master gains a +3 bonus on Bluff checks made in the Scope.
Toad Master gains +3 Scope hit points.
Weasel Master’s Scope avatar gains a +2 bonus on Reflex saves.

25
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descended from apes at a similar time of occult powers. The character needs per character level; success reduces the
to when the line including humans and to touch the target item or person for loss to one-half that amount. How-
chimpanzees split from gorillas. This a few seconds to activate this power, ever, a character’s experience point
species of ape became an aquatic spe- making this a full-round action. If total can never go below 0 as the result
cies and developed many traits similar to a target character is unwilling, you of a familiar’s demise or dismissal. A
seals and dolphins; these traits became must successfully enter a grapple with familiar removed in this manner is not
suppressed as the species returned to the the target in order to use this power, destroyed but runs free and will not
land. Whether this is true remains to be although no grapple check is needed. again associate with the character, as
seen, but it has become a popular theory The power is activated by spending an the familiar feels deserted by its mas-
amongst the young fey of the Scope rid- excellence point and making a Wis- ter and never again trusts her.
ing community. dom check, adding your character • Unusual Anatomy: Fey have a highly
Fey numbers are hard to estimate due level as a bonus to the die roll. If you unusual anatomy. Whenever a non-
to the lack of knowledge about the race succeed against DC 15, you can detect fey character is attempting surgery on
and many of the species not being aware whether an item has ethertech compo- a fey, he suffers a –4 penalty on the
of their own origin; however, fey prob- nents (whether modern or Lemurian). Knowledge (medicine) skill check.
ably form only a minute fraction of the A DC 20 check reveals whether a tar-
population. Like humans, the motiva-
tions and agendas of the fey are varied
and the race as a whole serves no par-
ticular cause or belief.
get character is using occult powers
during that round. If the check beats
DC 30, you gain a limited under-
standing about what the purposes of

Social
Appearance: Fey appear human. the power or item are. For example,
Their skin and hair are pale, and their a Lemurian artefact might be identi- Templates
eyes are often green, hazel, or dark blue. fied as “some sort of key” without any
They are tall and slender, but not out-
side the norms of humanity. Their fea-
tures are fine and pointed, with narrow
indication of how it is used or what it
opens, or it might reveal which occult
skill a character is using, but not the
S ocial class was a key aspect of Vic-
torian Britain, and class forms a
key role in shaping people and society.
noses, slightly narrowed eyes, and small, details of its effects. If this is used dur- There was little if no movement between
squared-off ears. ing combat, the information is not classes. The working classes could afford
revealed to the fey until their action in nothing but the basics — rent and
Racial Traits:
the next round. food only, even clothes were a luxury

F ey have the following racial traits:

• Non-Human: Fey characters do not


• Scope Familiar: For some as-yet
unknown reason, every fey has a small
creature that manifests with her Scope
— whilst the upper and middle classes
owned large houses and employed mul-
tiple servants. This social inequality is
receive the usual benefits for human avatar. Table 1–3: Fey Scope Familiars still present in the Etherscope world,
characters and so receive one fewer shows the different types of familiar particularly in the holdings of the Brit-
skill point than is listed on their char- available and the bonuses they pro- ish Empire, which dominates much of
acter class description at each level and vide. This creature appears only in the the world, both physically and politi-
four points fewer at 1st level. They also Scope and so affects only the traits of
do not receive a bonus feat at 1st level. your Scope avatar. More than a simple
• Ability Score Modifiers: Fey receive a construct, the Scope familiar feels and Working
+2 bonus to Dexterity and Intelligence. acts as an extension of the fey and the Together Across the
They receive a –2 penalty to Strength bond between master and familiar is
and Wisdom. They are graceful and intense and complex. Class Divide
intelligent, with a very different brain A familiar resembles a small animal Even though the Etherscope society is
structure to humans. However, they and is unusually tough and intelligent. rigidly structured, as these social tem-
plates reflect, do not think that you can-
are physically weaker than humans The creature serves as a companion and not create characters within your party
and have an alien outlook on life that servant. You choose the kind of famil- from different walks of life. While these
can make them ill suited to life along- iar you get. As you advance in level, social templates directly affect the indi-
side humans. your familiar also increases in power. vidual character, tying her to a given
• Unearthly Beauty: Fey are beautiful Familiars cannot be harmed by any- social class, you can construct adventur-
ing parties with characters from widely
creatures to behold, with ethereal looks thing yet known, but must stay within different templates. For example, think
and grace. They receive a +4 bonus on 30 feet of their masters. If the familiar of the Academic who has a professional-
Bluff and Diplomacy checks. moves farther away than this, either by class scientist working in his laboratory,
• Ethersense: You can sense the presence force or by choice, it becomes momen- or a policeman with criminal contacts, or
of etheric energy, whether in the form tarily paralysed and the fey must a socialite who employs a working-class
spy to gather gossip from the servants of
of a Scope portal, powered machin- attempt a DC 20 Will save. Failure his rivals.
ery, or Lemurian artefacts, or the use means she loses 500 experience points

26
CHARACTERS
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cally. The length of the British Empire’s Table 1–4: Social Templates
dominance further heightens social Social Template Wealth Influences* Knowledges
class’ importance, causing the world- Template Cross-Template
wide spread and familiarity of its class Working Class:
structure to affect the social and political Craftsman +4 Guilds Civic, Industry current events, industry
models of other nations. Class struggle Criminal +3 Crime Constabulary, Street current events, tactics
is a major driving force in world politics, Disenfranchised +1 Agriculture, Street Crime current events
and all nations structure society in some Enlisted +2 Military Crime, Street tactics
way. While the social templates pre- Proletariat +2 — Civic, Guilds, Industry, Street current events
sented here use the model of the British Middle Class:
Empire’s class system, they can be easily Bourgeoisie +18 Industry Finance, Guilds, Parliamentary civics, industry
adapted for characters of other nations. Constabulary +8 Constabulary Street current events, tactics
Social templates determine your social Management +10 Industry Civic, Finance, Guilds civics, industry
status and the circles of society in which Professional +12 Choose one Civic, Church, Parliamentary See text
you move. Social templates concentrate Tradesman +8 Civic Church, Industry, Street civics, industry
on three key areas to develop your feel Upper Class:


for your social status. These areas are Academic +20 Academic Occult natural philosophy, history
education, influences, and wealth. Adventurer +20 — Academic, High Society, Occult mystical philosophy
Idle Rich +25 High Society Finance, Parliamentary current events
Landed Gentry +23 Agriculture High Society, Parliamentary civics
Officer +22 Military Intelligence, High Society tactics
Template * Influences not listed against the individual templates are purchased at extra influence rates. See “Step Eight:
Descriptions Choose Influences” earlier in this chapter, for more details.

S ocial templates are described with skill, but the costs in skill points are Wealth: +20.
the following headings: cheaper for the listed Knowledge skills. Template Influence: Academic.
Description: This section provides One skill point buys you 2 ranks in a Cross-Template Influence: Occult.
a little insight into the social template class skill listed in this section, or 1 rank Knowledges: Natural philosophy and
and what it represents through game for a cross-class skill. history.
world information. Bonuses: Some social templates add Bonuses: The Academic character gains
Wealth: This is the starting Wealth new skills as class skills or feats. Any one bonus feat, chosen from either Aca-
bonus for characters with the social such bonuses are listed in this section. demic or Attentive.
template. These skills are always considered class
Template Influences: This sec- skills for your character. Adventurer
tion lists template influences. Influ- Social templates are divided into
three broad class groupings: working Upper Class Template
ences determine your character’s level
of involvement with different strata of
society, representing jobs, connections,
social standing, and much more. For
class, middle class, and upper class.
Each has five social templates which
represent the different positions your
A dventurers are those of the upper
classes who spend their money
to fund their escapades into the wilds,
example, a character with 2 ranks in the character can hold in society. Table searching for lost treasures, hunting big
Industry influence might have a basic job 1–4: Social Templates summarises the game or pushing back the boundaries of
working on the factory floor, whereas a available social templates. exploration.
character with 4 ranks might be a fore- Wealth: +20.
man, junior manager, or the heir of a Academic Template Influences: None.
wealthy mill owner. Characters with Cross-Template Influences: Academic,
Upper Class Template
a very large number of ranks could be High Society, and Occult.
either a rich and powerful factory owner
or an exemplar worker who has gained a
special level of respect from both man-
A cademics are found throughout the
universities of the Etherscope world.
Usually from wealthy, upper class fami-
Knowledges: Mystical philosophy.
Bonuses: The adventurer character
gains one bonus feat, chosen from either
agement and fellow workers alike. lies, the academics of the world are known Personal Firearms Proficiency or Track.
Cross-Template Influences: This sec- for their research across the disciplines.
tion lists cross-template influences. Other academics are amateurs who spend Bourgeoisie
Knowledges: This section lists a their own money to fund their research
projects. This avenue is one of the few Middle Class Template
number of Knowledge skills that are
purchased at half the normal purchase
rate. Your character level determines the
maximum ranks you can have in each
available for social climbers, with many
new professional middle class scientists
breaking through to professorship.
T he bourgeoisie are the new power
of the British Empire. It is the rich
industrialists of the northern cities who

27
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keep the British economy powering skills become permanent class skills. If the home of those who have dropped
forward, and these people have risen to the character already possesses these out of society: The Scope riders and
be a powerful force within the Empire. skills as class skills, he gains a +1 bonus tab-jammers are also found amongst
The bourgeoisie control the indus- on all checks made with the chosen skill. the disenfranchised classes.
try, owning the factories and mills of Engineer (mechanical), Engineer (structur- Wealth: +1.
industrial Britain. al), Pilot (civilian), Scope Use (remote). Template Influences: Agriculture and
Wealth: +18. The character also gains one bonus Street.
Template Influence: Industry. feat, chosen from either Master Engi- Cross-Template Influence: Crime.
Cross-Template Influences: Finance, neer or Tinkerer. Knowledges: Current events.
Guilds, and Parliamentary. Bonuses: The disenfranchised character
Knowledges: Civics and industry. Criminal gains two new skills from the list below.
These skills become permanent class
Working Class Template
Constabulary skills. If the character already possesses

Middle Class Template


T he criminal classes are those who
have given up on what an honest
these skills as class skills, you gain a +1
bonus to all skill checks made with the

T he policemen of the Etherscope


world are an important part of
maintaining law and order on the streets.
toil can offer and taken to robbery and
other criminal activities instead. They
are despised by all but their own kind
chosen skill.
Hide, Intimidate, Sleight of Hand,
Survival.
The constabulary are an unusual aspect for their lack of morality. However, The character also gains one bonus
of the class structure. Whilst they oper- there is an honour amongst thieves and feat, chosen from Brawl or Toughness
ate within the middle classes of society, organised gangs often build up powerful (either).
they spend a lot of time dealing with the networks through their code of loyalty Special: Characters with this social
lowest villains of the slums. to their masters. template are illiterate. They cannot read
Wealth: +8. Wealth: +3. or write any language. Players may take
Template Influence: Constabulary. Template Influence: Crime. the Literate feat (see Chapter 2: Traits)
Cross-Template Influences: Street. Cross-Template Influences: in order to have him read and write any
Knowledges: Current events and Constabulary and Street. language he can speak.
tactics. Knowledges: Current events and
Bonuses: The constabulary character tactics. Enlisted
gains one new skill chosen from the list Bonuses: The criminal character gains
Working Class Template
below. This skill becomes a permanent one new skill from the list below. This
class skill. If the character already pos-
sesses this skill as a class skill, he gains
a +1 bonus on all checks made with the
skill becomes a permanent class skill. If
the character already possesses the skill
as a class skill, you gain a +1 bonus to all
T he enlisted are the privates and
non-commissioned officers of the
regular military forces. Whether navy or
chosen skill. skill checks made with that skill. army, these characters have pledged their
Investigate, Spot. Intimidate, Sleight of Hand. life to building the empire of the country
The character also gains one bonus The character also gains two bonus feats, they serve. Often they are returned from
feat, chosen from either Brawl or chosen from Brawl, Deceptive, Personal battle wounded and subsist off a poor
Alertness. Firearms Proficiency, Toughness pension, and as such can find their way
(body). into a life of crime, where their skills in
Craftsman Special: Characters with this social combat are appreciated.
template are illiterate. They cannot read Wealth: +2.
Working Class Template or write any language. Players may take Template Influence: Military.

T he craftsmen of the world are the most


highly valued workers of the world.
They are skilled in their crafts, building
the Literate feat (see Chapter 2: Traits)
in order to have him read and write any
language he can speak.
Cross-Template Influences: Crime and
Street.
Knowledges: Tactics.
fine works across all industries. They are Bonuses: The enlisted character gains
rewarded with relatively high wages for Disenfranchised three new skills from the list below.
the working classes of Etherscope. These skills become permanent class
Working Class Template skills. If the character already possesses
Wealth: +4.
Template Influence: Guilds.
Cross-Template Influences: Civic and
Industry.
T he disenfranchised are those
society has left to rot. They are
the homeless, prostitutes, farmhands,
these skills as class skills, you gain a +1
bonus to all skill checks made with the
chosen skill.
Knowledges: Current events and and exploited labouring navvies. Intimidate, Munitions, Navigate, Pilot
industry. Even poor tenant farmers might find (military), Ride, Survival.
Bonuses: The craftsman character gains themselves in this category when times The character also gains two bonus
two new skills from the list below. These are bad. However, it has also become feats, chosen from Armour Proficiency

28
CHARACTERS
CH 1
A P T E R №

(light), Armour Proficiency (tactical), Template Influence: Industry. choose the Parliamentary influence, and
Military Vehicle Operation, Personal Cross-Template Influences: Civic, the clergy choose the Church influence.
Firearms Proficiency. Finance, and Guilds. Cross-Template Influences: The
Knowledges: Civics and industry. remaining two from Church, Civic, and
Idle Rich Bonuses: The management character Parliamentary.
gains one new skill from the list below. Knowledges: Choose one from civics,
Upper Class Template This skill becomes a permanent class skill. medicine, or mystical philosophy.

T here are many of the upper class-


es who spend their independent
incomes on parties and extravagance.
If the character already possesses the skill
as a class skill, you gain a +1 bonus to all
skill checks made with that skill.
Bonuses: The professional character
gains one bonus feat, chosen from either
Bureaucrat or Surgery.
They follow the latest trends and spend Diplomacy, Intimidate.
their time organising and toying with Proletariat
other peoples’ lives. Officer Working Class Template
Wealth: +25.
Upper Class Template
Template Influence: High Society.
Cross-Template Influences: Finance
and Parliamentary. T he upper class controls the Brit-
ish military through an unofficial
T he proletariat make up the greater
workforce of the world. They are
the unskilled labourers and factory
Knowledges: Current events. control of promotions within the High workers who keep industry ticking over.
Command. A prerequisite for most suc- Wealth: +2.
Landed Gentry cessful military careers is to have been Template Influence: None.
born into the right family, and have con- Cross-Template Influences: Civic,
Upper Class Template nections throughout society. This tem- Guilds, Industry, and Street.

S ome members of the upper classes


spend their time managing the land
that garners them wealth. The majority
plate represents those officers and the
agents of British Intelligence who look
after the country’s interests abroad and
Knowledges: Current events.
Bonuses: The proletariat character
gains three new skills from the list
of wealth in the country is still generated at home. below. These skills become permanent
by the land rents paid to the landowners. Wealth: +22. class skills. If the character already pos-
Of course, all the land owners are mem- Template Influence: Military. sesses these skills as class skills, you gain
bers of the aristocracy and these rents Cross-Template Influences: Intelli- a +1 bonus to all skill checks made with
support their rich lifestyles. Landed gence and High Society. the chosen skill.
gentry spend more time out of the cit- Knowledges: Tactics. Climb, Concentration, Engineer (mechani-
ies than in, managing their estates, but Bonuses: The officer character gains one cal), Engineer (structural), Hide, Scope
make their presence felt whenever any- new skill from the list below. This skill Use (remote).
thing goes against their liking. becomes a permanent class skill. If the The proletariat character also gains
Wealth: +23. character already possesses the skill as a one bonus feat, chosen from Major
Template Influence: Agriculture. class skill, you gain a +1 bonus to all skill Cybernaughtic Implant or Endurance.
Cross-Template Influences: High Soci- checks made with that skill. Special: Characters with this social
ety and Parliamentary. Diplomacy, Navigate. template are illiterate. They cannot read
Knowledges: Civics. or write any language. Players may take
Professional the Literate feat (see Chapter 2: Traits)
Management Middle Class Template
in order to have him read and write any
language he can speak.

P
Middle Class Template rofessionals make up the old middle
Tradesman
T here are many managers of the
industrial powerhouses of the
nation who do not own their factories,
classes. Doctors and clergymen have
been the middle classes of British soci-
ety for centuries. Whilst their influence
Middle Class Template

but are mere employees. However, their


management skills are highly respected
and those who can turn around a failing
may be dwindling due to the rise of the
bourgeoisie, they are still able to build
comfortable lives and are well respected
T radesmen are the shopkeepers of
the world. This class is on the cusp
of working and middle class, with their
company or push another towards mar- in their individual communities. wealth only separating them from those
ket dominance are in demand. The man- Wealth: +12. of the working classes they serve. Keep-
agement template also represents the Template Influence: Professional char- ing shop is a respectable and worthwhile
mid-level civil servants who ensure the acters choose one from Church, Civic, or trade and can earn the proprietor a
smooth running of the country, but have Parliamentary influence as their template decent wage.
little power to influence the government. influence. Local government officials, Wealth: +8.
Wealth: +10. Doctors and lawyers typically choose Template Influence: Civic.
Civic influence, members of Parliament Cross-Template Influences: Church,

29
CHARACTERS
CH 1
A P T E R №

Industry, and Street. Savant: The advances of technology at developing his influence with a high
Knowledges: Civics and industry. and industry have meant that a number Charisma score. Wisdom is useful to
Bonuses: The tradesman character gains of individuals can rely on their intelli- brokers as they unravel intrigues woven
one new skill from the list below. This gence to become leaders in their fields, by their enemies. Intelligence is helpful
skill becomes a permanent class skill. If or indeed multiple fields. in maintaining their knowledge of who’s
the character already possesses the skill Scoundrel: Every social strata has its who, and many find Dexterity useful in
as a class skill, you gain a +1 bonus to all shady characters; whether unscrupulous keeping them out of trouble.
skill checks made with that skill. merchants, street scallies, or gentlemen


Hit Dice
Engineer (pharmaceutical), Resolve. thieves. The scoundrel recognises these
chaps and their natural dexterity.
B rokers gain 1d6 hit points at each


Basic Broker
level, adding their Constitution
modifier to the die roll. At 1st level, they
gain a number of hit points equal to 6
plus their Constitution modifier.

Classes T he broker is a dealer in information, Scope Hit Dice

B
contacts, and secrets. In Ether- rokers gain 1d6 Scope hit points at
scope, status is a valued commodity.
E therscope includes six basic classes.
Each has ten levels and builds upon
the themes inspired by the six ability
The class system is still a major influence
across the globe and a significant price is
each level, adding their Charisma
modifier to the die roll. At 1st level, they
gain a number of Scope hit points equal
placed on knowing the right people even to 6 plus their Charisma modifier.
scores relating to how people achieve
where it is not. The broker moves in the
their goals and affect the world around Class Skills
important circles at any level of society
them. In the Etherscope world, con-

T
and spins webs of intrigue, developing he broker class has the following
cepts are different than in the modern
his own status and influence. Brokers class skills: Bluff (Cha), Creative
world, and this difference is reflected in
use a mixture of personal charm, decep- Art (Int), Diplomacy (Cha), Disguise
the capabilities of the six basic classes.


tion, and their webs of contacts to devel- (Cha), Forgery (Int), Handle Animal
Each class provides options upon which
op their influence in society. (Cha), Intimidate (Cha), Knowledge (art,
you can build your character concept.
Levels in the broker class represent civics, current events, history, industry,
you developing your skills at dealing linguistics, tactics) (Int), Listen (Wis),
with other people, whether through Perform (Cha), Resolve (Cha), Sense
Overview charm and diplomacy or by developing Motive (Wis), and Sleight of Hand
contacts, influence, and status within (Dex). See Chapter 2: Traits, “Skills,”

T he six classes are as follows:

Broker: This Charisma-based class


your social class. It increases your ability
to get what you need and to learn secrets
about your friends and enemies. Darker
for skill descriptions.
Skill Points at 1st level: (7 + Int
modifier) x 4.
develops connections and status. methods, like blackmail and intimida- Skill Points at each additional level:
These characters range from street- tion, are also potential options for a bro- 7 + Int modifier.
level fixers to the key players in inter- ker should you need them.
national politics. Influences
Example Brokers
Combatant: Strength is the focus of
combat-oriented characters. The com-
batant can be used to represent street T he class can be used to create street-
level fixers as well as influential
Y our social template determines the
influences available to you. The
broker class receives the following num-
thugs and soldiers alike. industrialists or aristocratic socialites. ber of points to spend on influences at
Enginaught: Constitution inspires Military officers, particularly those noted each level:
thoughts of the tough labourers and for their inspirational leadership, likely Influence points at 1st level: 16.
hardy proletariat of Victoriana settings. have some levels in the broker class. Influence points at each additional
The enginaught class devotes itself to level: 4.
a variety of works-related endeavours, Game Rule Information
such as engineering and piloting, where Starting Feats
some enginaughts make full use of their
capacity for cybernaughtics.
T he rules for playing a broker are
described below.
I n addition to the starting feats gained
at 1st level, brokers begin play with
Pursuer: Victoriana is full of famous Ability Scores the Simple Weapons Proficiency feat.
hunters, detectives, and explorers. The
pursuer class represents these driven
people, embodying the will and aware-
T he broker’s primary concern is
Charisma. He makes best use
of the Charisma-based skills and find
ness of the Wisdom ability score.
that he becomes much more proficient

30
CHARACTERS
CH 1
A P T E R №

Special: You may select this talent


multiple times, each time applying to a
new influence.
First Amongst Equals: This talent
is taken by those characters who lead
the way before all others, and instantly
garner respect and status. Choose one
influence when you purchase this tal-
ent. You may add your Charisma mod-
ifier to any standing checks made with
that influence (see “Standing” in Chap-
ter 2: Traits).
Special: You may select this talent
multiple times, each time applying to a
new influence.
Gossip Monger: You are always on top
of the news. Choose one influence when
you purchase this talent. You may add
your Intelligence modifier to any who’s
who checks made with that influence.
Special: You may select this talent
multiple times, each time applying to a
new influence.
Master of Etiquette: You subcon-
sciously know the rules of etiquette with-
in your chosen strata of society. Choose
Table 1–5: The Broker one influence when you purchase this
Level Base Attack Fort Ref Will Defence Bonus Special talent. You may add your Intelligence
1 +0 +0 +1 +1 +0 Talent modifier to any etiquette checks made
2 +1 +0 +2 +2 +1 Bonus feat with that influence.
3 +1 +1 +2 +2 +1 Talent Special: You may select this talent
4 +2 +1 +3 +3 +1 Talent multiple times, each time applying to a
5 +2 +1 +3 +3 +2 Bonus feat new influence.
6 +3 +2 +3 +3 +2 Talent Wheeler-Dealer: You are a shrewd
7 +3 +2 +4 +4 +2 Talent trader, able to bargain the right price,
8 +4 +2 +4 +4 +3 Bonus feat instinctively knowing how far you can
9 +4 +3 +5 +5 +3 Talent push a deal before it breaks. Choose one
10 +5 +3 +5 +5 +3 Talent influence when you purchase this talent.
You may add your Wisdom modifier to
any acquisition checks made with that
Class Features Influence Talent Tree influence.

A T
ll of the following are class features he broker is most useful when it Special: You may select this talent
of the broker class. comes to knowing the right people. multiple times, each time applying to a
This talent tree represents the additional new influence.
Talents Web of Intrigue: You are an expert
bonuses that can be gained by specialis-

A t 1st, 3rd, 4th, 6th, 7th, 9th, and ing in using your talents in a variety of at interfering with the plans of oth-
10th level, the broker selects a tal- different ways. ers and disrupting their schemes. You
ent from the following talent trees. Some Ear to the Ground: This talent is may add half your broker class level,
talents have prerequisites to meet before used by those who mingle within their rounded down, to any contested influ-
you can select them. Unless otherwise given circles and find out the juiciest ence checks.
indicated, you cannot select the same gossip and tastiest rumours. Choose one Prerequisites: Any two from ear to the
talent multiple times. influence when you purchase this talent. ground, first amongst equals, master of
Beginning Talents: A 1st-level broker You may add your Charisma modifier etiquette, and wheeler-dealer, including
may select from the charm, coordinate, to any gather information checks made multiple choices of the same talent. The
ear to the ground, first amongst equals, with that influence. talents must be associated with two dif-
master of etiquette, spirit medium skills, ferent influences.
and wheeler-dealer talents.

31
CHARACTERS
CH 1
A P T E R №

Improved Influence: You may take get must have an Intelligence score of 3 saving throws, attack rolls, and damage
10 on any influence check, excluding any or higher to be susceptible to a captivate rolls. You can’t inspire yourself. You can
contested influence checks. attempt, must be within 30 feet, must be inspire a number of allies equal to one-
Prerequisites: Ear to the ground, first flat-footed or not in combat, and must half of your broker level, rounded down
amongst equals, master of etiquette, and be able to see, hear, and understand (to a minimum of one ally).
wheeler-dealer. All talents must be asso- you. To captivate a target, you must use Prerequisite: Coordinate.
ciated with the same influence for which an attack action and make a Charisma Greater Inspiration: You can inspire
you have selected this talent. check (DC 15), adding your broker level her allies to even greater heights, bol-
as a bonus. If the Charisma check suc- stering them and improving their chanc-
Charm Talent Tree ceeds, the target can try to resist. The es of success. An ally must listen to and
target resists the captivation attempt by observe you for a full round for the great-

Y ou have an innate talent for being


charming and captivating.
Charm: You get a competence bonus
making a Will saving throw (DC 10 +
broker’s class level + broker’s Charisma
er inspiration to take hold, and you must
make a Charisma check (DC 10). The
bonus). If the saving throw fails, you effect lasts for a number of rounds equal
on all Charisma-based skill checks made become the target’s sole focus. The tar- to your Charisma modifier. An inspired
to influence members of your chosen get pays no attention to anyone else for ally gains an additional +1 morale bonus
gender. Some characters are charm- 1 round and remains flat-footed. This on saving throws, attack rolls, and dam-
ing to members of the opposite gender, focusing of the target’s attention allows age rolls, which stacks with the bonus
others to members of the same gender. other characters to take actions of which from inspiration for a total of a +3
The bonus is equal to your broker level. the captivated target is unaware. The morale bonus. You can’t inspire yourself.
A broker can charm only Gamesmaster effect ends immediately if the target is You can inspire a number of allies equal
characters with attitudes of indifferent attacked or threatened. You can concen- to one-half your broker Level, rounded
or better (see the Diplomacy skill in trate to keep a target captivated for addi- down (minimum one ally).
Chapter 2: Traits for more information tional rounds. You concentrate all your Prerequisites: Coordinate, inspiration.
on character attitudes). effort on the task and the target gets to
Special: This ability can be taken more
than once (for another gender).
make a new Will save each round. The Spirit Medium Talent Tree
effect ends when you stop concentrating,
Favour: You have the ability to
acquire minor aid from anyone you
meet. By making a favour check, you
or when the target succeeds on the save.
This is a mind-affecting ability. I n the nineteenth century, spiritual-
ism was one of the primary forms of
entertainment, and a big cause of debate
Prerequisites: Charm, favour.
can gain important information without within the scientific community. The
going through the time and trouble of discipline had a large number of scepti-
doing a lot of research. Favours can also
Leadership Talent Tree cal detractors in its early days, but the
be used to acquire the loan of equipment
or documents, or to receive other minor
assistance in the course of an adventure.
T he broker has a talent for leader-
ship and inspiration.
Coordinate: You have a knack for
advent of ether science has led to an
understanding of this phenomenon.
Now science understands that we cannot
You spend 1 excellence point, which rep- getting people to work together. When communicate with the dead. What have
resents your heroic spirit (see Chapter 2: you can spend a full round directing long been thought of as ghosts or spirits
Traits), to activate this talent. A favour your allies, and make a Charisma check are patterns of thought — humans can
check can be used to replace an influ- (DC 10), you can grant any of your allies leave impressions in the ether veil that
ence check for an influence in which you within 30 feet a +1 bonus on their attack enshrouds the material world. These
have no ranks. Your character level and rolls and skill checks. The bonus lasts for spectres are not true spirits of the dead,
Charisma modifier are added as positive a number of rounds equal to your Cha- but etheric patterns that can be interacted
modifiers to this roll. risma modifier. with. People with the proper skills can
The GM should carefully monitor You can coordinate a number of thus tap into the personalities and memo-
a broker’s use of favours to ensure that allies equal to one-half of your broker ries of the dead, and indeed of the living.
this ability isn’t abused. The success or level, rounded down (to a minimum of This explains much traditionally occult
failure of a mission shouldn’t hinge on one ally). phenomenon, especially spiritualism.
the use of a favour, and getting a favour Inspiration: You can inspire your The world of Etherscope has not
shouldn’t replace good roleplaying or the allies, bolstering them and improving benefited from the mass education pro-
use of other skills. The GM may disal- their chances of success. An ally must grammes of our world, and supersti-
low any favour deemed to be disruptive listen to and observe you for a full round tion is still rife in the working classes.
to the game. for the inspiration to take hold, and you They view the interaction with etheric
Prerequisite: Charm. must make a Charisma check (DC 10). patterns as a spiritual process through
Captivate: You have the ability to The effect lasts for a number of rounds which the spirits of loved ones passed
temporarily beguile a target through equal to your Charisma modifier. An can be contacted. Science also finds it
the use of words and bearing. The tar- inspired ally gains a +2 morale bonus on harder to explain those with “the gift,”

32
CHARACTERS
CH 1
A P T E R №

as the superstitious call it, to talk to the palmistry, phrenology, tarot cards, or tea Example Combatants
spirits and to understand the fluctua- leaves. You receive a competence bonus
tions in the ether veil. Similarly prob-
lematic to science are spiritualists who
on any Pattern Reading Skill checks
when using your preferred reading focus
T his class is used to create the sol-
diers and street fighters of the
world. It can also be used to create spe-
can show multiple powers, including the equal to half your broker level.
cialist in-Scope warriors, who boost
ability to read tea leaves, palms, or tarot Prerequisites: Spirit medium skills
their combat abilities when immersed.
cards. Often spiritualists find that they (Pattern Reading).
Another combatant is the street merce-
are unnatural judges of character, which Spirit Sensitivity: Some mediums
nary, a warrior for hire who integrates
many put down to natural instincts or are better attuned to certain types of
cybernaughtics with formidable com-
their gift. Whether an etheric science impressions, gaining a better feeling
bat abilities. Combatants can often be
or true spiritualism, some people are for either negative or positive impres-
found in the employ of criminal bosses
increasingly finding they can manifest sions. Choose either positive or nega-
or as hired bodyguards for the wealthy
the powers long attributed to spiritu- tive impressions when you select this
and unscrupulous.
alists and their ability to communicate talent. You receive a competence bonus
with the dead. on Impressions skill checks when it is
Spirit Medium Skills: You are an appropriate to your speciality equal to Game Rule Information
active medium, able to develop his spiri-
tual power. Choose one spirit medium
skill: Commune, Impressions, or Pat-
half your broker level.
Prerequisites: Spirit medium skills
(Impressions).
T he rules for playing a combatant
are described below.

tern Reading. This skill is a class skill Ability Scores


Bonus Feats
for the broker class. Characters without
this talent cannot take ranks in these
skills, but once you take this talent, the A t 2nd, 5th, and 8th level, the bro-
ker gains a feat from the following
T he combatant makes good use of
a wide range of ability scores. Pri-
marily, Strength, Dexterity, and Con-
chosen skill becomes a broker class skill list. He must meet all requirements for stitution enable the character to become
for you and a cross-class skill for any the feat in the usual manner. a skilled warrior with both melee and
other class you take. Alertness, Attentive, Bureaucrat, Combat ranged weapons, and equally capable of
Each talent provides access to an Expertise, Creative, Deceptive, Dodge, avoiding and taking damage. However,
individual skill; therefore, to be able to Fencing Proficiency, Frightful Presence, the military combatant benefits from
purchase ranks in both the Commune Improved Disarm, Improved Feint, the leadership skills that a high Charis-


skill and the Impressions skill, you need Improved Trip, Influential, Iron Will, ma can allow, and tacticians benefit from
to take this talent twice. Meticulous, Persuasive, and Spirited. a high Intelligence. Cybernaughtics rely
Prerequisite: The character must not heavily on the Constitution ability score,
already possess any talents from the whereas those who wish to fight inside
Occult Lore or Psychic Sensitivity tal- the Scope require high mental ability
ent trees. Combatant scores rather than the physical ones.
Special: You may select this talent
multiple times, each time applying to a
E very age needs its warriors, and the
age of industry and empire explored
Hit Dice
new spirit medium skill.
Ouija Board: You are skilled with
using the Ouija board for communicat-
in the Etherscope game is no different.
Whether they are fighting for empire,
C ombatants gain 1d8 hit points at
each level, adding their Constitu-
tion modifier to the die roll. At 1st level,
ing with the spirits. You can use the Oui- king, and country in the untamed world,
they gain a number of hit points equal to
ja board to receive a competence bonus or scraping together some semblance of a
8 plus their Constitution modifier.
on any Commune skill checks equal to life on the streets of Toxteth or Charles-
half your broker level. You can makeshift town, fighters are readily found. The Scope Dice
combatant class represents all charac-
a working Ouija board from a simple
wooden table and a small glass vessel
of no more than one-half pint (US one-
ters that are skilled with fists or weap-
ons. Whether high-tech mercenaries
C ombatants gain 1d6 Scope hit
points at each level, adding their
Charisma modifier to the die roll. At 1st
half quart) in volume, with some way of boosted by cybernaughtics, Redcoats in
level, they gain a number of hit points
indicating letters for the spirits to use to their powered armour, or street thugs, all
equal to 6 plus their Charisma modifier.
answer, such as simply written on paper likely have some levels in this class.
or scratched into the surface of the table. Levels in combatant allow you to devel- Class Skills
op your melee combat skills, weapon
Prerequisites: Spirit medium skills
(Commune).
Reading Focus: You have a preferred
fighting, and integration of cybernaugh-
tics into your fighting capability. You can
T he combatant class has the follow-
ing class skills: Bluff (Cha), Climb
(Str), Intimidate (Cha), Jump (Str),
focus for making Pattern Readings. use this class to develop in-Scope combat
Knowledge (current events, tactics),
Choose one Pattern Reading focus from skills as well as the more traditional skills
Munitions (Int), Navigate (Int), Pilot
the following list: astrology, omens, of the street or battlefield.
(military) (Dex), Ride (Dex), Sense

33
CHARACTERS
CH 1
A P T E R №

Motive (Wis), Spot (Wis), Survival


(Wis), and Swim (Str). See Chapter 2:
Armsman Talent Tree
Traits, “Skills,” for skill descriptions.
Skill Points at 1st level: (3 + Int
modifier) x 4.
F irearms are an almost-universal
aspect of the combatants’ life and
many combatants become highly skilled
Skill Points at each additional level: in their use.
3 + Int modifier. Controlled Fire: You are able to com-
pensate for your weapon’s recoil in order
Influences
to better concentrate your pattern of fire.

Y our social template determines the


influences available to you. The
combatant class receives the following
When you perform an autofire attack,
the DC of Reflex saving throws against
the attack is increased by half your com-
number of points to spend on influences batant level (see Chapter 4: Combat for
at each level: more details on automatic fire).
Influence Points at 1st level: 4. Concentrate Fire: You are an expert
Influence Points at each additional in controlling the recoil of automatic
level: 1. weapons. When performing burst fire
or strafe attacks, you reduce any strike
Starting Feats
penalties associated with these actions

I n addition to the starting feats gained


at first character level, combatants
begin play with the Simple Weapons
by –2 (see the Strafe and Burst Fire feats
in Chapter 2: Traits).
Prerequisite: Controlled fire.
Proficiency feat. Heavy Fire: The autoguns of the
Etherscope world are formidable weap-
Class Features ons and truly deadly in the hands of
an experienced combatant. When per-

A ll of the following are class features


of the combatant class.
forming an autofire, burst fire, or strafe
attack, you gain a +2 damage bonus.
Talents Prerequisites: Concentrate fire, con-
trolled fire .

A t 1st, 3rd, 6th, and 9th level, the


combatant selects a talent from
the following talent trees. Some talents
Combat Cybernaught
have prerequisites to meet before you Talent Tree
T
can select them. Unless otherwise indi- he street mercenary is the master
cated, you cannot select the same talent of integrating cybernaughtics and
multiple times. fighting techniques.
Beginning Talents: A 1st-level com- Combatant Cybernaughtic App:
batant may select from the combatant With this talent, you can buy any one
cybernaughtic app, combatant Scope cybernaughtic implant or attachment
skills, controlled fire, extreme effort, with a cybernaughtic purchase point
and fighting technique talents. cost of 2 or less, upgrade an existing
cybernaughtic app by increasing its total

Table 1–6: The Combatant


Level Base Attack Fort Ref Will Defence Bonus Special
1 +1 +1 +1 +0 +1 Talent
2 +2 +2 +2 +0 +2 Bonus feat
3 +3 +2 +2 +1 +2 Talent
4 +4 +3 +3 +1 +3 Bonus feat
5 +5 +3 +3 +1 +3 Bonus feat
6 +6 +3 +3 +2 +4 Talent
7 +7 +4 +4 +2 +4 Bonus feat
8 +8 +4 +4 +2 +5 Bonus feat
9 +9 +5 +5 +3 +5 Talent
10 +10 +5 +5 +3 +6 Bonus feat

34
CHARACTERS
CH 1
A P T E R №

cybernaughtic purchase point cost by the Sense Motive check is successful, you
2, or save the cybernaughtic purchase are forced out of your defensive stance
Melee Smash
points for future use. See Chapter 3: and must spend a move action to re-enter Talent Tree
Y
Equipment for more details. it. This talent need only be selected once our combat prowess provides you
Special: This talent may be bought to apply to all fighting techniques you with the ability to deal large amounts
multiple times. know. This is an extraordinary ability. of damage from a melee blow.
Integrated Weapon System: You Prerequisites: Fighting technique. Melee Smash: You receive a +1 bonus
have integrated a chosen weapon sys- Combat-Master: Those who have on melee damage rolls.
tem cybernaughtic attachment to such a mastered multiple fighting techniques Improved Melee Smash: You receive
degree that you wield or fire it to perfec- become versatile fighters able to switch an additional +1 bonus on melee damage
tion. All attacks with this weapon are at between stances and maximise the rolls (+2 total).
+1 to hit and damage. potential of their fighting styles. How- Prerequisite: Melee smash.
Prerequisites: Combatant cybernaugh- ever, this puts a demand on your skill Advanced Melee Smash: You receive
tic app, one chosen cybernaughtic weap- points beyond what the combatant class an additional +1 bonus on melee damage
on system. can provide. This talent allows you to rolls (+3 total).
spend two additional skill points for Prerequisites: Melee smash, improved
Fighting Technique each level of combatant you take. These melee smash.
bonus points must be spent on the fol-
Talent Tree lowing skills: Bluff, Fighting Technique
Scope Combat Talent
T here are a number fighting disci-
plines that are available to your
(any), and Sense Motive.
Prerequisites: Any two fighting tech- Tree
M
character. Such techniques involve a niques. any combatants choose to spe-
training regime that leads to a combat cialise their combat prowess in the
prowess that, whilst formidable, has a Extreme Effort Scope arena. This talent tree is designed
certain predictability to it. Such styles
range from the fencing styles of the
Talent Tree for those warriors of etheric space.
Combatant Scope Skills: The com-
European aristocracy to the unarmed
martial arts of the mysterious Orient.
Memory upload tabs have increased the
T he combatant’s focus on strength
allows her to perform great feats,
pushing her body to its limits of physical
batant with this skill adds two Scope
skills to his list of class skills. You gain
Scope Awareness as a class skill for
popularity of these fighting styles — a power. This tree represents the ability the combatant class and can choose
simple pill provides instant memories a of a combatant to draw upon her inner either of Scope Resilience or Scope Use
combat style. might to achieve a single feat of strength. (immersed) also. See Chapter 2: Traits,
Fighting Technique: You select This is called an extreme effort, and “Skills,” for Scope skill descriptions.
one fighting technique (see Chapter 2: can be made whenever the character Improved Combatant Scope Skills:
Traits). This skill is now a class skill for is attempting a Strength check or a This talent increases your Scope skills.
any levels taken in combatant. Strength-based skill check. You must All three skills — Scope Aware-
Prerequisite: Although not technically a state that you are using this ability before ness, Scope Resilience, and Scope Use
true prerequisite for this talent, all Fight- making the check. All extreme effort (immersed) — are class skills for the
ing Technique skills have a feat require- attempts require a full-round action. combatant class. In addition, you receive
ment before you can buy any ranks in This is an extraordinary ability. +2 virtual ranks in Scope Awareness
that skill. Hence this talent can be taken Extreme Effort: The extreme effort that can increase the skill beyond its
if you do not have the required feats, but provides the character with a +4 bonus normal maximum. The number of ranks
you are not able to take any ranks in the to the chosen Strength ability check or that you can buy with your skill points
skill, and therefore cannot use the skill Strength-based skill check. is limited in the usual manner, but the
until you have gained the required feat. Improved Extreme Effort: The virtual ranks are then added on top.
Special: You may select this talent extreme effort provides you with an These ranks count when using the skill,
multiple times, each time applying to a additional cumulative +4 bonus (+8 but not when meeting any requirements
new fighting technique. in total) to the chosen Strength ability for feats or advanced classes. Virtual
Defensive Stance: You become check or Strength-based skill check. ranks can therefore increase your Scope
skilled at defending yourself when in Prerequisites: Extreme effort. avatar’s base defence score and Reflex
your fighting technique’s stance. Whilst Advanced Extreme Effort: The save, but not allow you to qualify for the
in the stance, you receive a bonus to your extreme effort provides you with an Scope warrior advanced class.
Defence equal to your Intelligence mod- additional cumulative +4 bonus (+12 Prerequisites: Combatant Scope skills.
ifier. The defensive stance can be broken in total) to the chosen Strength ability Improved Scope Hit Dice: The
by any enemy that takes a move action check or Strength-based skill check. Scope Hit Dice class for the character’s
and makes a Sense Motive check. This Prerequisites: Extreme effort, improved Scope avatar increases to a d8 for all lev-
check is contested by your Bluff skill. If extreme effort. els of combatant you take and your total

35
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CH 1
A P T E R №

Scope hit points total increases by +1 the latest rage. Master engineers, such
per character level. as Stephenson-Brunel, have benefited “Enginaught”
Prerequisites: Combatant Scope skills. from levels in this class. The enginaught
The true origins of the word “enginaught”
Scope Combat-Master: Develop- class is also well suited to those wanting has become one of the modern myths
ing a powerful avatar puts a strain on to experiment with Scope tabs, a craze of the world. Some claim that it is a
the combatant’s skill points. This tal- at all levels of society. generic term for the new social class
ent allows you to spend two additional Take levels of enginaught if you want of skilled engine pilots, who drive the
skill points for each level of combatant to develop your skill with engineering thousands, or indeed millions, of freight
and public transportation vehicles that
you take. These bonus points must be or piloting skills. You can get a good fill the streets of the Etherscope world.
spent on the following skills: Scope increase in physical resilience from the Others claim that it is a contraction of
Awareness, Scope Resilience, and enginaught’s high Hit Dice, as well. Lev- “Engineer” and “Cybernaught,” refer-
Scope Use (remote). els of this class are also good for develop- ring to those laborers from the engi-
Prerequisites: Combatant Scope skills, ing cybernaughtics for your character. neering works who typically have numer-
ous cybernaughtic implants, designed
improved combatant Scope skills. to both improve their efficiency and to
Example Enginaughts
Bonus Feats replace any lost limbs caused by indus-

A t 2nd, 4th, 5th, 7th, 8th, and 10th


level, the combatant gains a feat
E nginaughts are the pilots, driv-
ers, engineers, and labourers of
the world. They specialise in vehicles,
trial accidents.

Scope Dice
from the following list. She must meet engineering skills, and cybernaughtics.
all requirements for the feat in the usu-
al manner.
Advanced Firearms Proficiency, Archaic
They also make excellent Scope riders,
immersing themselves in the tab-jam-
ming culture.
E nginaughts gain 1d6 Scope hit
points at each level, adding their
Charisma modifier to the die roll. At
Weapons Proficiency, Archery Proficien- 1st level, they gain a number of Scope
cy, Armour Proficiency (light), Armour Game Rule Information hit points equal to 6 plus their Cha-
Proficiency (tactical), Armour Proficiency risma modifier.
(powered), Athletic, Blind-Fight, Brawl,
Burst Fire, Cleave, Combat Expertise, T he rules for playing an enginaught
are described below. Class Skills
Dead Aim, Double Tap, Exotic Archaic
Weapon Proficiency, Exotic Firearms
Ability Scores
T he enginaught class has the fol-
lowing class skills: Concentration
Proficiency, Far Shot, Fencing Proficiency,
Improved Brawl, Improved Bull Rush, T he enginaught is perhaps the
most specialised and yet the most
diverse of the classes in the Etherscope
(Con), Engineer (chemical, ethertech,
mechanical, pharmaceutical, structural)
Improved Brawl, Improved Disarm, (Int), Knowledge (current events, indus-
Improved Feint, Improved Knockout game. They benefit from a wide range of try) (Int), Listen (Wis), Munitions (Int),
Punch, Improved Trip, Knockout Punch, ability scores. Constitution is the main Navigate (Int), Pilot (civilian, military)
Major Cybernaughtic App, Personal inspiration for the class theme, but it is (Dex), Scope Use (remote) (Int), and
Firearms Proficiency, Point Blank Shot, not necessarily the primary ability score Survival (Wis). See Chapter 2: Traits,
Power Attack, Precise Shot, Quick Reload, for the class. Constitution is top of “Skills,” for skill descriptions.


Strafe, Streetfighting, Sunder, and Weap- the list for cybernaughts — those who Skill Points at 1st level: (5 + Int
on Finesse. integrate multiple major cybernaughtic modifier) x 4.
systems — as it increases their poten- Skill Points at each additional level:
tial for implants. However, for many 5 + Int modifier.
enginaughts, Intelligence or Dexter-
Enginaught ity is more important. The enginaught Influences

Y
replaces the traditional cyberpunk rig- our social template determines the

E nginaughts are most often found in


the working classes: skilled crafts-
men, injured labourers with cyber-
ger — the archetypical vehicle specialist
— for which Dexterity is a primary con-
cern, whilst the engineer would benefit
influences available to you. The
enginaught class receives the following
number of points to spend on influences
naughtic implants, vehicle operators from a higher Intelligence. at each level:
connected to their vehicles through Influence Points at 1st level: 4.
Hit Dice
cybernaughtic interfaces, or any worker Influence Points at each additional
suffering under the long hours of indus-
trial labour. However, enginaughts can
also be found at higher levels of society,
E nginaughts gain 1d10 hit points at
each level, adding their Constitu-
tion modifier to the die roll. At 1st level,
level: 1.
Starting Feats

I
where specialist racers pilot the latest they gain a number of hit points equal n addition to the starting feats gained
machines, military pilot aces fly their to 10 plus their Constitution modifier. at first character level, enginaughts
reconnaissance zeppelins, and gold-plat- begin play with the Simple Weapons
ed cybernaughtic implants have become Proficiency feat.

36
CHARACTERS
CH 1
A P T E R №

chase points for later use. You can add


any purchase points from feats or pre-
vious talents to the total available to
increase this purchase point limit.
Special: You may select this talent
multiple times.
Improved Tolerance: With this tal-
ent, you are able to handle the grafting
of bigger, more invasive cybernaughtic
implants than you would normally be
able to. Your Constitution score is con-
sidered 2 points higher for any cyber-
naughtic effects. This includes healing
rates, maximum total tolerance, and
minimum Constitution requirement
for an individual app. See Chapter 3:
Equipment for more details.
Greater Improved Tolerance: This
talent improves your ability to withstand
invasive cybernaughtics. Your Constitu-
tion score is considered 2 further points
higher (total +4) when determining the
minimum Constitution requirement
for an individual cybernaughtic app.
This does not affect any other tolerance
effects such as healing rate.
Table 1–7: The Enginaught Prerequisite: Improved tolerance.
Level Base Attack Fort Ref Will Defence Bonus Special
1 +0 +1 +0 +0 +1 Talent Ignore Hardness Talent
2 +1 +2 +0 +0 +2 Bonus feat Tree
3 +2 +2 +1 +1 +2 Talent
4
5
+3
+3
+3
+3
+1
+1
+1
+1
+3
+3
Bonus feat
Talent T he enginaught has an innate tal-
ent for finding weaknesses in
objects, allowing you to ignore some of
6 +4 +3 +2 +2 +4 Bonus feat
7 +5 +4 +2 +2 +4 Talent an object’s hardness when making any
8 +6 +4 +2 +2 +5 Bonus feat attempt to break it, whether a melee
9 +6 +5 +3 +3 +5 Talent attack, a ranged attack, or using an
10 +7 +5 +3 +3 +6 Bonus feat explosive device.
Ignore Hardness: The enginaught
ignores 4 points of an object’s hardness.
ance, robust talents, and tab-jammer Improved Ignore Hardness: The
Class Features Scope skills, or any talent from the enginaught ignores 2 additional points

A ll of the following are class features


of the enginaught class.
pilotry talent tree.

Cybernaught Talent Tree


of an object’s hardness (for a total of 6).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The
Talents
enginaught ignores 2 additional points

A t 1st, 3rd, 5th, 7th, and 9th level,


the enginaught selects a talent from E nginaughts are noted for their abil-
ity to readily integrate cybernaugh-
tics into their systems.
of an object’s hardness (for a total of 8).
Prerequisites: Ignore hardness,
the following talent trees. Some talents improved ignore hardness.
have prerequisites to meet before you Enginaught Cybernaughtic App:
can select them. Unless otherwise indi- With this talent, you can buy any one
cybernaughtic implant or attachment Pilotry Talent Tree
cated, you cannot select the same talent
multiple times.
Beginning Talents: A 1st-level
enginaught may select from the energy
with a cybernaughtic purchase point
cost of 3 or less, upgrade a cybernaugh-
tic implant by increasing its total point
E nginaughts are the best pilots of
their day. Some specialise in certain
vehicle types, others are masters of any
resistance, enginaught cybernaughtic cost by up to 3 cybernaughtic purchase vehicle, able to pick up the basics after a
app, ignore hardness, improved toler- points, or save the cybernaughtic pur- few short minutes at the wheel. This tal-

37
CHARACTERS
CH 1
A P T E R №

ent tree represents those skilled pilots of damage from melee and ranged weap- Advanced Scope Hit Dice: The Hit
and vehicle operators. ons (DR 2/– total). Dice class for the character’s Scope
Lead Foot: You are quick off the mark Prerequisites: Damage reduction 1/– avatar increases to a d10 for all further
and a skilled pilot. Choose one class of and robust or energy resistance. levels of enginaught you take and your
vehicle, such as steam carriages. You Damage Reduction 3/–: The total Scope hit points total is retro-
gain a +4 bonus to initiative when pilot- enginaught ignores an additional 1 point actively increased by a further +1 per
ing any vehicle of the selected class. of damage from melee and ranged weap- character level
Pilot Specialist: Choose one class of ons (DR 3/– total). Prerequisites: Tab-jammer Scope
vehicle, such as zepcars. You receive a Prerequisites: Damage reduction 1/–, skills, improved Scope Hit Dice.
bonus on Pilot checks with that vehicle damage reduction 2/–, and robust or
Bonus Feats
class equal to half your enginaught energy resistance.
class level.
Pilotry Master: In contrast to Pilot
Specialist, this talent represents those
Tab-Jammer Talent A t 2nd, 4th, 6th, 8th, and 10th level,
the enginaught gains a bonus feat
from the following list. She must meet
characters that are able to jump into
Tree all requirements for the feat in the usual
any vehicle and quickly get to grips
with the basics of its operation. Pen-
alties for not having the appropriate
T he tab-jamming subculture has
become strong in the cities of the
Etherscope world, especially the Great
manner.
Alertness, Athletic, Brawl, Civilian Vehicle
Operation, Endurance, Great Fortitude,
Vehicle Operation feat for the class of Metropolis. The nature of these drugs Improved Brawl, Improved Bull Rush,
vehicle you are attempting to pilot are means that the toughest only can gain Improved Feint, Knockout Punch, Major
reduced to –2 (normally –4). the fullest benefit from their use. cybernaughtic App, Master Engineer,
Tab-Jammer Scope Skills: You add Military Vehicle Operation, Minor cyber-
Resilient Talent Tree two Scope skills to your list of class naughtic App, Power Attack, Streetfight-


skills. Gain Scope Resilience as a class ing, Tinkerer, Toughness (either), Vehicle

T
ents.
he enginaught is particularly resil-
ient thanks to the following tal-
skill for the enginaught class and choose
either of Scope Awareness or Scope Use
Dodge, and Vehicle Expert.

(immersed), also. See Chapter 2: Traits,


Robust: You become especially “Skills,” for Scope skill descriptions.
robust, gaining a number of hit points Improved Tab-Jammer Scope Pursuer
equal to twice your enginaught level as Skills: This talent increases your Scope
soon as you select this talent. Thereafter,
you gain +2 hit points with each level of
enginaught attained.
skills. All three skills — Scope Aware-
ness, Scope Resilience, and Scope Use T here are many who are paid, or have
the independent wealth to follow
their own whims, to seek out adventure,
(immersed) — are class skills of the
Stamina: You recover twice as fast enginaught class. In addition, you receive criminals, or the wild beasts of the sav-
as normal. You recover 2 hit points an additional +2 virtual ranks in Scope age lands. Whatever quarry they hunt,
per character level per evening of rest, Resilience that can increase the skill the pursuer always comes out on top.
2 points of temporary ability damage beyond its normal maximum. The num- Explorers follow lost texts in the hope of
per evening of rest, and awaken in half ber of ranks that you can buy with skill finding Lemuria artefacts or cities, King
the normal time after being knocked points is limited in the usual manner, Solomon’s Mines, Shangri-La, or some
unconscious. but the virtual ranks are then added on other long-lost wonder. Master detec-
Prerequisite: Robust. top. These ranks count when using the tives search for clues and ensnare crimi-
Energy Resistance: Choose one skill, but not when meeting any require- nals as efficiently as a hunter dispatches
type of energy damage: acid, cold, elec- ments for feats or advanced classes. Vir- a wild tiger or stampeding elephant. The
tricity, fire, or sonic/concussion dam- tual ranks can therefore increase your winning formula for such characters is
age. You gain energy resistance for the Scope avatar’s Fortitude save, but not a mixture of wits, determination, and
chosen energy type equal to your Con- allow you to qualify for the tab-jammer a large slice of skill. The pursuer class
stitution modifier. advanced class. represents these characters who hunt,
Special: You may select this talent Prerequisites: Tab-jammer Scope whatever their target.
multiple times. Each time, it applies to a skills. Pursuer class levels allow you to devel-
new energy type. Improved Scope Hit Dice: The Hit op your investigative, perception, or wil-
Damage Reduction 1/–: The Dice class for your Scope avatar increases derness skills. This class is also good for
enginaught ignores 1 point of damage to a d8 for all further levels of enginaught developing skill with ranged weapons.
from melee and ranged weapons. you take and your total Scope hit points Pursuers are highly capable of looking
Prerequisite: Robust or energy resis- total is retroactively increased by +1 per after themselves and levels in the class
tance. character level. can enhance your defensive abilities.
Damage Reduction 2/–: The Prerequisites: Tab-jammer Scope
enginaught ignores an additional 1 point skills.

38
CHARACTERS
CH 1
A P T E R №

Example Pursuers Ability Scores Hit Dice

T he big game hunter and the pro-


fessional tracker and guide are
all pursuers. So are the expert detec-
T he defining characteristic of the
pursuer class is Wisdom. This
represents their fine senses and percep-
P ursuers gain 1d8 hit points at each
level, adding their Constitution
modifier to the die roll. At 1st level, they
tives, intrepid explorers, and proficient tive powers, whilst also showing a level gain a number of hit points equal to eight
hunters of the world. They make good of understanding of the wilderness in 8 plus their Constitution modifier.
police detectives, gentlemen hobbyist which many of them travel. Physical
Scope Dice
detectives, and seedier private detec- ability scores are also useful to the pur-
tives. They can be gentlemen explorers
or professional field scientists. Hunter
pursuers can be the classic upper-class
suer, particularly Dexterity and Con-
stitution, which improve their aim and
hardiness for tough encounters they
P ursuers gain 1d6 Scope hit points
at each level, adding their Charisma
modifier to the die roll. At 1st level, they
big game hunter, or a professional wil- face. Charisma is perhaps the least use- gain a number of hit points equal to 6
derness tracker, poacher, or ranger. ful to the class, and indeed many pursu- plus their Charisma modifier.
ers are downright rude or at least largely
Class Skills
Game Rule Information unpleasant company for anyone who

T he rules for playing a pursuer are


described below.
doesn’t share their passion.
T he pursuer class has the following
class skills: Balance (Dex), Climb
(Str), Concentration (Con), Handle
Animal (Cha), Hide (Dex), Intimidate
(Cha), Investigate (Int), Jump (Str),
Table 1–8: The Pursuer
Knowledge (current events, linguistics,
Level Base Attack Fort Ref Will Defence Bonus Special
mystical philosophy, tactics) (Int), Lis-
1 +0 +1 +0 +1 +2 Talent ten (Wis), Move Silently (Dex), Muni-
2 +1 +2 +0 +2 +2 Bonus feat tions (Int), Navigate (Int), Resolve (Cha),
3 +2 +2 +1 +2 +3 Talent Ride (Dex), Sense Motive (Wis), Spot
4 +3 +3 +1 +3 +4 Talent (Wis), Survival (Wis), and Swim (Str).
5 +3 +3 +1 +3 +4 Bonus feat See Chapter 2: Traits, “Skills,” for skill
6 +4 +3 +2 +3 +5 Talent descriptions.
7 +5 +4 +2 +4 +6 Talent Skill Points at 1st level: (5 + Int
8 +6 +4 +2 +4 +6 Bonus feat modifier) x 4.
9 +6 +5 +3 +5 +7 Talent Skill Points at each additional level:
10 +7 +5 +3 +5 +8 Talent 5 + Int modifier.
Influences

Y our social template determines the


influences available to you. The pur-
suer class receives the following number
of points to spend on influences at each
level:
Influence Points at 1st level: 8.
Influence Points at each additional
level: 2.
Starting Feats

I n addition to the starting feats gained


at first character level, pursuers begin
play with the Simple Weapons Profi-
ciency feat.

39
CHARACTERS
CH 1
A P T E R №

all Investigate checks when examining a


Class Features crime scene. Nemesis Beasts
A ll of the following are class features
of the pursuer class.
Prerequisites: Scan, improved scan.
Profile: By putting together the clues
and asking questions of witnesses and
At the GM’s discretion, the profile
abilities can be used for hunting very
large game or creatures of epic pro-
Talents
people who have known a target char- portion. This can be used to build up

A t 1st, 3rd, 4th, 6th, 7th, 9th, and


10th level, the pursuer selects a
talent from the following talent trees.
acter, the pursuer is able to put together
a mental picture of the suspect, provid-
ing a rough description of their physical
a story of the character tracking down
their nemesis beast and of the titanic
struggle between the noble hunter and
the noble beast.
Some talents have prerequisites to meet appearance, and mannerisms. You make
before you can select them. Unless oth- a Sense Motive check at a DC 20 to make
erwise indicated, you cannot select the the profile and must have access to wit- in Chapter 4: Combat for rules on aid-
same talent multiple times. nesses or other ways of finding out about ing another in combat.
Beginning Talents: A 1st-level pur- the character. The GM decides whether Prerequisite: Empathy.
suer may select from the favoured ter- this ability can be used or not. Intuition: The pursuer has an innate
rain, psychic skills, remain conscious, Prerequisites: Scan. ability to sense trouble in the air. You can
scan, and second wind talents. Improved Profile: By making an make a Will saving throw (DC 15). On
Investigate check at a DC 20, the char- a successful save, you get a hunch that
Analysis Talent Tree acter can link together all clues, from everything is all right, or a bad feeling
the scene of the crime, forensic evi- about a specific situation, based on the

T his talent represents the ability of


pursuers to quickly assess a situa-
tion, allowing them to find clues, sense
dence, and the like, and combine them
with their previous profile. A successful
GM’s best guess relating to the circum-
stances. For example, you are investigat-
result on this check provides the pursuer ing a series of murders and making an
danger, or find an escape route with with a profile of the character’s social inquiry at the house of the main suspect.
equal ease. background, methods of operation, and The GM knows that the killer is lying
Scan: The pursuer with this ability mental faculties. This provides the char- in wait to make you her next victim. As
can size up an area with a simple scan acter with a +2 circumstance bonus to you approach the house, you tell the GM
of their eyes. This scan provides a +2 any skill checks made to uncover addi- that you are going to make an Intuition
circumstance bonus on Spot and Sense tional evidence or otherwise locate and check, and make the roll. If you suc-
Motive checks and covers an area out to capture the suspect. ceed, the GM tells you that you have a
30 feet away from the pursuer for the Prerequisites: Scan, profile. bad feeling about going to this house.
remainder of the encounter. Anything Whether you take this to mean the dan-
not concealed is spotted on a successful
Spot check (DC 10) and hidden char-
Empathic Talent Tree ger the GM intended, or that it leads to
a red herring or other type of problem is
acters must make Hide checks to avoid
being seen. This ability can be used once
per encounter as a full-round action,
T he pursuer’s innate talents give him
a great capacity for empathy.
Empathy: The pursuer has a knack
down to your own interpretation. This
talent is usable a number of times per
day equal to your pursuer level.
but can be used any number of times for being sensitive to the feelings and Prerequisite: Empathy.
per day. thoughts of others without having those
Improved Scan: The modifier for feelings and thoughts communicated
making a Scan improves by a further +2 in any objectively explicit manner. This
Psychic Sensitivity
(+4 total). innate talent provides a bonus on checks Talent Tree
O
Prerequisites: Scan. involving interaction skills (Bluff, Diplo- ne aspect of spiritualism that
Cluehound: With a successful Inves- macy, Handle Animal, Intimidate, Per- emerged during the nineteenth
tigate skill check, the pursuer can deter- form, and Sense Motive), provided you century was that of psychometry. It is
mine, with certainty, the importance of spend at least 1 minute observing a tar- possible to show how this power works
a particular clue to an investigation. The get prior to making the skill check. The with an understanding of ether science.
DC for this check depends upon how bonus is equal to your pursuer level. As the ether veil is stirred by thought,
obvious the clue is in the context of the Improved Aid Another: The bonus this enables psychic impressions to be
investigation. Obvious clues, such as a a pursuer grants on a successful aid left behind where people have been or
murder weapon dropped at the scene, are another action increases by +1, applying touched. Those with the psychic gift are
DC 10. Unclear clues, such as a phone to both combat and skill bonuses pro- capable of attuning their mind to these
number jotted down on a notepad, are vided through aiding another. This tal- impressions and reading them as visions
DC 15. Obscure clues, such as a name in ent can be selected multiple times, each of events or an understanding of emo-
an address book, are DC 20, and cryp- time increasing the bonus by +1. See tions, thoughts, or intentions.
tic clues, such as a line of poetry, are DC “Skills” in Chapter 2: Traits for rules on Psychic Skills: You are sensitive to
25. Further, you gain a +2 modifier to aiding another’s skill use, and “Actions” impressions in the ether veil, and are

40
CHARACTERS
CH 1
A P T E R №

able to develop your psychic power. events) in urban environments in place immediately make a DC 15 Fortitude
Choose one psychic skill: Aura Read- of the bonus to Survival skill checks. save with the usual consequences of fail-
ing, Psychic Awareness, or Telepathy. Special: You may select this talent ure (see “Death and Dying” in Chapter 4:
This skill is a class skill for the pursuer multiple times. Each time, it applies to Combat). You can choose to succumb to
class. Characters without this talent a new terrain. unconsciousness if you wish.
cannot take ranks in these skills, but Improved Favoured Terrain: You Second Wind: You can spend 1 excel-
once you take this talent, the chosen gain an additional +1 bonus on Hide, lence point (see Chapter 2: Traits) to
skill becomes a pursuer class skill for Listen, Move Silently, Search, Spot, and gain a second wind. When you do so,
you and a cross-class skill for any other Survival or Knowledge (current events) you recover a number of hit points equal
classes you may take. skill checks when in your favoured ter- to your pursuer level. This talent does
Each talent provides access to an rain (+2 total). not increase your hit points beyond the
individual skill; therefore, to be able to Special: You may select this talent character’s full normal total.
purchase any ranks in both the Psychic multiple times. Each time, it applies to
Bonus Feats
Awareness skill and the Telepathy skill, a new terrain.
you need to take this talent twice.
Special: You may select this talent
multiple times. Each time, it applies to a
Prerequisites: Favoured terrain.
Wilderness Knowledge: You can
identify plants and animals (and there-
A t 2nd, 5th, and 8th level, the pur-
suer gains a bonus feat from the
following list. He must meet all require-
new psychic skill. fore any special traits) with perfect accu- ments for the feat in the usual manner.
Aura Preference: You have a prefer- racy. You can also detect whether water Academic, Alertness, Animal Affinity,
ence for Aura Reading: people, objects, is safe to drink or dangerous to drink. Archaic Weapons Proficiency, Archery
or places. Select one of these when you Prerequisites: Favoured terrain. Proficiency, Armour Proficiency (light),
take this talent. You now receive a bonus Swift Tracker: With this ability, you Athletic, Attentive, Blind-Fight, Combat
to all Aura Reading skill checks with can move at normal speed when track- Expertise, Dead Aim, Defensive Martial
your chosen aspect equal to half your ing without suffering the normal –5 Arts, Dodge, Elusive Target, Endurance,
pursuer level. penalty. Further, the penalty for making Far Shot, Fencing Proficiency, Guide, Iron
Prerequisite: Psychic skills (Aura a double move while tracking is reduced Will, Literate, Personal Firearms Pro-
Reading). from –20 to 10. ficiency, Point Blank Shot, Precise Shot,


Psychic Interrogation: With this Prerequisites: Favoured terrain, Run, Shot on the Run, Track, and Unbal-
talent, you have become adept at ask- improved favoured terrain. ance Opponent.
ing questions in order to support your
Telepathy by forcing the character’s Unbreakable
surface thoughts to consider the ques-
tion. You gain a bonus to any Telepa-
Talent Tree Savant
thy skill checks equal to half your pur-
suer level, provided you are capable of
asking questions in order to effect the
P ursuers are incredibly determined,
even to the point of ignoring pain
and fighting through the worst. T he savant class represents the schol-
ars and experts of the Etherscope
required results. Remain Conscious: You gain the abil- world. High levels of society have many
Prerequisite: Psychic skills (Telepathy). ity to continue to perform actions when savants — those with money to fund their
you would otherwise be considered intellectual pursuits. The middle classes
possess a number of professionals who
Terrain Expert unconscious and dying. When you are
could all fit nicely into the savant class.
at Dying status (See “Death and Dying”
Talent Tree in Chapter 4: Combat) you can make Among the working classes, savants are

T he pursuer can often be found in either an attack action or a move action less common but there are many uses for
the few remaining wildernesses, every round, but doing so causes you to a clever mind on the streets and in the
hunting down game or treasure, or shadows of the great cities. The savant
indeed in the cities, hunting criminals. class is also well known in the world
This leads them to become very familiar of the Scope. Savants make the finest
with a specific type of terrain. program crafters, building structures,
Favoured Terrain: Choose one weapons, and other objects of fine qual-
favoured terrain type: aquatic, desert, ity. Finally, the savant class is also used
forest, hills, jungle, mountains, plains, for those who wish to delve into matters
swamp, underground, or urban. You of the occult, exploring the hidden mys-
gain a +1 bonus on Hide, Listen, Move teries of the ancient Lemurian texts.
Silently, Search, Spot, and Survival skill Take levels in savant if you want to
checks when in your favoured terrain. develop your skills and knowledge. This
If you select urban for your terrain, you class also provides access to occult pow-
receive the bonus to Knowledge (current ers, healing abilities, and Scope skills.

41
CHARACTERS
CH 1
A P T E R №

Example Savants

S avants are found as scientists and


philosophers, as doctors and law-
yers, craftsmen and professionals. The
finest Scope program crafters and
mysterious occultists are also excellent
examples of savants.

Game Rule Information


T he rules for playing a savant are
described below.
Ability Scores

T he primary ability score for the


savant class is Intelligence. The
class’ primary concern is skills —Intel-
ligence improves the class’ many Intel-
ligence-linked skills and also provides
bonus points to develop these skills. In
many ways, the savant is the most spe-
cialised of any of the basic classes. Intel-
ligence serves the savant well whether
he is a healer, lawyer, Scope crafter, or
follows any of the class’ key themes.
Which other ability scores you require Table 1–9: The Savant
depends on your concept. Adventurous Level Base Attack Fort Ref Will Defence Bonus Special
scientists and archaeologists may wish 1 +0 +0 +0 +1 +0 Talent
to have good physical ability scores, to 2 +1 +0 +0 +2 +1 Bonus feat
help them out in a scrape. Scope rider 3 +1 +1 +1 +2 +1 Talent, bonus feat
savants would benefit from high Wis- 4 +2 +1 +1 +3 +1 Talent
dom and Charisma to boost the effec- 5 +2 +1 +1 +3 +2 Bonus feat
tiveness of their avatars. Occultists may 6 +3 +2 +2 +3 +2 Talent, bonus feat
find that a high Wisdom comes in handy 7 +3 +2 +2 +4 +2 Talent
for improved Will saving throws. 8 +4 +2 +2 +4 +3 Bonus feat
Hit Dice 9 +4 +3 +3 +5 +3 Talent, bonus feat
10 +5 +3 +3 +5 +3 Talent

S avants gain 1d6 hit points at each


level, adding their Constitution
modifier to the die roll. At 1st level, they
rent events, history, industry, linguistics, Influence Points at 1st level: 8.
medicine, mystical philosophy, natural Influence Points at each additional
gain a number of hit points equal to 6 philosophy, tactics) (Int), Munitions level: 2.
plus their Constitution modifier. (Int), Navigate (Int), Research (Int), and
Starting Feats
Scope Dice Scope Use (remote) (Int). See Chapter 2:

S avants gain 1d6 Scope hit points at


each level, adding their Charisma
Traits, “Skills,” for skill descriptions.
Skill Points at 1st level: (9 + Int
modifier) x 4.
I n addition to the starting feats gained
at first character level, savants begin
play with the Simple Weapons Profi-
modifier to the die roll. At 1st level, they Skill Points at each additional level: ciency feat.
gain a number of hit points equal to 6 9 + Int modifier.
plus their Charisma modifier.
Influences Class Features
Class Skills

T he savant class has the follow-


ing class skills: Creative Art (Int),
Y our social template determines the
influences available to you. The A ll of the following are class features
of the savant class.
savant class receives the following num- Talents
Diplomacy (Cha), Engineer (chemical, ber of points to spend on influences at
ethertech, mechanical, pharmaceutical,
structural) (Int), Forgery (Int), Investi-
gate (Int), Knowledge (art, civics, cur-
each level:
A t 1st, 3rd, 4th, 6th, 7th, 9th, and
10th level, the savant selects a tal-
ent from the following talent trees.

42
CHARACTERS
CH 1
A P T E R №

Some talents have prerequisites to meet greatest practitioners. To the masses add two Scope skills to your list of class
before you can select them. Unless oth- and many of the elite, magic and occult- skills. Gain Scope Use (immersed) as a
erwise indicated, you cannot select the ism are myth and the stuff of illusion- class skill for the savant class and choose
same talent multiple times. ists at the theatre. Occultists believe either Scope Awareness or Scope Resil-
Beginning Talents: A 1st-level savant that Lemurians unlocked the secrets of ience, also. See Chapter 2: Traits,
may select from the healing knack, lin- magic and wrote down their learning in “Skills,” for Scope skill descriptions.
guist, occult skills, program crafter ancient tomes and scrolls. These have Improved Program Crafter Scope
Scope skills, and scholar talents. all now been lost, but many have been Skills: This talent increases your Scope
translated into the different languages skills. All three skills — Scope Aware-
Conviction Talent Tree of the ancient world. This learning has ness, Scope Resilience, and Scope Use
been passed down by word of mouth (immersed) — are class skills for the

T he savant’s innate conviction serves


her well.
Faith: Clergymen and mystic philos-
through the various occult societies for
the last millennium. Theories abound
savant class. In addition, you receive an
additional +2 virtual ranks in Scope
as to the extent of Lemurian lore, but Use (immersed) that can increase the
ophers are often found taking levels of skilled occultists know that its power is skill beyond its normal maximum. The
the savant class. Such characters often real whether magic or unknown science. number of ranks that you can buy with
have a powerful faith that drives them Occult Skills: You are, or have been your skill points is limited in the usual
forward. It might be faith in self, in a a member of an occult society, or have manner, but the virtual ranks are then
higher power, or in both. This unswerv- pursued esoteric knowledge and have added on top. These ranks count when
ing belief allows the savant to add his learned occult secrets. Choose one using the skill, but not when meeting
Wisdom modifier to the die roll whenev- occult skill: Hex Lore, Imbuement, or any requirements for feats or advanced
er the hero spends 1 excellence point to Warding. This skill is a class skill for the classes. Virtual ranks can increase your
improve the result of an attack roll, skill savant class. Characters without this Scope avatar’s base attack bonus, but
check, saving throw, or ability check. talent cannot take ranks in these skills, not allow you to qualify for the program
Prerequisite: Scholar (Knowledge but once you take this talent, the cho- crafter advanced class.
(mystical philosophy)). sen skill becomes a savant class skill for Prerequisites: Program crafter
Cool Under Pressure: The savant you and a cross-class skill for any other Scope skills.
selects a skill with which they already classes you may take. Immersed Program Crafting: You
possess the scholar talent. When mak- Each talent provides access to an indi- have mastered the ability to craft pro-
ing a check this skill, you can take 10 vidual skill; therefore, to be able to pur- grams whilst immersed, using sheer
even when distracted or under duress. chase any ranks in both the Hex Lore force of will to craft substance out of the
Prerequisite: Scholar. skill and the Warding skill, you need to ether. This is a far quicker process than
take this talent twice. with Scope Use (remote) or the normal
Healing Talent Tree Prerequisite: Occult influence 2 usage of Scope Use (immersed). You can

T he savant has a talent for healing. ranks. use the defend security and craft pro-
Healing Touch 1: The savant Special: You may select this talent gram skill uses of the Scope Use skills
adds +2 hit points to the total of any multiple times. Each time, it applies to whilst immersed, taking a full-round
damage he heals through use of Knowl- a new skill. action rather than the usual 1 or 10 min-
edge (medicine). Occult Library: The savant with this utes per complexity level, and such a use
Prerequisite: Scholar (Knowledge talent has developed his occult contacts requires a Scope Use (immersed) skill
(medicine)). and collected many important occult check at the standard DC. You cannot
Healing Touch 2: The savant adds documents. With this talent, you gain attempt to create a program of complex-
+2 hit points to the total of any dam- a +4 bonus to all checks involving your ity level greater than your savant level
age he heals through use of Knowledge Occult influence. with this talent. This power can appear
(medicine). This stacks with healing Prerequisites: Occult skills (all three), quite impressive whilst in the Scope, as
touch 1 for a total of +4 hit points. Occult influence 4 ranks. the savant appears to conjure the item
Prerequisites: Scholar (Knowledge out of thin air.
(medicine)), healing touch 1. Program Crafter Prerequisites: Program crafter
Scope skills.
Talent Tree
Occult Lore Talent Tree
U nlike the more popular spiritual- O ne of the most highly regarded
skills — a new profession if you
Research Talent Tree
ism and psychic powers — which
are subject to some degree of under-
like — is that of the program crafter.
These characters have mastered the T he savant has a natural aptitude for
study and fact-finding.
Scholar: Select one of the skills listed
standing, albeit controversial — the ability to craft programs in the Scope as
occultist path is enshrouded in secrets well as remotely. in the following paragraph. You must
and not fully understood by even its Program Crafter Scope Skills: You have ranks in the skill if it can only be

43
CHARACTERS
CH 1
A P T E R №

used trained. You add a bonus equal Motive check to break their stance (see an encounter, whether the attempt
to your class level when making checks the defensive stance talent of the com- succeeds or not, that target becomes
with that skill. A savant can take this tal- batant class, earlier in this chapter). wary and immune to such ploys. This is
ent multiple times. Each time, it applies Prerequisite: One talent from the a mind-affecting ability.
to a different skill. Research Talent Tree. Prerequisite: One talent from the
Engineer (any single skill), Forgery, Inves- Plan: Prior to an encounter, the Research Talent Tree.
tigate, Knowledge (any single skill), Navi- savant can develop a plan of action to
Bonus Feats
gate, Research, Scope Use (remote), Search. handle the situation. Using this talent
Linguist: With this talent, you
become a master linguist. Whenever
you encounters a new language, either
requires preparation; you can’t use it
when surprised or otherwise unpre-
pared for a particular situation. Cre-
A t 2nd, 3rd, 5th, 6th, 8th, and 9th
level, the savant gains a bonus feat
from the following list. She must meet
spoken or written, that you do not ating a plan requires 1 minute. After all requirements for the feat in the usu-
know, you can make a Knowledge (lin- creating the plan, the savant makes an al manner.
guistics) check to determine if you can Intelligence check (DC 10) with a bonus Academic, Archaic Weapons Proficiency,
understand it, even if the language does equal to his class level. The result of the Armour Proficiency (archaic), Attentive,
not belong to the same group as a lan- check provides the savant and allies with Bureaucrat, Combat Expertise, Combat
guage you already know. The DC for the a circumstance bonus. You can’t take 10 Throw, Defensive Martial Arts, Exotic
check depends on the situation: DC 15 or 20 when making this check. Archaic Weapons Proficiency, Improved
if the language is in the same group as Disarm, Improved Trip, Iron Will, Liter-
a language you have selected with your Check Result Bonus ate, Master Engineer, Meticulous, Military


Knowledge (linguistics) ranks, DC 20 9 or lower +0 (check failed) Scientist, Studious, Tinkerer, and Unbal-
if the language is unrelated to any other 10–14 +1 ance Opponent.
language you know, and DC 25 if the 15–24 +2
language is ancient or unique. With this 25 or higher +3
special ability, you can glean enough
meaning from a conversation or docu- This bonus applies on all skill checks
Scoundrel
ment to ascertain the basic message, but

T
and attack rolls made by the savant and he scoundrel represents all charac-
this ability in no way simulates actually his or her allies, but the bonus lasts only
being able to converse or fluently read ters that rebel against authority and
for the first 3 rounds after making the make their own path in life. It represents
and write in a given language. A single plan. After that time, reduce the bonus
check covers roughly one minute of a street criminals, both the petty crooks of
by 1 point (to a minimum of +0) for every the streets of the Great Metropolis and
spoken language or one page of a writ- additional round the situation continues,
ten language. the organised mobsters of the American
as the vagaries of circumstance begin to spires. However, the middle and upper
Prerequisite: Knowledge (linguistics) unravel even the best-laid plans.
4 ranks. classes have their share of those who
Prerequisite: One talent from the survive by deceit, treachery, and cun-
Research Talent Tree. ning. Likewise, not all scoundrels are
Strategy Talent Tree Trick: The savant has the ability to dark hearted and the romantic fiction of

T he savant has the brainpower to see temporarily confuse a target through the Etherscope world often has dashing
solutions in most situations. the use of ploy and deception. The rogues as heroes. These characters can
Exploit Weakness: After 1 round of target must have an Intelligence score of be the most heroic and equally the most
combat, you can designate one opponent 3 or higher to be susceptible to a trick, villainous of all the basic classes. Their
and try to find ways to gain an advan- must be within 30 feet, and must be able range of skills is diverse and can be used
tage by using brains over brawn. You to hear and understand you. To play a to build Scope riders, thieves, and hood-
use a move action and make an Intel- trick on a target, you must use a full- lums alike. With a good range of practi-
ligence check (DC 15) with a bonus round action and make an Intelligence cal and social skills, they make quite a
equal to your savant level. If the check check (DC 15), adding your class level diverse class.
succeeds, for the rest of the combat you as a bonus. If the Intelligence check Take levels in scoundrel if you want
use your Intelligence bonus instead of succeeds, the target can try to think to develop your Scope riding abilities or
either Strength or Dexterity bonus on quickly and ignore the trick. The target other criminal activities. For those who
attack rolls as you find ways to outthink resists the trick by making a Will saving need to get out of a jam in a hurry, there
your opponent and notice weaknesses throw (DC 10 + savant’s class level are a good range of verbal and physical
in your opponent’s fighting style. Also, + savant’s Intelligence bonus). If the skills and talents to pull you out of tight
if the chosen opponent is using a defen- saving throw fails, the target becomes scrapes whether you need to remain
sive stance for a fighting technique, you dazed (unable to act, but can defend unseen, overcome a obstacle, or talk your
can make an Intelligence check, add- normally) for 1 round. A trick can only way out of trouble.
ing your savant level, instead of a Sense be played on a particular target once
per encounter. After the first trick in

44
CHARACTERS
CH 1
A P T E R №

Example Scoundrels Ability Scores Hit Dice

S coundrels make up a large propor-


tion of the disenfranchised of soci-
ety, from the scallies that run the streets
S coundrels make use of a wide range
of ability scores. Dexterity is a pri-
mary concern for nearly all scoundrels,
S coundrels gain 1d6 hit points at
each level, adding their Constitution
modifier to the die roll. At 1st level, they
at night to the infamous Scope riders providing them with a much-needed gain a number of hit points equal to 6
who have become the new countercul- knack to avoid being hit and the requisite plus their Constitution modifier.
ture. They also make good criminals finesse skills of the criminal. Charisma is
Scope Dice
from all walks of life: gentleman thief, another important skill, enabling them
scally, corrupt politician, policeman,
lawyer, or the mob bosses of America.
to get out of trouble when no bolthole
presents itself. Intelligence is required for
the schemer and the Scope rider alike,
S coundrels gain 1d6 Scope hit points
at each level, adding their Charisma
modifier to the die roll. At 1st level, they
Game Rule Information whilst Wisdom improves their percep- gain a number of hit points equal to 6
tual awareness. Constitution is useful to plus their Charisma modifier.

T he rules for playing a scoundrel are


described below.
help toughen the scoundrel up. Strength
is perhaps least useful as scoundrels are
Class Skills
skilled at finding other solutions to their
problems than brute force. T he scoundrel class has the follow-
ing class skills: Balance (Dex),
Bluff (Cha), Climb (Str), Disguise
(Cha), Engineer (mechanical) (Int),
Table 1–10: The Scoundrel Escape Artist (Dex), Forgery (Int),
Level Base Attack Fort Ref Will Defence Bonus Special Hide (Dex), Intimidate (Cha), Jump
1 +0 +0 +1 +0 +1 Talent (Str), Knowledge (current events, tac-
2 +1 +0 +2 +0 +2 Bonus feat tics) (Int), Listen (Wis), Move Silently
3 +2 +1 +2 +1 +2 Talent (Dex), Perform (Cha), Pilot (civilian)
4 +3 +1 +3 +1 +3 Bonus feat (Dex), Scope Use (remote) (Int), Search
5 +3 +1 +3 +1 +3 Talent (Int), Sense Motive (Wis), Sleight of
6 +4 +2 +3 +2 +4 Bonus feat Hand (Dex), Spot (Wis), and Tumble
7 +5 +2 +4 +2 +4 Talent (Dex). See Chapter 2: Traits, “Skills,”
8 +6 +2 +4 +2 +5 Bonus feat for skill descriptions.
9 +6 +3 +5 +3 +5 Talent Skill Points at 1st level: (5 + Int
10 +7 +3 +5 +3 +6 Bonus feat modifier) x 4.
Skill Points at each additional level:
5 + Int modifier.
Influences

Y our social template determines the


influences available to you. The
scoundrel class receives the following
number of points to spend on influences
at each level:
Influence Points at 1st level: 12.
Influence Points at each additional
level: 3.
Starting Feats

I n addition to the starting feats gained


at first character level, scoundrels
begin play with the Simple Weapons
Proficiency feat.

45
CHARACTERS
CH 1
A P T E R №

Prerequisites: Evasion, uncanny


Class Features dodge 1.

A ll of the following are class features


of the scoundrel class.
Slippery Mind: You are equally capa-
ble of avoiding the effects of mind-affect-
ing occult powers as you are physical
Talents
damage. With this ability, you are able

A t 1st, 3rd, 5th, 7th, and 9th level,


the scoundrel selects a talent from
the following talent trees. Some talents
to wriggle free of spell or other occult
skill effects that would compel you to
perform an action, or any other form
have prerequisites to meet before you of controlling effect. If you fail a Will
can select them. Unless otherwise indi- save to avoid such effects, you can make
cated, you cannot select the same talent a second attempt to break free from the
multiple times. effect 1 round later. This bonus saving
Beginning Talents: A 1st-level scoun- throw can be attempted only once.
drel may select from the evasion, Scope Prerequisites: Evasion, uncanny dodge
rider skills, and sneak attack talents. 1, uncanny dodge 2.

Defensive Talent Tree Fast-Talk Talent Tree


T he scoundrel gains the ability to
improve his or her innate defensive
talents as you attain new levels.
T he scoundrel has an innate talent
for bending the truth and dazzling
others with a combination of words, of insults and goading. The target must
Evasion: If you are exposed to any mannerisms, and charm. have an Intelligence score of 3 or higher
effect that normally allows you to Fast-Talk: You have a way with words to be susceptible to a taunt, must be
attempt a Reflex saving throw for half when attempting to con and deceive. within 30 feet, and must be able to hear
damage, you take no damage if you With this talent, you apply your scoun- and understand you. To taunt a target,
make a successful saving throw. Evasion drel level as a competence bonus to any you must use an attack action and make
can only be used when wearing light Bluff or Diplomacy checks you make a Charisma check (DC 15), adding your
armour or no armour. while attempting to lie, cheat, or other- scoundrel level as a bonus. If the Cha-
Uncanny Dodge 1: You retain your wise bend the truth. risma check succeeds, the target can try
Dexterity bonus to Defence regardless Dazzle: You have the ability to dazzle to resist. The target resists the taunt by
of being caught flat-footed or struck by a a target through sheer force of person- making a Will saving throw (DC 10
hidden attacker. Note that you still lose ality, a winning smile, and fast-talking. + scoundrel’s class level + scoundrel’s
your Dexterity bonus to Defence if you The target must have an Intelligence Charisma bonus). If the save fails, the
are immobilised. score of 3 or higher to be susceptible to a target becomes dazed (unable to act, but
Prerequisite: Evasion. dazzle attempt, must be within 30 feet, can defend normally) for 1 round. This
Uncanny Dodge 2: You can no lon- and be able to see, hear, and understand is a mind-affecting ability.
ger be flanked; you can react to oppo- you. To dazzle a target, you must use Prerequisites: Fast-talk, dazzle.
nents on opposite sides as easily as you an attack action and make a Charisma Special: A taunt can be played on an
can react to a single attacker. check (DC 15), adding your scoundrel opponent any number of times.
Prerequisites: Evasion, uncanny dodge 1. level as a bonus. If the Charisma check
Defensive Roll: You can roll with a succeeds, the target can try to resist. Scope Rider
potentially lethal attack to take less dam- The target resists the dazzle attempt
age from it. When you would be reduced by making a Will saving throw (DC 10 Talent Tree
to 0 hit points by damage in combat, from
a ranged or melee attack, you can attempt
to roll with the damage. Spend 1 excel-
+ scoundrel’s class level + your Cha-
risma bonus). If the save fails, the tar-
get receives a –1 penalty on attack rolls,
T he Scope rider is the scoundrel
of the Etherscope, breaking into
industrial and military domains, steal-
lence point to use this talent. Once the ability checks, skill checks, and saving ing valuable programs, escaping securi-
point is spent, you make a Reflex save throws for a number of rounds equal ty systems, and generally causing chaos
(DC = damage dealt). If the save succeeds, to your scoundrel level. This is a mind- and destruction. They can be heroes,
you take only half damage. You must be affecting ability. fighting oppression, or criminals of the
able to react to the attack to execute a Prerequisite: Fast-talk. worst kind.
defensive roll — if you are immobilised, Special: You can choose this talent Scope Rider Skills: The scoundrel
you can’t use this talent. Since the attack multiple times, each time worsening the with this skill adds all three Scope skills
would not normally you to make a Reflex dazzled penalty by –1. to their list of class skills. They gain Scope
save for half damage, your evasion talent Taunt: You have the ability to tem- Awareness, Scope Resilience, and Scope
doesn’t apply to the defensive roll. porarily rattle a target through the use Use (immersed) as class skills of the

46
CHARACTERS
CH 1
A P T E R №

scoundrel class. See Chapter 2: Traits, (whether the target actually has a Dex- Opportunist: The scoundrel can
“Skills,” for Scope skill descriptions. terity bonus or not) or when you flank spend 1 excellence point to use this tal-
Improved Scope Rider Skills: This a target. Should you score a critical hit ent. Once the point is spent, you can
talent increases your Scope skills. You with a sneak attack, this extra damage make an attack of opportunity against
receive +2 virtual ranks in any two is not multiplied. Ranged attacks can an opponent who has just been struck
chosen skills that can increase the skill count as sneak attacks only if the target for damage in melee by another char-
beyond its normal maximum. Choose is within 30 feet. With a sap (blackjack) acter. This attack counts as your attack
two skills from Scope Awareness, Scope or an unarmed strike, you can make a of opportunity for that round. Even a
Resilience, and Scope Use (immersed). sneak attack that deals nonlethal dam- scoundrel with the Combat Reflexes
The number of ranks that you buy with age instead of lethal damage. You can- feat can’t use this talent more than once
skill points is limited in the usual man- not use a weapon that deals lethal dam- per round.
ner, but the virtual ranks are then added age to deal nonlethal damage in a sneak Prerequisites: Sneak attack, improved
on top. These ranks count when using attack, not even with the usual –4 pen- sneak attack.
the skill, but not when meeting any alty. You can sneak attack only living
Bonus Feats
requirements for feats or advanced creatures with discernible anatomies
classes. Virtual ranks can therefore
increase your Scope avatar’s base
attack bonus, base Defence and Ref lex
— constructs and some outsiders lack
vital areas to attack. Any creature that
is immune to critical hits is not vulner-
A t 2nd, 4th, 6th, 8th, and 10th
level, the scoundrel gains a bonus
feat from the following list. He must
save, or Fortitude save, but not allow able to sneak attacks. You must be able meet all requirements for the feat in
you to qualify for the Scope rider to see the target well enough to pick out the usual manner.
advanced class. a vital spot and must be able to reach Acrobatic, Advanced Upload Learning,
Prerequisites: Scope rider skills. such a spot. You cannot sneak attack Alertness, Athletic, Brawl, Combat Reflex-
Immersed Hacking: You have mas- while striking a creature with conceal- es, Deceptive, Dodge, Greater Upload
tered the ability to hack Scope secu- ment or striking the limbs of a creature Savant, Improved Feint, Improved Initia-
rity whilst immersed by sheer force of whose vitals are beyond reach. tive, Improved Upload Learning, Light-
will. This is a far quicker process than When you successfully hit with a ning Reflexes, Minor Cybernaughtic App,
with Scope Use (remote) or the usual sneak attack, your attack deals an addi- Nimble, Personal Firearms Proficiency,
Scope Use (immersed) check. You tional +2 points of damage. Persuasive, Quick Draw, Scope Raider,
can use the find file, defeat security, Improved Sneak Attack: A scoun- Stealthy, Streetfighting, Tinkerer, Upload
and degrade program skill uses of the drel with this talent increases the dam- Savant, and Weapon Finesse.
Scope Use skills whilst immersed, tak- age caused by a sneak attack by an addi-
ing a full-round action rather than the tional +2 (total +4 additional damage).
usual 1 or 10 minutes per complexity Prerequisite: Sneak attack.
level, and such a use requires a Scope Advanced Sneak Attack: A scoun-
Use (immersed) skill check at the stan- drel with this talent increases the dam-
dard DC. This power can appear quite age caused by a sneak attack by an addi-
frightening whilst in the Scope, as you tional +2 (total +6 additional damage).
appear capable of melting, decaying, or Prerequisites: Sneak attack, improved
disintegrating structures with a touch. sneak attack.
Prerequisites: Scope rider skills. Crippling Strike: You are capable of
delivering a devastating sneak attack.
Stealthy Attack You can strike someone with such a
crippling blow that they are actually
Talent Tree weakened by the attack. When you

S coundrels with this talent tree often


become assassins and street hood-
lums, stalking their victims and striking
make a successful sneak attack, the
target character also suffers 2 points
of Strength damage. One point of this
before their presence is detected. damage is recovered every hour. This is
Sneak Attack: You are able to strike an extraordinary ability.
quickly and effectively against opponents Prerequisites: Sneak attack, improved
who cannot properly defend themselves. sneak attack, advanced sneak attack.
If you can catch an opponent when he
is unable to defend himself effectively
from your attack, you can strike a vital
spot for extra damage. Your attack deals
extra damage any time a target would
be denied a Dexterity bonus to Defence

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48
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Chapter II: Traits


T his chapter describes the skills that your character possesses, the feats of which he is capable, and the influences
that he wields. These characteristics are called traits, and each type is explained below.


Personality Traits H
Bravery
eroes and martyrs fill the pages of history. Victorians had
great respect for those who face adversity to protect their
homeland and way of life. However, some take this too far, using

I n Etherscope, you have two different traits that help to define militant means to impose their beliefs on others.
your character’s personality in game terms. Values represent If you take bravery as a virtue, you gain an excellence point
the best and worst aspects of your character’s guiding principles, whenever you stand your ground in a risky situation when you


whereas allegiances determine your association with different could retreat. This applies to social situations as well as combat.
factions, nations, or political ideals. Examples: You refuse to leave the trench even as a New Reich
dreadnaught approaches. You take the stand to defend yourself
in court.
If you take bravery as a vice, you gain an excellence point when
Values you use violence to solve a problem when words or finesse would
be more advantageous.

I n the Great Metropolis, as in much of the world, the mores


of Victorian society still hold sway. These manifest in a set
of socially accepted values that people understand and use to
Examples: You beat up some low-level mobsters in order to get
the attention of their boss. You lead an assault on a holiday resort
to capture a government official staying there.
define themselves. These values are strongly adhered to, even
across class boundaries. An understanding of these values helps Detachment
explain the behaviour and attitudes of Victorian society. Vic-
torian values have positive and negative aspects and represent
both the best and worst of Victorian society.
V ictorians value objectivity and sangfroid. Remaining cool
under fire, and not succumbing to fear or hysteria, are
greatly respected. One must rely on facts and figures, not allow-
Each character has two values that they epitomise, one as
ing sentiment to sway one’s opinions or judgement. The danger
a virtue and the other as a vice. A character’s virtue is a value
of objectivity is a loss of humanity — focusing on the big pic-
that he possesses in its best form. For example, a character with
ture risks losing sight of the people involved.
loyalty as a virtue is always willing to help a friend. Conversely,
If you take detachment as a virtue, you gain an excellence
a vice is a value that he portrays in its worst form. For example,
point when you resolve a situation using logic and empiri-
the same character may have patriotism as a vice: Although
cism, rather than being swayed by emotion (your own or those
good to his friends, he is bigoted towards people from other
expressed by others).
countries. A character can have the same value as both virtue
Examples: The character defuses a bomb moments before it is
and vice, or they may be different.
set to explode. The character proves that a “poltergeist” is really
Values are a guide to a character’s beliefs and motivations.
just an electromagnetic anomaly.
Players should always keep their character’s values in mind
If you take detachment as a vice, you gain an excellence point
when deciding how that character acts in a given situation. The
when your actions on behalf of a group or ideal disadvantage an
GM can reward a player character with an excellence point
individual person (or a smaller group).
when that character stays true to his virtue or vice in a diffi-
Examples: A sergeant leaves behind a lagging soldier, rather
cult situation. The description of each value (below) suggests
than risk the mission to save him. A doctor tests experimental
actions that could earn a character an excellence point if he has
cybernaughtics in unsuspecting subjects.
that value as a virtue or a vice. The situation must have conse-
quences for the character, but need not be pivotal to the plot of
the game. The GM is the final arbiter as to when a character Enthusiasm
gains an excellence point; generally, characters should gain no
more than one excellence point per session in this way.
Victorian values are:
E nthusiasm may not be the first thing that springs to mind
when one thinks of Victorian values, but a lust for life is
considered a hallmark of a great person. Conventional wisdom
encourages people to be enthusiastic about their occupations —
a happy worker is a productive worker — but popular entertain-
ment is rife with lovable rogues who display a passion for more

49
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frivolous pursuits. Enthusiasm is what ligence from a French informant. The


drives the wheels of progress, but it also
Loyalty explorer heads boldly into the jungle
leads people to act impulsively, rather
than thinking things through.
If you take enthusiasm as a virtue, you
V ictorians see loyalty as the glue
that holds society together. Loyalty
means helping your friends and family,
without a native guide.

Progress
must choose something about which you as well as not acting against the inter-
are passionate. Individual passions range
from the enriching (religion, archaeol-
ests of your peers. A loyal person also
has respect for his superiors (whether in T he advent of the industrial age has
led to new and better technolo-
gies coming out faster than ever before.
ogy) to the base (women, speed). When- business, the military, or society). How-
ever you put yourself at risk (physical, ever, sometimes this leads to an unques- Ethertech has only hastened this prog-
social, or financial) for the sake of your tioning acceptance of authority. ress. Technology has improved many
passion, you gain an excellence point. If you take loyalty as a virtue, you gain facets of life, and those who embrace this
Examples: The archaeology enthusiast an excellence point whenever you place value see progress as the solution to all of
removes the “cursed” idol from its pedes- yourself at risk to help an ally. This risk society’s ills. However, in their quest for
tal. A ladies’ man defends a woman from need not be physical — social and finan- the new, many become dismissive of the
her overbearing husband (who happens cial risks also count. value of simple tools and folk wisdom.
to be his superior). Examples: The politician lends his If you take progress as a virtue, you gain
If you take enthusiasm as a vice, you support to his fellow party member’s an excellence point when you use your
gain an excellence point whenever you controversial bill before Parliament. equipment creatively to solve a problem.
take immediate action without consider- The soldier draws gunfire away from a Examples: The sergeant uses lights and
ing the consequences. wounded comrade. recorded sounds to feign an invasion,
Examples: Spotting a Scope Demon, If you take loyalty as a vice, you gain while the real attack comes from the other
the Scope warrior draws his virtual an excellence point whenever you fol- side. The Scope rider creates a program to
sword and charges. A Scope rider pushes low a questionable order from a superior disable the gremlins guarding a domain.
the button labelled “Do Not Press.” without debate. The order may be mor- If you take progress as a vice, you gain
ally or tactically dubious, or may put you an excellence point whenever you refuse
to use an archaic device even though it is
Honesty into unnecessary peril.
the best tool for the job.
Examples: The soldier follows orders

T he Victorian value system promotes


honesty (saying what you mean)
and integrity (meaning what you say).
to fire into a mob of unarmed protestors.
The lieutenant volunteers to lead a sui-
Examples: The spy insists on taking his
motor car into the mountains rather than
ride a donkey. The colonist refuses to let
cide attack.
Honesty also includes staying true to an herbalist apply salve to his wounds.
your self and your origins. Thus many
Patriotism
who adhere to this value are disdainful Tenacity
of those who act above or below their
social class.
If you take honesty as a virtue, you gain
A Victorian takes personal pride in
the achievements of his nation and
his fellow countrymen. Patriotism pro- A true Victorian finishes what he
starts and practices what he preach-
an excellence point if you tell the truth vides a sense of community that tran- es. Tenacity is about staying the course
when a lie would be more advantageous. scends social class. However, it also leads when adversity strikes and never compro-
Examples: The British explorer shows many to downplay and denigrate the mising your beliefs. A tenacious person is
the Reich agent her half of the map, in achievements of other nations. one who gets thing done. Some, however,
hopes of seeing their half. The occult inves- If you take patriotism as a virtue, you are so sure of themselves that they reject
tigator tells the librarian the real reason gain an excellence point whenever you other ways of thinking, becoming inflex-
she is researching ancient demon cults. put the good of your nation ahead of ible and intolerant.
If you take honesty as a vice, you gain your own interests. If you take tenacity as a virtue, you
an excellence point when you refuse to Examples: The archaeologist donates a gain an excellence point whenever you
transact with a character outside your Lemurian artefact to the British Muse- successfully argue your point against an
own social class, even though it would be um rather than keep it for herself. The unfriendly opponent.
advantageous to do so. industrialist uses her business as a cover Example: The scally talks her way past
Examples: An upper class socialite pub- for espionage in a foreign country. a no-nonsense bouncer. The diplomat
licly snubs a nouveau-riche industrialist. If you take patriotism as a vice, you convinces ambassadors from rival coun-
A working class inventor seeks informa- gain an excellence point whenever you tries to discuss a peace settlement.
tion on a strange ethertech design from refuse to transact with a foreigner or use If you take tenacity as a vice, you gain
his neighbourhood mechanic, in prefer- a foreign device, even though it would be an excellence point when you stick to a
ence to a renowned academic. advantageous to do so. preconceived notion, even though it is
Examples: In a skirmish with the New shown to be false (such as continuing
Reich, the lieutenant ignores vital intel- with a plan even though new informa-
tion shows it to be flawed).

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Examples: The revolutionary breaks level. Having an allegiance implies hav- into action. Your allegiances should be
into a factory even though there are ing sufficient intelligence and wisdom indicative of the people and beliefs that
many more guards than she expected. to make a moral or ethical choice. As a most strongly underline your character’s
The lawyer continues to prosecute some- result, a character must have Intelligence actions. For example, the preacher or
one, even though she has evidence that and Wisdom scores of 3 or higher in monk who leaves behind a family to
proves the accused is innocent. order to select allegiances. devote his life to his religion will likely
have the religion as his major allegiance.
Values for GM Choosing Allegiances Similarly, a worker who spend more time
at the factory, doing voluntary overtime,
Characters
A llegiances include, but are not lim- is likely to have a major allegiance to his

A ll humanoids (humans and fey) ited to, the following examples. company. A mother who is willing to lie
have a virtue and a vice, selecting Person or Group in court for her children has a strong
from the same list of values as the player allegiance to her family. If your charac-
characters. Although ordinaries can-
not gain or use excellence points, the T his includes a leader or superior,
a family, a group of linked indi-
viduals (such as a band of adventurers
ter acts in a way that is detrimental to
your allegiances, the GM may choose to
GM should us their values as a guide to strip the character of that allegiance (and
roleplaying those characters. Animals or a cell of secret agents), or a discrete all its benefits) and assign an allegiance
and constructs lack the capacity for unit within a larger organisation (such more suitable to those actions.
morality, and therefore do not have val- as members of the character’s squad or
platoon, or individuals whose safety
ues. Outsiders also lack values, as their
the character is responsible for). Selfish
Benefits of Allegiance
morality, if they have such a thing, defies
human understanding. See Chapter 8: characters will most likely have “self ” as
A llegiances not only allow roleplaying


Gamesmastering, for more information one of their allegiances. opportunities but create empathic
on GM characters. bonds between characters who share
Organisation
them. GMs can grant a +2 circumstance

Allegiances
T his may be a company or corpora-
tion, a gathering of like-minded
individuals, a fraternal brotherhood,
bonus on any Charisma-based skill or
talent check when you deal with some-
one who shares your allegiance. This
a secret society, a branch of the armed bonus depends upon the GM feeling

A llegiances are an important trait of


your character’s personality as they
represent much of what your character
forces, a local, state, or national govern-
ment, a university, an employer, or an
otherwise established authority.
that the relevant allegiance and circum-
stances warrant the bonus. For example,
a secret agent is likely to gain the bonus
believes in. You must choose one major on a Diplomacy skill check with a gov-
Nation
allegiance and one minor allegiance. ernment official who shares an allegiance
You may select “None” for their minor
allegiance or both major and minor alle-
giances (being either a free spirit or a
T his may or may not be the nation
that the hero currently resides
in. It may be where the individual was
to the same government as the agent.
Additionally, there has to be sufficient
interaction with or knowledge of anoth-
lone wolf ) or may change allegiances as born or the land to which your charac- er character, or vice versa, to discover the
you go through life. You cannot choose ter immigrated. connection and bring the bonus into play.
“None” for your major allegiance and In general, you can’t just look at someone
Belief System
then declare a minor allegiance, as this and ascertain her allegiance.
would suggest that your character is
T his is usually a particular faith or
aligned to nothing and yet something at
the same time, which is a confusing state
of affairs. Also, just because your charac-
ter fits into a certain category of people
religion, but can also be a specific
philosophy or school of thought. Belief
systems could also include political
beliefs or philosophical outlooks.

Saving
doesn’t mean you have to take that cat-
egory as an allegiance. Playing Your Throws
Character´s Allegiance
Pledging Allegiance
I t is important to use your allegiance G enerally, when a hero is subject to
an unusual or occult attack, he gets

E ach allegiance you select can take


the form of loyalty to a person, to
an organisation, to a belief system, or to
as a guide for playing your character.
Allegiances represent your character’s
defining aims and goals in life. Whilst
a saving throw to avoid or reduce the
effect. Like an attack roll, a saving throw
is a d20 roll plus a bonus based on the
a nation. In general, you can discard an values determine how your character is hero’s class and level (the hero’s base save
allegiance at any time, but may only gain likely to act, allegiances determine what bonus) and an ability modifier. A natural
a new allegiance after attaining a new factors are likely to spur your character 1 (the d20 comes up 1) on a saving throw

51
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is always a failure. A natural 20 (the d20 characters possess excellence points. Your “Max Out” a Die Roll
comes up 20) is always a success. The character level determines how many
Difficulty Class for a save is determined
by the attack itself. The three different
excellence points you receive. Excellence
points are replenished at the start of each
A die roll can be affected by stating
the desire to “max out” your die roll
before you actually roll. This can be made
kinds of saving throws are: adventure. If an adventure is particularly
for any die roll, such as an attack roll, a
long, the GM may wish to provide a
Fortitude: damage roll, a saving throw, or a skill
moment during which the characters
check. The maxed-out die roll action
T hese saves measure a character’s
ability to stand up to massive
physical punishment or attacks against
can replenish some or all of their excel-
lence points, usually at a significant
plot juncture. The number of excellence
provides the highest possible numeri-
cal result from the dice that would have
been rolled. For example, you can auto-
his vitality and health such as poison points you receive is shown in Table 2–
matically take a 20 on a skill check, no
and paralysis. Apply your Constitution 1: Excellence Points by Character Level.
matter what the pressure and in the time
modifier to Fortitude saving throws. Only 1 excellence point may be spent in
for a usual skill check to be made. You
a single round.
Reflex: can automatically threaten a critical on
You can use an excellence point in one
an attack roll, or automatically convert a
T hese saves test a character’s abil-
ity to dodge massive attacks such
as explosions or zepcar wrecks. Often,
of three ways:
• Reroll any single die roll.
• “Max out” any one given die roll, before
critical. A 3d8 damage roll would auto-
matically cause 24 damage.
when damage is inevitable, the charac- the roll is made. Activate an Ability
ter gets to make a Reflex save to take • Activate a class talent, feat, or other
only half damage. Apply your Dexterity
modifier to his Reflex saving throws.
special ability that requires an excel-
lence point.
T here are a number of class abilities
and feats that require the character
to spend an excellence point to activate.
Will: Rerolls Without spending the point, the charac-
ter cannot use the ability.
T hese saves reflect a character’s
resistance to mental influence and A n excellence point can be spent
whenever a die roll has failed in
domination as well as to many occult
effects. Apply your Wisdom modifier to
his Will saving throws.
order to retake the die roll. This can
only be done once for any given roll, so
if you fail on the reroll, you’re stuck with
the result.

Skills
 Y our character’s skills represent a wide


variety of abilities, which you can
Excellence Table 2–1: Excellence Points
by Character Level
improve as you increase in character level.

Points Level
1
Excellence Points
1st, 2nd, 3rd
2 Getting Skills
H uman beings are capable of great
achievements. As society has
3 4th

evolved, individuals have become able


to change the world with their actions,
4
5
6
5th A t each level, you buy skills with skill
points gained when you go up a level
(see Chapter 7: The Advancing Character
be it on a global or personal scale. Excel- 7 6th for more details). Your class and Intel-
lence points can be thought of as heroic 8 ligence modifier determine the number
spirit, determination to succeed, human 9 7th of points received. Class skills cost 1 skill
resilience, or any number of mystical 10 point per rank purchased. Cross-class
or philosophical descriptions. At their 11 8th skill cost you 1 skill point per 1/2 rank
essence, excellence points represent 12 purchased. The maximum ranks you can
the sheer force of human will and indi- 13 9th have in a class skill equals your character
viduality, something deltas and epsilons 14 level + 3. The maximum rank for a cross-
lack: a powerful force sometimes able to 15 10th class skill is one-half of this number (do
alter global events. As such, epsilon and 16 not round up or down). However, each
delta characters only receive 1 excellence 17 11th social template your character takes pro-
point as a starting character instead of 18 vides a number of Knowledge skills that
the usual 3. 19 12th you can purchase at half the normal cost,
Excellence points are gained as your 20 so 1 skill point can buy you 2 ranks in a
character develops and gains levels. Only
class Knowledge skill listed on your social
player characters and some unique GM

52
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template or 1 rank in a cross-class Knowl- Table 2–2: Skill Points per Level
edge skill listed on your social template.
Class 1st Level Skill Points Skill Points at Each Additional Level
Ranks indicate how much training or
Broker (7 + Int modifier) x4 7 + Int modifier
experience your character has with a given
Combatant (3 + Int modifier) x4 3 + Int modifier
skill. Each skill has a number of ranks,
Enginaught (5 + Int modifier) x4 5 + Int modifier
from 0 (for a skill in which your char-
Pursuer (5 + Int modifier) x4 5 + Int modifier
acter has no training at all) to 23 (for a
Savant (9 + Int modifier) x4 9 + Int modifier
20th-level character who has increased a
Scoundrel (5 + Int modifier) x4 5 + Int modifier
class skill to its maximum rank). When
making a skill check, you add your char-
acter’s skill ranks to the roll as part of the guard requires a Move Silently check to Difficulty Classes
skill modifier. beat the guard’s opposed Listen check.
The rules assume that a character can
always find a way to learn any skill. How-
Unlike with attack rolls and saving
throws, a natural roll of 20 on the d20 is S ome checks are made against a Dif-
ficulty Class (DC). The DC is a


ever, the GM can impose limits depending not an automatic success when making a number the GM sets (using the skill
on circumstances and a given situation. skill check and a natural roll of 1 is not rules as a guideline) that you must
an automatic failure. attain to succeed.
Skill Ranks: A character’s ranks in Opposed Checks
a skill are based on the number of skill
Using Skills points he has invested in the skill. Some
skills can be used even if the character has S ome skill checks are opposed checks.
They are made against a randomised

T o make a skill check, roll:

1d20 + skill modifier


no ranks in the skill; doing this is known
as making an untrained skill check.
Ability Modifier: The ability modifier
number, usually another character’s skill
check result. For ties on opposed checks,
the character with the higher key ability
(Skill modifier = skill ranks + ability modifier + used in the skill check is the modifier for score wins. If those scores are the same,
miscellaneous modifiers) the skill’s key ability (the ability associ- roll again.
ated with the skill’s use). The key ability
T he higher you roll on the skill
check, the better. A skill check is
of a skill is noted in its description.
Miscellaneous Modifiers: Miscel-
Trying Again
either an attempt to beat or exceed a spe-
cific Difficulty Class (DC) or an attempt
to beat another character’s check result.
laneous modifiers include bonuses pro-
vided by feats and class features, and
I f you fail on a skill check, you can
sometimes try again. Check the skill
description to find out if, and under what
penalties such as the ones associated
For example, attempting to climb over a circumstances, you can try again. Many
with the nonproficient use of armour,
wall might require a Climb check against skills, however, have natural consequenc-
among others.
DC 15, while an attempt to sneak past a es for failing that must be accounted for.
Some skills can’t be tried again once a
check has failed for a particular task. If
the use of a skill carries no penalty for
Skill Selection Advanced Method: The advanced
method involves spending your skill points failure, you can take 20 and assume that
Methods individually. To do this, look at the for- you keep trying until you eventually suc-
mula found near the list of class skills for ceed (see below).
Presented below are the two main methods your class. This tells you how many points
players can use to assign skill points to their you have to spend on skills. Remember
characters.
Quick-Pick Method: The quick way is
that if you are playing a fey character, you Untrained Skill Checks
will receive 4 fewer skill points than other
simply to choose a number of skills from
your class skill list equal to the number of
skill points available per level, as indicted
characters. Each point buys you a full rank
in a class skill, or half a rank in a cross-
class skill. Knowledge skills listed under
G enerally, attempting to use a skill
you don’t have any ranks in means
making a skill check as described. Your
by the class description, plus your Intelli- your social template cost half their normal
gence modifier. For example, a savant with skill modifier doesn’t include skill ranks,
price. When spending skill points on such
an Intelligence score of 16 (+3 modifier) skills, a single point spent on a class skill because you don’t have any. Other modi-
can choose 12 skills from his class skill list. gets you 2 ranks, whereas a point spent on fiers, though, such as the ability modi-
Remember that if you are playing a fey char- a cross-class skill gets you a full rank rather fier for the skill’s key ability, apply. Some
acter, you receive 1 fewer choice than other than half (although your maximum rank in a
character races. Each skill is bought with skills can be used only if you are trained
cross-class Knowledge skill is still 2). At 1st in the skill.
4 ranks in it. Remember that any Knowl- level, your character cannot have more than
edge skill listed under your social template 4 ranks in a class skill and more than 2 ranks
costs half as many skill points; see “Social in a cross-class skill, although these limits
Templates” in Chapter 1. You can also pick increase as your character develops; see
cross-class skills, but you will only receive 2 Chapter 7: The Advancing Character.
ranks in each.

53
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Table 2–3: Class and Cross-Class Skills Favourable and


Skill Ability Score Broker Combatant Enginaught Pursuer Savant Scoundrel
Unfavourable Conditions
Balance Dex ü ü ü l ü l
Bluff
Climb
Combat Technique
Cha
Str
varies
l
ü
ü
l
l
´
ü
ü
ü
ü
l
ü
ü
ü
ü
l
l
ü
S ome situations may make a skill easier
or harder to use, resulting in a bonus
or penalty to the skill modifier or a change
Concentration Con ü ü l l ü ü to the skill check’s DC. The GM can alter
Creative Art Int l ü ü ü l ü the odds of success in four ways to take
Diplomacy Cha l ü ü ü l ü into account exceptional circumstances:
Disguise Cha l ü ü ü ü l • Give you a +2 circumstance bonus to
Engineer (chemical) Int ü ü l ü l ü represent conditions that improve
Engineer (ethertech) Int ü ü l ü l ü performance, such as having the per-
Engineer (mechanical) Int ü ü l ü l l fect tool for the job, getting help from
Engineer (pharmaceutical) Int ü ü l ü l ü another character, or working under
Engineer (structural) Int ü ü l ü l ü conditions that are significantly better
Escape Artist Dex ü ü ü ü ü l than normal.
Forgery Int l ü ü ü l l • Give you a –2 circumstance penalty to
Handle Animal Cha l ü ü l ü ü represent conditions that hamper per-
Hide Dex ü ü ü l ü l formance, such as being forced to use
Intimidate Cha l l ü l ü l improvised tools or possessing mislead-
Investigate Int ü ü ü l l ü ing information.
Jump Str ü l ü l ü l • Reduce the DC by 2 to represent
Knowledge (art) Int l ü ü ü l ü circumstances that make the task
Knowledge (civics) Int l ü ü ü l ü easier, such as having a friendly audi-
Knowledge (current events) Int l l l l l l ence when making a Perform check
Knowledge (history) Int l ü ü ü l ü or searching for information on an
Knowledge (industry) Int l ü l ü l ü extremely well-documented topic with
Knowledge (linguistics) Int l ü ü l l ü a Research check.
Knowledge (medicine) Int ü ü ü ü l ü • Increase the DC by 2 to represent cir-
Knowledge (mystical philosophy) Int ü ü ü l l ü cumstances that make the task harder,
Knowledge (natural philosophy) Int ü ü ü ü l ü such as making a Perform check in
Knowledge (tactics) Int l l ü l l l front of a hostile audience or searching
Listen Wis l ü ü l ü l for information on a very poorly docu-
Move Silently Dex ü ü ü l ü l mented topic with a Research check.
Munitions Int ü l l l l ü Conditions that affect your ability to
Navigate Int ü l l l l ü perform the skill change your skill modi-
Perform Cha l ü ü ü ü l fier. Conditions that modify how well you
Pilot (civilian) Dex ü ü l ü ü l must perform the skill to succeed change
Pilot (military) Dex ü l l ü ü ü the DC. Bonuses on your skill modifier or
Research Int ü ü ü ü l ü reductions to the DC of the check have
Resolve Cha l ü ü l ü ü the same result — they create a better
Ride Dex ü l ü l ü ü chance for success. But they represent dif-
Scope Awareness Wis ü ´ ´ ü ´ ´ ferent circumstances, and sometimes that
Scope Resilience Cha ü ´ ´ ü ´ ´ difference is important.
Scope Use (immersed) Int ü ´ ´ ü ´ ´
Scope Use (remote) Int ü ü l ü l l Time and Skill Checks
ü ü ü ü ü l

U
Search Int
sing a skill might take a round, sev-
Sense Motive Wis l l ü l ü l
eral rounds, or even longer. It might
Sleight of Hand Dex l ü ü ü ü l
take no time at all. Types of actions define
Spot Wis ü l ü l ü l
how long activities take to perform within
Survival Wis ü l l l ü ü
the framework of a combat round (6
Swim Str ü l ü l ü ü
seconds) and how movement is treated
Tumble Dex ü ü ü ü ü l
with respect to the activity. See the skill
lAvailable as a class skill. ´Available as a class skill if you have selected the appropriate description for specifics on how long a
talent; otherwise available as a cross-class skill. üAvailable as a cross-class skill. skill takes to use. In general, using a skill
that requires concentration whilst in close

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Table 2–4: Difficulty Class Examples


Difficulty (DC) Example (Skill Used)
Very easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching security guard (Listen)
Tough (15) Disarm an explosive (Demolitions)
Challenging (20) Swim against a strong current (Swim)
Formidable (25) Break into a secure computer system (Scope Use)
Heroic (30) Leap across a 30-foot chasm (Jump)
Superheroic (35) Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)
Nearly impossible (40) Track a trained commando through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)

Table 2–5: Example Opposed Checks action, and you can’t take 10 on this
Task Skill Opposing Skill check. If the check succeeds, the leader
Sneak up on someone Move Silently Listen gains a +2 circumstance bonus to apply
Con someone Bluff Sense Motive to his skill check to complete the task.
Hide from someone Hide Spot In many cases, a character’s help won’t
Win a steam carriage race Pilot (civilian) Pilot (civilian) be beneficial, or only a limited number
Pretend to be someone else Disguise Spot of characters can help at the same time.
Steal a key chain Sleight of Hand Spot The GM limits aid another attempts as
Create a fake ID Forgery Forgery he sees fit for the conditions.

combat is dangerous. Nearby op­ponents calculate the result as if you had rolled a
Skill Synergy
can make attacks of opportunity against
you when you let your guard down.
10, taking the normal time for the skill
check being attempted. Taking 10 for
many routine tasks results in a success.
S ometimes, the GM may decide that
having one skill provides a bonus
when a character uses another skill in cer-
Tools Distractions and threats make it impos- tain situations. The character must have
sible for you to take 10. You also can’t at least 5 ranks in the related skill to gain

S ome skill applications require the


use of tools. If tools are needed, the
specific items required are mentioned
take 10 when using a skill untrained,
although the GM may allow exceptions
this synergy bonus, and the GM must
agree that the two skills can complement
for truly routine activities. each other in the given situation. In such
in the skill description. If you don’t Taking 20: When you have plenty of cases, the character receives a +2 synergy
have the appropriate tools, you can still time, are faced with no threats or distrac- bonus on the skill check.
attempt to use the skill, but you take a tions, and the skill being attempted car-
–4 circumstance penalty on your check. ries no penalty for failure, you can take Table 2–6: Ability Check
You may be able to put together some 20. Instead of rolling 1d20 for the skill Examples
impromptu tools to make the check. If check, calculate the result as if you had Example Ability Check Key Ability
the GM allows it, reduce the penalty to rolled a 20. Taking 20 is the equivalent of Forcing open a jammed or locked door Strength
–2 (instead of –4) for using impromptu attempting the check over and over again Tying a rope Dexterity
tools. It usually takes some time (several until you get it right, or spending the time Holding one’s breath Constitution
minutes to an hour or more) to collect or to make sure you do the best job you pos- Navigating a maze Intelligence
create a set of impromptu tools, and that sibly can. Since taking 20 assumes that Recognise a stranger you’ve seen before Wisdom
may require a skill check as well. you fail many times before succeeding, any Getting yourself noticed in a crowd Charisma
results from failure will take effect. Taking
Checks without Rolls 20 takes twenty times as long as making a
Ability Checks
A skill check represents an attempt single check (for example, 2 minutes for a
to accomplish some goal, usually in
the face of time pressure or distraction.
Sometimes, though, you can use a skill
skill that normally takes 1 round).

Aiding Another
S ometimes you try to do something
to which no specific skill applies. In
these cases, you make an ability check:
Roll 1d20 and apply the appropriate
I
under more favourable conditions and n some situations, characters can coop-
eliminate the luck factor. ability modifier. The GM assigns a DC,
erate to accomplish a given task. One
Taking 10: When you are not being or sets up an opposed check when two
character is designated as the leader in
threatened or distracted, you may choose characters are engaged in a contest using
the effort, while the others try to aid him
to take 10 instead of making a die roll. one ability against another. In some cas-
in his efforts. You aid another by making
Instead of rolling 1d20 for the skill check, es, a test of one’s ability doesn’t involve
a skill check (DC 10). This is an attack

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luck. When two characters arm wrestle, Table 2–7: Balance Modifiers
for example, the stronger character sim-
Narrow Surface DC* Difficult Surface DC
ply wins. In the case of identical scores,
7–12 in. wide 10 Uneven or angled 10
make opposed Strength checks.
2–6 in. wide 15 Slippery surface 10
Less than 2 in. wide 20
Modifier Types and Stacking * Add +5 to the DC if the narrow surface is slippery or angled; add +10 if it is both slippery and angled.

A modifier provides a bonus (a posi-


tive modifier) or a penalty (a nega-
tive modifier) to a die roll. Bonuses with
appears on the line beneath the skill
name, a character must have at least 1
Being Attacked While Balancing:
While balancing, you are flat-footed (you
specific descriptors, such as “equipment rank in the skill to use it. If “Trained lose your Dexterity bonus to Defence, if
bonus,” generally don’t stack (combine Only” is omitted, the skill can be used you have one), unless you have 5 or more
for cumulative effect) with others of the untrained. If any particular notes apply ranks in Balance. If you take damage,
same type. In those cases, only the best to trained or untrained use, they are cov- you must make a Balance check again to
bonus of that type applies. The only spe- ered in the Special section (see below). remain standing.
cific bonuses that stack are dodge bonus- Armour Penalty: If “Armour Pen- Accelerated Movement: You can try to
es, synergy bonuses, and sometimes alty” appears on the line beneath the cross a precarious surface more quickly
circumstance bonuses. Circumstance skill name, apply the armour penalty for than normal. You can move your full
bonuses stack only if they’re provided by the armour the character is wearing to speed, but you take a –5 penalty on your
differing circumstances; if two circum- checks involving this skill. Balance check (moving twice your speed
stance bonuses caused by similar circum- Check: What a character can do with a in a round requires two checks, one for
stances apply, they don’t stack. Specific successful skill check, and the check’s DC. each move action). You can attempt to
bonuses that don’t stack with a bonus of Try Again?: Any conditions that apply charge across a precarious surface. Charg-
the same type include competence, cover, to repeated attempts to use the skill for a ing requires one Balance check at a –5
deflection, equipment, morale, natural particular purpose. If this entry is omit- penalty for each multiple of your speed
armour, resistance, and size bonuses. ted, the skill check can be tried again (or fraction thereof ) that you charge.
Any bonus without a descriptor (such as without any inherent penalty other than Special: You can take 10 when making
simply a “+1 bonus”) stacks with other taking additional time. a Balance check, but you can’t take 20. A


bonuses. All penalties stack, regardless Special: Any particular notes that character with the Focused feat gets a +2
of their descriptors. apply, such as whether a character can bonus on all Balance checks.
take 10 or take 20 when using the skill. Time: Balancing while moving one-
Untrained: Any details about using half your speed is a move action. Acceler-
a skill untrained. If this entry doesn’t ated movement, allowing you to balance
Skill appear, it means the skill works the same while moving your full speed, is also a
Descriptions even when used untrained, or that an move action.
untrained character can’t make checks

T he skills available to characters in


the Etherscope setting are listed
and described below, in alphabetical
with this skill (true for skills that are
designated “Trained Only”).
Time: How much time it takes to
Bluff
(Charisma)
order. Entries that do not apply to a
particular skill are omitted in that skill’s
description.
make a check with this skill.

Balance
Y ou can make outrageous claims or
untrue statements seem plausible.
This skill encompasses conning, fast-
talking, misdirection, prevarication, and
Skill Description Format: (Dexterity)
deception through body language. Use a
Each individual skill is introduced in Armour Check Penalty
bluff to sow temporary confusion, to get
the following manner:

Skill Name Y ou can keep your balance while


walking on a tightrope, a narrow
beam, a slippery ledge, or an uneven
someone to turn his head in the direction
you point, to feint against an enemy in
combat, or simply to look innocuous.
(Key Ability) floor. Check: A Bluff check is opposed by
Trained Only; Armour Penalty Check: You can walk on a precarious the target’s Sense Motive check when
surface. A successful check lets you move trying to con or mislead. Favourable

T he skill name line and the informa-


tion beneath it include the follow-
ing information:
at half your speed along the surface as a
move action. A failure indicates that you
and unfavourable circumstances weigh
heavily on the outcome of a bluff. Two
spend your move action keeping your bal- circumstances can work against you: The
Key Ability: The the ability whose ance and do not move. A failure by 5 or bluff is hard to believe, or the action that
modifier applies to the skill check. more indicates that you fall. The difficulty the bluff requires the target to take goes
Trained Only: If “Trained Only” varies with the conditions of the surface. against the target’s self-interest, nature,

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Table 2–8: Bluff Circumstance Modifiers


Example Circumstances Sense Motive Modifier
The target wants to believe you. (Telling a friend that you liked their present) –5
The bluff is believable and doesn’t affect the target much one way or the other. (Using a high-quality fake ID to purchase goods with a limited restriction) +0
The bluff is a little hard to believe or puts the target at some kind of risk. (Convincing a legitimate trader to sell you restricted goods) +5
The bluff is hard to believe or entails a large risk for the target. (Claiming to have won a notable sporting event) +10
The bluff is way out there; it’s almost too incredible to consider. (Claiming to have been to the moon) +20

personality, or orders. If it’s important, ers evidence to the contrary. A character but you can’t take 20. A character with
the GM can distinguish between a bluff should not make a Bluff check every time the Deceptive feat gets a +2 bonus on all
that fails because the target doesn’t believe he utters a lie. Bluff checks.
it and one that fails because it asks too Feinting in Combat: You can also use Time: A bluff takes at least 1 round
much of the target. For instance, if the Bluff to mislead an opponent in combat (and is at least a full-round action), but
target gets a +10 bonus because the bluff so that the opponent can’t dodge your can take much longer if you try some-
demands something risky of the target, attack effectively. If you succeed, the next thing elaborate. Using Bluff as a feint in
and the target’s Sense Motive check suc- attack you make against the target ignores combat is an attack action. Creating a
ceeds by 10 or less, then the target didn’t her Dexterity bonus (if the opponent has diversion to hide is an attack action.
so much see through the bluff as prove one) to Defence. If you use Bluff in this
reluctant to go along with it. So a guard way against a creature of animal intelli- Climb
might be unwilling to let the characters gence (Int 1 or 2), you take a –8 penalty
go into an area where if they were found on the check. Against a nonintelligent (Strength)
he could lose his job, but he would not creature, feinting is impossible. Armour Penalty
immediately recognise the characters as
impostors. If the target’s Sense Motive
check succeeds by 11 or more, he has
Creating a Diversion to Hide: You can
use Bluff to help you hide. A successful
Bluff check gives you the momentary
U se this skill to scale a cliff, to get to
a window on the second story of a
building, or to climb up a steep slope.
seen through the bluff, and would have diversion needed to attempt a Hide Check: With each successful Climb
succeeded in doing so even if it had not check while people are aware of you. (See check, you can advance up, down, or across
placed any demand on him (that is, even the Hide skill.) a slope or a wall or other steep incline (or
without the +10 bonus). The above Sending a Secret Message: You use Bluff even a ceiling with handholds). A slope is
guard would sense there was something to send and understand secret messages considered to be any incline of less than
suspicious about the characters. A suc- while appearing to be speaking about other 60 degrees; a wall is any incline of 60
cessful Bluff check indicates that the tar- things. The DC for a basic message is 10. degrees or steeper. A failed Climb check
get reacts as you wish, at least for a short Complex messages or messages trying to indicates that you make no progress, and
time (usually 1 round or less), or the communicate new information have DCs a check that fails by 5 or more means that
target believes something that you want of 15 or 20. Both the sender and the receiver you fall from whatever height you had
him to believe. A bluff requires interac- must make the check for the secret message already attained (unless you are secured
tion between you and the target. Targets to be successfully relayed and understood. with some kind of harness or other equip-
unaware of you can’t be bluffed. Anyone listening in on a secret message ment). The DC of the check depends on
A bluff is not the same thing as a lie. A can attempt a Sense Motive check (DC the conditions of the climb. If the climb
bluff is a quick prevarication intended to equal to the sender’s Bluff check result). If is less than 10 feet, reduce the DC by 5.
distract, confuse, or mislead, generally only successful, the eavesdropper realises that a Since you can’t move to avoid an attack,
for the short term. A bluff is not intended secret message is contained in the commu- you are flat-footed while climbing (you
to withstand long-term or careful scrutiny, nication. If the eavesdropper beats the DC lose any Dexterity bonus to Defence).
but rather to momentarily deter an action by 5 or more, he or she understands the Any time you take damage whilst climb-
or decision. Bluffs involve attitude and secret message. Whether trying to send or ing, make a Climb check against the DC
body language. Bluffs often include lies, intercept a message, a failure by 5 or more of the slope or wall. Failure means you fall
but they usually aren’t very sophisticated points means that one side or the other from your current height and sustain the
and aren’t intended to deceive the target misinterprets the message in some fashion. appropriate falling damage.
for more than a few moments. A lie, on Try Again?: Generally, a failed Bluff Accelerated Climbing: A character can
the other hand, is a simple misrepresenta- check makes the target too suspicious for try to climb more quickly than normal.
tion of the facts. Body language and atti- you to try another bluff in the same cir- You can move your full speed, but you take
tude aren’t a big part of communication. cumstances. For feinting in combat, you a –5 penalty on your Climb check (mov-
The lie may be very sophisticated and well may try again freely. ing twice your speed in a round requires
thought-out, and is intended to deceive a Special: You can take 10 when making two checks, one for each move action).
character at least until he or she discov- a bluff (except for feinting in combat), Making Handholds and Footholds: You

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can make handholds and footholds by still doesn’t allow you to take 10 when in
pounding pitons into a wall. Doing so a stressful situation; you must roll the
takes 1 minute per piton, and one piton check as normal. The check DC depends
is needed per 3 feet. As with any surface on the nature of the distraction.
with handholds and footholds, a wall Try Again?: Yes, though a success
with pitons in it has a DC of 15. In simi- doesn’t cancel the effects of a previous
lar fashion, a climber with an ice axe or failure, such as the disruption of an
other proper implement can cut hand- action on which you were concentrating.
holds or footholds in an ice wall. Special: You can use Concentration
Catching Yourself When Falling: It’s to avoid attacks of opportunity when
practically impossible to catch yourself attempting a skill check that normally
on a wall while falling. Make a Climb provokes attacks of opportunity. The
check (DC equal to wall’s DC + 20) to DC to do so is 15. If the Concentration
do so. A slope is relatively easier to catch check succeeds, you may attempt the
on (DC equal to slope’s DC + 10). action normally without incurring any
Special: Someone using a rope can attacks of opportunity. If the Concentra-
haul you upward (or lower you) by tion check fails, the related check auto-
means of sheer strength. Use two times matically fails just as if your concentra-
a character’s maximum load to deter- tion had been disrupted by a distraction.
mine how much weight he can lift. You You do not provoke attacks of oppor-
can take 10 while climbing, but you can’t tunity, however. This use of Concentra-
take 20. A character without climbing tion applies only to skill checks. It does
gear takes a –4 penalty on Climb checks. not apply to other actions that normally
At the GM’s discretion, certain kinds of provoke attacks of opportunity, such as
climbing attempts might require only a movement or making unarmed attacks.
rope or some other implement, or even A character with the Focused feat gets a
just one’s hands and feet, rather than a +2 bonus on all Concentration checks.
full set of climbing gear to avoid the pen- Time: Making a Concentration check
alty. A character with the Athletic feat doesn’t require an action; it is either a
gets a +2 bonus on all Climb checks. reaction (when attempted in response to
Time: Climbing at one-half your a distraction) or part of another action
speed is a full-round action. Moving (when at­tempted actively).
half that far (one-fourth your speed)
is a move action. Accelerated climbing, Creative Art
allowing you to climb at your full speed,
is a full-round action. A character can (Intelligence)
move half that far (one-half your speed)
as a move action. U se this skill to make artistic cre-
ations, such as paintings, drawings,
photographic art, or other forms of visu-
Concentration al arts, or stories, novels, scripts, articles,
or other forms of writing.
(Constitution)
Check: When attempting to create a

Y ou are particularly good at focusing


your mind.
Check: You make a Concentration
work of creative art, you make a Creative
Art check, the result of which determines
the quality of the work.
check whenever you may potentially be Try Again?: Yes
distracted while engaged in some action Special: Unless the effort is particu-
that requires your full attention. Situa- larly elaborate or the character must
tions such as taking damage, working in acquire an expensive piece of equipment,
a bouncing vehicle, or dealing with severe the basic components have an acquisition
weather can require you to make a Con- DC of 5. No acquisition check is neces-
centration check. If the Concentration sary to create works of writing. A charac-
check succeeds, you may continue with ter with the Creative feat can select Cre-
the action. If the Concentration check ative Art as one of the options and gain a
fails, the action fails (with the appropri- +2 bonus to all checks with this skill.
ate ramifications, if any), and the action is Time: Creating a work of visual art
wasted. A successful Concentration check requires at least a full-round action, but

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Table 2–9: Climbing DCs


DC Example Wall or Surface or Task
0 A slope too steep to walk up.
5 A knotted rope with a wall to brace against.
10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An un-knotted rope.
Pulling yourself up when dangling by your hands.
20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.
25 A rough surface with no real handholds or footholds, such as a brick wall.
25 Overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface can’t be climbed.
–10* Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal DC by 10).
–5* Climbing a corner where you can brace against perpendicular walls (reduces normal DC by 5).
+5* Surface is slippery (increases normal DC by 5).
* These modifiers are cumulative; use any that apply.

Table 2–10: Distraction DCs


Distraction DC
Damaged during the action* 10 + damage dealt
Taking continuous damage during the action** 10 + half of continuous damage last dealt
Vigorous motion (bouncy vehicle ride, small boat in rough water, below decks in a storm-tossed ship, riding a horse) 10
Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, galloping horse) 15
Extraordinarily violent motion (earthquake) 20
Entangled in net or snare 15
Grappling or pinned 20
Weather is a high wind carrying blinding rain or sleet 5
Weather is wind-driven hail, dust, or debris 10
* Such as an activity that requires more than a single full-round action, or from an attack of opportunity or readied attack made in response to the action being taken (for
activities requiring no more than a full-round action).
** Such as from catching on fire.

Table 2–11: Creative Art words. This skill represents the ability cates what change (if any) results in the
Check Results to give the right impression, to negotiate character’s attitude towards you depend-
effectively, and to influence others. ing on their initial attitude and by how
Skill Check Result Effort Achieved
Check: Your Diplomacy check is much you beat his Resolve check.
14 or lower Untalented amateur
opposed by the Resolve check of the Players whose characters are affected
15–24 Talented amateur
party whose attitude you are attempt- by a Diplomacy check should roleplay a
25–29 Professional
ing to influence. In negotiations, partici- change in attitude towards the character
30–34 Expert
pants roll opposed Diplomacy checks to who used Diplomacy on them. Whilst it
35 or higher Master
see who gains the advantage. Opposed is important to allow the players to make
Diplomacy checks also resolve cases their own decisions about what their
usually takes an hour, a day, or more, where two advocates or diplomats plead charters do, a simple change of attitude
depending on the scope of the project. opposing cases before a third party. towards a key NPC can enable a much
Creating a work of writing requires at Diplomacy can be used to influence any more fulfilling roleplaying experience.
least 1 hour, but usually takes a day, a character’s attitude. Players must deter- Bribery and Diplomacy: Offering
week, or more, depending on the scope mine their characters’ attitudes towards money or another form of favour can, in
of the project. a character that uses this skill on them. the right situation, improve a character’s
The GM chooses the initial attitude for chances with a Diplomacy skill check.
Diplomacy GM characters based on circumstances. Bribery allows a character to circum-
(Charisma) Most of the time, the people the player vent various official obstacles when a
characters meet are indifferent towards person in a position of trust or author-

U se this skill to persuade the bouncer


to let you into an exclusive club, to
negotiate peace between feuding gangs, or
them, but a specific situation may call
for a different initial attitude. You do
not declare a specific outcome that you
ity is willing to accept such an offering.
An illegal act, bribery requires two will-
ing participants: one to offer a bribe and
to convince an enemy agent to release you are trying for; instead, make the check the other to accept it. When a character
instead of killing you. Diplomacy includes opposed by the target’s Resolve check. requires a bribe to render services, then
social grace, tact, subtlety, and a way with Table 2–13: Diplomacy Results indi- a character’s Diplomacy check automati-

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Table 2–12: Attitude Classes Table 2–15: Disguise


Attitude Means Possible Actions Modifiers
Hostile Will take risks to hurt or avoid you Attack, interfere, berate, flee Disguise Modifier
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult Minor details only +5
Indifferent Doesn’t much care Act as socially expected Appropriate uniform or costume +2
Friendly Wishes you well Chat, advise, offer limited help, advocate Disguised as different sex –2
Helpful Will take risks to help you Protect, back up, heal, aid Disguised as different age category –2*
* Per step of difference between your age category
Table 2–13: Diplomacy Results and the disguised age category (child, young adult,
adult, middle age, old, or venerable).
Initial Attitude New attitude becomes:
Hostile Unfriendly Indifferent Friendly Helpful If you are impersonating a particular
Hostile Succeed by 4 or less Succeed by 5 Succeed by 10 Succeed by 20 Succeed by 30 individual, those who know what that
Unfriendly Fail by 10 Fail by 1 Draw Succeed by 10 Succeed by 20 person looks like automatically get to
Indifferent – Fail by 10 Fail by 1 Draw Succeed by 10 make Spot checks. Furthermore, they get
Friendly – – Fail by 10 Fail by 1 Draw a bonus on their Spot checks.

cally fails if a bribe isn’t attached to it. If Time: Diplomacy is at least a full- Table 2–16: Disguise
a bribe isn’t required, a hero can add a round action. The GM may determine Familiarity Modifiers
bribe to get a bonus on her skill check. that some negotiations require a longer Familiarity Bonus
This can backfire, as some characters will period of time. Recognises on sight +4
be insulted by a bribe offer (their atti- Friend or associate +6
tude changes one step for the worse) and Disguise Close friend +8
others will report the character to the Intimate +10
proper authorities. To bribe a character, (Charisma)
make an acquisition check. Typical DCs
are shown on Table 2–14 below, but the
GM may modify the DC as he sees fit.
U se this skill to change your appear-
ance. The effort requires at least a
few props and some makeup. A disguise
Usually, an individual makes a Spot
check to detect a disguise immediately
upon meeting you and each hour there-
If you succeed in the check, you gain a can include an apparent change of height after. If you casually meet many differ-
+2 bonus on the Diplomacy check. For or weight of no more than one-tenth the ent people, each for a short time, the
every point by which you beat the DC, original unless specially crafted prosthet- GM checks once per day or hour, using
increase the bonus by +1 (to a maximum ics or costumes are utilised. You can also an average Spot modifier for the group
bonus of +10). Player characters can impersonate people, either individuals (assuming they take 10).
simply choose whether to accept a bribe or types. For example, you might make Try Again?: No, though you can
or not; no checks are needed. yourself seem like a street person with assume the same disguise again at a later
little or no actual disguise. time. If others saw through the previous
Table 2–14: Bribery DCs Check: Your Disguise check result disguise, they are automatically treated
Bribe Target Acquisition DC determines how good the disguise is. It as suspicious if you assume the same dis-
Bouncer 12 is opposed by others’ Spot check results. guise again.
Bureaucrat 24 Make one Disguise check even if several Special: You can take 10 or take 20
Informant 13 people make Spot checks. The GM makes when establishing a disguise. A character
Police Constable 26 your Disguise check secretly so that you without a disguise kit takes a –4 penalty
are not sure how well your disguise holds on Disguise checks. A character with the
Try Again?: Generally, trying again up to scrutiny. If you don’t draw any atten- Deceptive feat gets a +2 bonus on all
doesn’t work. Even if the initial check tion to yourself, however, others don’t get Disguise checks. You can help someone
succeeds, the other character can only be to make Spot checks. If you come to the else create a disguise, treating it as an aid
persuaded so far. If the initial check fails, attention of people who are suspicious, another attempt.
the other character has probably become the suspicious person gets to make a Spot Time: A Disguise check requires
more firmly committed to her position, check (the GM can assume that such 1d4 x10 minutes of preparation. The
and trying again is futile. observers take 10 on their Spot checks). GM makes Spot checks for those who
Special: You can take 10 when mak- The effectiveness of your disguise depends encounter you immediately upon meet-
ing a Diplomacy check, but you can’t in part on how much you are attempting ing you and again each hour or day there-
take 20. to change your appearance. after, depending on circumstances.
A character with the Persuasive feat
gets a +2 bonus on all Diplomacy checks.

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Table 2–17: Engineer Repair Checks


Example Repair Task Acquisition DC Repair DC Time
Simple (tool, simple weapon, brick wall, simple welding) 4 10 1 min.
Moderate (mechanical or ethertech component, joinery, complex welding, removing impurities from a street Scope tab) 7 15 10 min.
Complex (mechanical or ethertech device, fine detail work) 10 20 1 hr.
Advanced (cutting-edge mechanical or ethertech device, delicate materials such as glass, altering the target location of a Scope tab) 13 25 10 hr.

has a DC of 20 or higher and can require Special: Generally, you can take 10
Engineer an hour or more to complete. If a device when using an Engineer skill to construct
(Intelligence) has a combination of components, such an object, but can’t take 20 (since doing
as a mechanical and ethertech device or so represents multiple attempts, and you
T his skill actually encompasses sev-
eral different categories, each of
them treated as a separate skill: Engi-
a vehicle with structural and mechani-
cal damage, the GM must divide the
use up the raw materials after the first
attempt). You can take 10 or take 20 on
repair job up into two separate checks a repair check. When making jury-rig
neer (chemical), Engineer (ethertech),
for the different skills involved in the repair, you can’t take 20. Using the repair
Engineer (mechanical), Engineer (phar-
repair. Making repairs also involves a function of this skill requires a mechani-
maceutical), and Engineer (structural).
monetary cost when spare parts or new cal tool kit, welding equipment, bricks
These skills are focused on crafting and
components are needed, represented by and mortar, pharmaceutical equipment,
engineering in specific fields.
an acquisition check. If the GM decides ethertech tool kit, or a multipurpose
Check: To use an Engineer skill effec-
this isn’t necessary for the type of repair tool, depending on the task. If you do
tively, you must have a kit or some other
you are attempting, then no acquisition not have the appropriate tools, you take
set of basic tools. The acquisition DC of
check is needed. a –4 penalty on the check. Every time a
this equipment varies according to the
Jury-Rig: You can choose to attempt character takes the Master Engineer feat,
particular Engineer skill, see Chapter 3:
jury-rigged, or temporary, repairs. Doing he gets a +2 bonus on checks involving
Equipment. To use Engineer, first decide
this reduces the acquisition DC by 3 and two Engineer skills he designates. See the
what you are trying to make and consult
the Engineer check DC by 5, and allows feat description for more information.
the category descriptions below. Make an
you to make the checks in as little as a Time: See Table 2–17 for guidelines.
acquisition check against the given acqui-
full-round action. However, a jury-rigged A character can make a jury-rig repair as a
sition DC for the object to see if you suc-
repair can only fix a single problem with full-round action, but the work only lasts
ceed in acquiring the raw materials. If you
a check, and the temporary repair only until the end of the current encounter.
succeed at that check, make the Engineer
lasts until the end of the current scene or
check against the given DC for the object Engineer (chemical)
encounter. The jury-rigged object must
in question. If you fail the check, you do Trained only
be fully repaired thereafter.
not make the object, and the raw materi-
als are wasted (unless otherwise noted).
Using specialist devices: In many cases,
Open Lock: A character can pick con-
ventional locks and bypass ethertech
locks, using Engineer: mechanical or
T his skill allows you to mix chemi-
cals to create acids and bases, and
explosive compounds.
some complex devices require an appro-
ethertech as appropriate. The character Acids and Bases: Acids are corrosives
priate Engineer skill check to success-
must have a lock pick set (for a mechani- substances. Bases neutralise acids but do
fully operate them. The DC of this task
cal lock) or an ethertech tool kit (for an not deal damage. A base of a certain type
is usually quite easy (between 5 and 15).
ethertech lock). The DC depends on the counteracts an acid of the same type or a
This skill check can be used untrained.
quality of the lock. less potent type.
Repairing: The Engineer skill can also
Explosives: Building an explosive from
be used to attempt to make repairs to
Table 2–18: Open Lock DCs scratch is dangerous. If the Engineer
types of objects that fall into one of the
Lock Type (Example) DC (chemical) check fails, the raw materi-
categories given below. Most such repair
Cheap (briefcase lock) 20 als are wasted. If the check fails by 5 or
checks are made to fix complex ethertech
Average (home deadbolt) 25 more, the explosive compound detonates
or mechanical devices or the hull or chas-
High quality (business deadbolt) 30 as it is being made, dealing half of its
sis of a vehicle, but other structural repairs
High security (branch bank vault) 40 intended damage to the builder and any-
are possible. The GM can also allow
Ultra-high security (bank headquarters vault) 50 one else in the burst radius. If the check
chemical or pharmaceutical repairs, such
succeeds, the final product is a solid
as to purify a drug that has been cut with
Try Again?: When the Engineer skill material, about the size of a brick. An
impurities. The Engineer skill used must
is used to attempt repairs, yes, although explosive compound does not include a
match the type of device being repaired.
in some specific cases the GM may decide fuse or detonator, which must be pur-
The GM sets the DC. In general, sim-
that a failed Engineer check has nega- chased, see Chapter 3: Equipment, or
ple repairs have a DC of 10 to 15 and
tive ramifications that prevent repeated constructed using Engineer (mechani-
require no more than a few minutes to
checks. cal); see below.
accomplish. More complex repair work

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Special: A character without a chemi- construct; the GM then decides if the Special: A character without an
cal kit takes a –4 penalty on Engineer device is simple, moderate, complex, or ethertech tool kit takes a –4 penalty on
(chemical) checks. advanced compared to current technology. Engineer (ethertech) checks.
Disable Security Device: A character
Engineer (ethertech)
can disable a security device — such as Table 2–22: Engineer
Trained Only
an electrified fence, motion sensor, or (ethertech) — Disable
T his skill allows you to craft and
repair ethertech from scratch.
Ethertech items are analogous to elec-
security camera —using an ethertech
tool kit. The character must be able to
reach the actual device. If the device is
Security DCs
Device Type (Example)
Cheap (home door alarm)
DC
20
tronic devices and components, although monitored, the fact that the character Average (store security camera) 25
the circuitry is contained within Ether- attempted to disable it will probably be High quality (art museum motion detector) 30
space. Ethertech devices include vent noticed. When disabling a monitored High security (bank vault alarm) 35
technology, such as used in v-prop device, the character can prevent her Ultrahigh security (motion detector at Fort Knox) 40
ammunition, ether jet engines, and zep- tampering from being noticed. Doing
pelin ether balloons. so requires 10 minutes and increases the Engineer (mechanical)
Create Ethertech Device: When build- DC of the check by +10. Trained Only
ing an Ethertech device from scratch, you
describe the kind of device you want to
T his skill allows you to build mechan-
ical devices from scratch, includ-
ing engines and engine parts, weapons,
Table 2–19: Engineer (chemical) — Acids and Bases armour, and other gadgets, but not
Type of Acid Acquisition DC Engineer DC Time Acid Base ethertech components of such items.
Mild (1d6/1d10)* 8 15 10 1 min.
Potent (2d6/2d10) 12 20 15 30 min.
Concentrated (3d6/3d10) 16 30 20 1 hr.
* The die rolls in parentheses are typical contact damage/immersion damage caused per round of immersion.

Table 2–20: Engineer (chemical) — Explosives


Type of Scratch-Built Explosive Typical Damage Typical Burst Acquisition DC Engineer DC Reflex DC* Time
Improvised 1d6 5 ft. 6 10 10 1 round
Simple 2d6 5 ft. 12 15 12 10 min.
Moderate 4d6 10 ft. 16 20 12 1 hr.
Complex 6d6 15 ft. 20 25 15 3 hr.
Powerful 8d6 20 ft. 25 30 15 12 hr.
Devastating 10d6 25 ft. 30 35 18 24 hr.
* Save for half damage.

Table 2–21: Engineer (ethertech) — Example Device DCs


Type of Scratch-Built Ethertech Device (Examples) Acquisition DC Engineer DC Time
Simple (ethertech switch, Scope portal, vent) 5 15 1 hr.
Moderate (etherjet vent, audio recording device, Scope remote equipment) 12 20 12 hr.
Complex (video camera components, portable Scope point, ethercomm device, v-prop pistol) 16 25 24 hr.
Advanced (ethercomm interceptor, disruption pistol) 20 30 60 hr.

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Create Mechanical Device: When build- Poisonous Substances: Solid poi- 4 doses) or a gas stored in a pressurized
ing a mechanical device from scratch, sons are usually ingested. Liquid poi- cylinder. When released, the gas is suf-
you describe the kind of device you want sons are most effective when injected ficient to fill a 10-foot-radius area and
to construct; the GM then decides if the directly into the bloodstream. Gaseous takes 1 round to fill the area.
device is simple, moderate, complex, or poisons must be inhaled to be effective. Scope and Upload Tabs and Cap-
advanced compared to current technology. Table 2–25 summarises the characteris- sules: Scope tabs and upload tabs and
Traps and Sabotage: Disabling (or rig- tics of various poisons. capsules are created by reading the pat-
ging or jamming) a simple mechanical Save DC: The Difficulty Class of the terns created in the ether by the knowl-
device has a DC of 10. More intricate Fortitude save to negate the effects of edge or Scope connection involved. As
and complex devices have higher DCs. the poison. thought impacts on the ether veil (see
The GM rolls the check. If the check suc- Initial Damage: The damage a charac- the Occult Skills section later in this
ceeds, the character disables the device. If ter takes immediately upon failing his or chapter for more details on the ether
the check fails by 4 or less, the character her Fortitude save. veil), patterns of knowledge and changes
has failed but can try again. If the char- Secondary Damage: The damage a in perception cause specific ripple within
acter fails by 5 or more, something goes character takes after 1 minute of expo- the veil. Tab crafters use a special device,
wrong. If it’s a trap, the character springs sure to the poison if the character fails a called a patterner, which reads these
it. If it’s some sort of sabotage, the char- second saving throw. Ability score dam- patterns and provides a readout that
acter thinks the device is disabled, but it age is temporary, unless marked with an a trained pharmacist can use to craft a
still works normally. A character can rig asterisk, in which case the damage is per- Scope tab or upload tab.
simple devices to work normally for a manent ability drain. Unconsciousness Acquiring and Recording Patterns: A
while and then fail some time later (usu- lasts for 1d3 hours, and paralysis lasts patterner is an ethertech device, and as
ally after 1d4 rounds or minutes of use) 2d6 minutes. such an Engineer (ethertech) skill check
at the normal DC for the skill check. Acquisition DC: The DC for the acqui- is required to successfully operate the
Special: A character without a sition check necessary to obtain the raw device in order to record a pattern. Pat-
mechanical tool kit takes a –4 penalty on materials to craft the poison, or to pur- terns are also available on the black mar-
Engineer (mechanical) checks. chase one bottle of solid or liquid poison ket to enable you to create tabs without
or one high-pressure cylinder of gaseous requiring you to access the specific loca-
Engineer (pharmaceutical)
poison. A bottle holds four doses, while tions or characters with specific skills.
Trained Only
a cylinder holds enough gas to fill a 10- The DCs to acquire these patterns are

T his skill allows you to compound


medicinal drugs to aid in recovery
from treatable illnesses, “repair” street
foot-radius area.
Restriction: The restriction for the
poison. Characters must possess at least
described in Chapter 3: Equipment.
Scope Tabs: To create a Scope tab, the
character must have a connection avail-
grade drugs, and create poisons. 1/4 rank in the listed influence to be able to a specific Scope location. The tab
Medicinal Drugs: A medicinal drug able to purchase components to make that’s created jacks the taker in at the
gives a +2 circumstance bonus on For- the poison. same location as the connection’s starting
titude saves made to resist the effects of Engineer DC: The DC of the Engineer location within the Scope. For example,
a disease. The Engineer (pharmaceuti- check to create a quantity of the poison. if you have a Scope point that leads to
cal) check is based on the severity of the Time: The amount of time required your own personal domain, the tabs jack
disease to be countered as measured by for the Engineer check. you into that domain. If you can access
the DC of the Fortitude save needed to If the Engineer check succeeds, the a Scope point that is tied directly to a
resist it. For full rules, see Diseases in final product is a synthesized solid or liq- pleasure domain or industrial domain,
Chapter 4: Combat. uid poison stored in a bottle (containing you can take a pattern from that Scope
point to create tabs that jack the taker
Table 2–23: Engineer (mechanical) — Example Device DCs directly into that domain. You must have
the appropriate pattern for the required
Type of Scratch-Built Mechanical Device (Examples) Acquisition DC Engineer DC Time
target location to be able to make a
Simple (tripwire trap) 5 15 1 hr
Scope tab.
Moderate (engine component, light armour, camera) 12 20 12 hr.
Uploads: For upload tabs and cap-
Complex (steam engine, light autoloader handgun) 16 25 24 hr.
sules, the finer and more tightly defined
Advanced (grenade launcher, gyrocopter systems) 20 30 60 hr.
the pattern that the tab is emulating, the
harder it is to engineer. To create a pat-
Table 2–24: Engineer (pharmaceutical) — Medicinal Drugs tern for an upload tab or capsule, you
Disease Fortitude Save DC Acquisition DC Engineer DC Time must be able to connect your patterner
14 or lower 5 15 1 hr. to a character who has the requisite
15–18 10 20 3 hr. amount of ranks in the given skill, or the
19–22 15 25 6 hr. required knowledge for a capsule.
23 or higher 20 30 12 hr.

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Table 2–25: Engineer (pharmaceutical) — Poisons


Poison Type Save DC Initial Damage Secondary Damage Acquisition DC Restriction Engineer DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Civic, Industry 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Industry 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 14 Civic n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 3 Industry 9 1 hr.
Blue-ringed octopus venom Injury 15 1d4 Con 1d4 Con 14 Civic n/a n/a
Chloral hydrate Ingested 18 1d6 Dex Unconscious 1d3 hours 12 Civic, Intelligence 28 8 hr.
Chloroform* Inhaled 17 Unconscious 1d3 hours — 9 Civic, Intelligence 24 4 hr.
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 15 Civic n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 15 Military 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Military 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 9 Agriculture 20 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconscious 1d3 hours 12 Military 26 8 hr.
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 6 Industry 17 2 hr.
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con 6 Industry 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 12 Military 26 8 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes 13 Crime n/a n/a
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 12 Civic, Crime n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 15 Crime, Military 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 Str 12 Crime n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Civic, Crime 23 4 hr.
* Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin.
n/a: Certain poisons can’t be made with the Engineer skill. Instead, such a poison must be obtained by extracting it from the creature in question.

Table 2–26 summarises the charac- Engineer DC: The DC of the Engineer Engineer (Structural)
teristics of the various Scope tabs and (pharmaceutical) check to create a batch
upload tabs and capsules.
Acquisition DC: The DC for an acqui-
of 20 tabs.
Time: The amount of time required for
T his skill enables you to build wooden,
concrete, brick, or metal structures
from scratch, including bookcases, desks,
sition check made to obtain the required the Engineer (pharmaceutical) check.
walls, houses, and so forth, and includes
pharmaceutical components. Special: A character without a phar-
such handyman skills as plumbing, house
Restriction: The restriction for the macist kit takes a –4 penalty on Engineer
painting, installing drywall, laying cement,
pharmaceutical components. Characters (pharmaceutical) checks. Scope tabs and
and building cabinets. It also allows more
must possess at least 1/4 rank in the upload tabs and capsules require a pat-
complex structural components to be
listed influence to be able to purchase terner or an existing tab pattern (see “Pat-
built, such as vehicle chassis and hulls.
components to make the tab. terners” and “Scope tab patterns” in the
Build Structure: When building a struc-
Pattern DC: The DC of an Engineer General Equipment section of Chapter
ture from scratch, you describe the kind of
(ethertech) skill check required to record 3: Equipment) from which to mix quanti-
structure you want to construct; the GM
a pattern for the tab. Having access to an ties; without a pattern to work from, they
then decides if the structure is simple,
existing pattern negates the need for this cannot be made.
moderate, complex, or advanced in scope
skill check.
and difficulty.
Special: A character without a mechan-
Table 2–26: Engineer (pharmaceutical) — Scope Tabs and ical tool kit takes a –4 penalty on Engi-
Upload Tabs and Capsules neer (structural) checks.
Tab Type Acquisition DC Restriction Pattern DC Engineer DC Time
Scope Tab 8 Civic, Street 10 20 8 hrs Escape Artist
Upload Tab 8 Civic, Street 20 25 8 hrs
(Dexterity)
Upload Capsule 10 Civic, Street 25 30 15 hrs
Armour Penalty

Table 2–27: Engineer (structural) — Example Build DCs


Type of Scratch-Built Structure (Examples) Acquisition DC Engineer DC Time
U se this skill to slip binders or
manacles, to wriggle through
tight spaces, or to escape the grip of an
Simple (bookcase, false wall) 5 15 12 hr.
angry wrestler.
Moderate (catapult, shed, house deck) 10 20 24 hr.
Complex (bunker, domed ceiling, vehicle hull, intricate detail) 15 25 60 hr.
Advanced (house, vehicle chassis, working with delicate materials) 20 30 600 hr.

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Table 2–28: Escape Artist DCs squeezing through a tight space, making Check: Forgery requires materi-
multiple checks. If the situation permits, als appropriate to the document being
Restraint DC
you can make additional checks as long forged, and some time. To forge a docu-
Ropes Opponent’s Dex check +10
as you are not being actively opposed. ment, you need to have seen a similar
Net 20
Special: You can take 10 on an Escape document before. The complexity of
Handcuffs 35
Artist check. You can take 20 if you are the document, your degree of familiar-
Tight space 30
not being actively opposed (you can take ity with it, and whether you need to
Grappler Opponent’s grapple check
20 if you are tied up, even though it’s an reproduce the signature or handwriting
Check: Make a check to escape from opposed check, because the opponent of a specific individual provide modifiers
restraints or to squeeze through a tight isn’t actively opposing you). A character to the Forgery check, as shown below.
space. For ropes, your Escape Artist with the Nimble feat gets a +2 bonus on Some documents require security or
check is opposed by the Dexterity check all Escape Artist checks. authorisation codes, whether authentic
result of the opponent who tied the Time: Making a check to escape ones or additional forgeries. The GM
bonds. Since it’s easier to tie someone from being bound by ropes, handcuffs, makes your check secretly so you are not
up than to escape from being tied up, or other restraints (except a grappler) sure how good your forgery is.
the opponent gets a +10 bonus on his or requires 1 minute. Escaping a net is a Detect Forgery: The Forgery skill is also
her Dexterity check. For a tight space, a full-round action. Squeezing through a used to detect someone else’s forgery. The
check is only called for if your head fits tight space takes at least 1 minute, may- result of the original Forgery check that
but your shoulders don’t. If the space be longer, depending on the distance created the document is opposed by a
is long, such as in an airshaft, the GM that must be crossed. Forgery check by the person who exam-
may call for multiple checks. You can’t fit ines the document to check its authentic-
through a space that your head doesn’t fit Forgery ity. If the examiner’s check result is equal
through. You can make an Escape Artist to or higher than the original Forgery
(Intelligence) check, the document is determined to be
check opposed by your opponent’s grap-
ple check to get out of a grapple or out of
a pinned condition (so that you are just
being grappled). Doing so is an attack
U se this skill to fake a document
from the governor instructing a
warden to release prisoners, to create an
fraudulent. The examiner gains bonuses
or penalties on his check as given in Table
2–30. A document that contradicts
action, so if you escape the grapple you authentic-looking government identifi- procedure, orders, or previous knowl-
can move in the same round. cation, to falsify a permit or license, or edge, or one that requires the examiner
Try Again?: You can make another to detect forgeries that others try to pass to relinquish a possession or a piece of
check after a failed check if you are off on you. information, can increase the examiner’s
suspicion (and thus create favourable cir-
cumstances for the examiner’s opposed
Table 2–29: Create Forgery Check Modifiers Forgery check).
Factor Check Modifier Time Try Again?: No, since the forger isn’t
Document Type sure of the quality of the original forgery.
Simple (typed letter, business card) +0 10 min. Special: To forge documents and
Moderate (letterhead, business form) –2 20 min. detect forgeries, one must be able to read
Complex (stock certificate, driver’s license) –4 1 hr. and write the language in question (the
Difficult (passport) –8 4 hr. skill is language-dependent). You can take
Extreme (military/law enforcement ID) –16 24 hr. 10 when making a Forgery check, but you
Familiarity can’t take 20. A character with the Metic-
Unfamiliar (seen once for less than a minute) –4 ulous feat gets a +2 bonus on all Forgery
Fairly familiar (seen for several minutes) +0 checks. A character without a forgery kit
Quite familiar (on hand, or studied at leisure) +4 takes a –4 penalty on Forgery checks.
Forger has produced other documents of same type +4 Time: Forging a short, simple docu-
Document includes specific signature –4 ment takes about 1 minute. Longer or
more complex documents take 1d4 min-
Table 2–30: Detect Forgery Check Modifiers utes per page or longer.
Condition Examiner’s Check Modifier
Type of document unknown to examiner –4 Handle Animal
Type of document somewhat known to examiner –2 (Charisma)
Type of document well known to examiner +0 Trained Only
Document is put through additional tests* +4
Examiner only casually reviews the document* –2
* Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other
three whenever appropriate.
U se this skill to drive a team of horses
pulling a wagon over rough terrain,
to teach a dog to guard, to raise a wolf as

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a devoted pet, or to teach an elephant to only attacks humans and other animals. pose requires fewer checks than teaching
trumpet on your command. Teaching an animal to attack all crea- individual tricks.
Check: The time required to get an tures counts as two tricks. • Combat Riding (DC 20, 6 weeks):
effect and the DC depend on what you • Come (DC 15): The animal comes to An animal trained to bear a rider into
are trying to do. you, even if the animal normally would combat knows Attack, Come, Defend,
Handle an Animal: This means to com- not do so (such as following you onto Down, Guard, and Heel. An animal
mand an animal to perform a task or trick a boat). trained in riding may be “upgraded” to
that it knows. If the animal is wounded • Defend (DC 20): The animal defends an animal trained in combat riding by
or has taken any ability score damage, the you (or is ready to defend you if no spending three weeks and making a
DC increases by +5. If the check is suc- threat is present). Alternatively, you can Handle Animal check (DC 20). If the
cessful, the animal performs the task or command the animal to defend a spe- animal was trained in other tricks (in
trick on its next action. cific other character. addition to those provided by training
“Push” an Animal: To push an animal • Down (DC 15): The animal breaks off the animal for riding), those tricks are
means to get it to perform a task or trick from combat or otherwise backs down. completely replaced by the combat rid-
that it doesn’t know, but is physically • Fetch (DC 15): The animal goes and ing tricks.
capable of performing. If the check is suc- gets something. You must point out a • Fighting (DC 20, 3 weeks): An animal
cessful, the animal performs the task or specific object, or else the animal fetch- trained for combat knows the following
trick on its next action. es some random object. tricks: Attack, Down, and Stay.
• Guard (DC 20): The animal stays • Guarding (DC 20, 4 weeks): An animal
Table 2–31: Handle in place and prevents others from trained to guard knows the follow-
Animal Task DCs approaching. ing tricks: Attack, Defend, Down, and
Task Time DC
• Heel (DC 15): The animal follows you Guard.
Handle an animal Move action 10 closely, even to places where it normally • Labouring (DC 15, 2 weeks): An animal
“Push” an animal Full-round action 25 wouldn’t go. trained for heavy labour knows Come
Teach an animal a trick 1 week See text • Perform (DC 15): The animal does a and Work.
Train an animal for a purpose See text See text variety of simple tricks such as sitting • Hunting (DC 20, 6 weeks): An ani-
up, rolling over, and so on. mal trained for hunting knows Attack,
• Seek (DC 15): The animal moves into Down, Fetch, Heel, Seek, and Track.
Teach an Animal a Trick: You can teach an area and searches for something of • Performing (DC 15, 4 weeks): An
an animal a specific trick, such as “attack” interest. It stops and indicates the first animal trained for per­forming knows
or “stay,” with one week of work and a suc- thing of interest it finds. What consti- Come, Fetch, Heel, Perform, and Stay.
cessful Handle Animal check. An animal tutes an item of interest to an animal • Riding (DC 15; 3 weeks): An animal
with an Intelligence of 1 can learn a maxi- can vary. Animals almost always find trained to bear a rider knows Come,
mum of three tricks, while an animal with other creatures or characters of inter- Heel, and Stay.
an Intelligence of 2 can learn a maximum est. To understand that it’s looking for Try Again?: Yes.
of six tricks. You can teach an animal to a specific object, the animal must make Special: You can take 10 or take 20
obey only you. Any other person attempt- an Intelligence check (DC 10). when handling animals. A character
ing to make the animal perform a trick • Stay (DC 15): The animal stays in place with the Animal Affinity feat and at least
takes a –10 penalty on your Handle Ani- waiting for you to return. It does not 1 rank in this skill gets a +2 bonus on all
mal check. Teaching an animal to obey challenge other creatures that come Handle Animal checks.
only you counts as a trick (in terms of by, although it still defends itself if it Untrained: An untrained character
how many tricks the animal can learn). needs to. uses Charisma checks to handle and
It does not require a check; however, it • Track (DC 20): The animal tracks the push animals, but he or she can’t teach or
increases the DC of all tricks you teach scent presented to it. train animals.
the animal by +5. If the animal already • Work (DC 15): The animal pulls or Time: See above. Teaching or train-
knows any tricks, you cannot teach it to pushes a medium or heavy load. ing an animal takes a number of days.
obey only you. Possible tricks include, Train an Animal: Rather than teaching You do not have to spend the entire time
but are not limited to, those listed below. an animal individual tricks, you can train training the animal; 3 hours per day is
Once an animal reaches its maximum an animal for a general purpose. Essen- enough. Spending more than 3 hours per
number of tricks known, you can teach it tially, an animal’s purpose represents a day does not reduce the number of days
new tricks, but these must replace exist- pre-selected set of known tricks that fit required. You cannot spread the days
ing tricks which the animal can then no into a common scheme. An animal can out; if you do not complete the training
longer perform. be trained for one general purpose only, during a period of consecutive days, the
• Attack (DC 20): The animal attacks although if the animal is capable of learn- effort is wasted.
apparent enemies. You may point to a ing additional tricks (above and beyond
particular enemy to direct the animal to those included in its general purpose), it
attack that enemy. Normally, an animal may do so. Training an animal for a pur-

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A character with the Stealthy feat gets a Table 2–32: Hide Size
Hide +2 bonus on all Hide checks. Modifiers
(Dexterity) Time: A Hide check is an attack Size Modifier Size Modifier
Armour Penalty action. Fine +16 Large –4

U
Diminutive +12 Huge –8
se this skill to sink back into the
shadows and move unseen, approach Intimidate Tiny +8 Gargantuan –12
Small +4 Colossal –16
a guard post under cover of local scenery, (Charisma)
Medium +0
or tail someone through the streets of a
busy city without being noticed.
Check: Your Hide check is opposed U se this skill to get someone to do
something he doesn’t want to do by
means of verbal threats, force of will, and
Table 2–33: Hide
by the Spot check of anyone who might Concealment Modifiers
see you. You can move up to half your imposing body language. Cover or Concealment Circumstance Bonus
normal speed and hide at no penalty. At Check: With a successful check, you Three-quarters +5
more than half and up to your full speed, can forcibly persuade another charac- Nine-tenths +10
you take a –5 penalty. It’s practically ter to perform some task or behave in
impossible (–20 penalty) to hide while a certain way. Your Intimidate check is
opposed by the target’s Resolve check. Table 2–34: Investigate Clue
attacking, running, or charging. The
Any modifiers that the target has on Will Analysis Modifiers
Hide check is also modified by your size
as shown in the table below. saving throws against fear effects apply to Circumstances DC Modifier

this check. If you succeed, you may treat Every day since event (max modifier +10) +2
If people are observing you, even casu-
the target as friendly for 10 minutes, but Scene is outdoors +5
ally, you can’t hide. You can run around
only for purposes of actions taken while Scene slightly disturbed +2
a corner so that you are out of sight and
in your presence. That is, the target Scene moderately disturbed +4
then hide, but the others then know at
retains his normal attitude, but will chat, Scene extremely disturbed +6
least where you went. Cover and con-
cealment grant circumstance bonuses advise, offer limited help, or advocate on
on Hide checks, as shown below. Note your behalf while intimidated. Circum-
that you can’t hide if you have less than stances dramatically affect the outcome Investigate
one-half cover or concealment. of an Intimidate check. There are limits (Intelligence)
Creating a Diversion to Hide: You can to what a successful Intimidate check can Trained Only
use the Bluff skill to help you hide. A do. You can’t force someone to obey your
successful Bluff check can give you the
momentary diversion needed to attempt
every command or do something that
endangers that person’s life. If you fail by
more than 5, the target may actually do
U se this skill to analyse a crime scene
and use an evidence kit. Investigate
allows you to discern patterns in clues,
a Hide check while people are aware of
the opposite of what you wish. turn clues into evidence, and otherwise
you. While the others turn their atten-
Try Again?: No. Even if the initial prepare a crime scene and evidence for
tion from you, you can make a Hide
check succeeds, the other character can further analysis by a crime lab.
check if you can get to a hiding place of
only be intimidated so much, and try- Check: You generally use Search to
some kind. As a general guideline, the
ing again doesn’t help. If the initial check discover clues and Investigate to analyse
hiding place has to be within 1 foot for
fails, the other character has become them. If you have access to a crime lab,
every rank you have in Hide. This check,
more firmly resolved to resist the intimi- you use the Investigate skill to collect and
however, is at a –10 penalty because you
dator, and trying again is futile. prepare samples for the lab. The result of
have to move fast.
Special: You can take 10 when mak- the Investigate check provides bonuses
Tailing: A character can use Hide to
ing an Intimidate check, but you can’t or penalties to the lab workers.
tail a person in public. Using the skill
take 20. Analyse Clue: You can make an Investi-
in this manner assumes that there are
A character immune to fear effects gate check to apply forensics knowledge
other random people about, amongst
can’t be intimidated. You may add a +2 to a clue. This function of the Investigate
whom you can mingle to remain unno-
bonus to your Intimidate check for every skill does not give you clues where none
ticed. If the subject is worried about
size category you are larger than your existed before. It simply allows you to
being followed, she can make a Spot
target. Conversely, you take a –2 penalty extract extra information from a clue you
check (opposed by your Hide check)
to your check for every size category you have found. The base DC to analyse a
every time she changes course (goes
are smaller than your target. A character clue is 15. It is modified by the time that
around a street corner, exits a building,
with the Persuasive feat gets a +2 bonus has elapsed since the clue was left, and
and so on). If she is unsuspecting, she
on all Intimidate checks. whether or not the scene was disturbed.
generally gets only a Spot check after an
Time: An Intimidate check is a full- Collect Evidence: You can collect and
hour of tailing.
round action. prepare evidentiary material for a lab.
Special: You can take 10 when mak-
This use of the Investigate skill requires
ing a Hide check, but you can’t take 20.
an evidence kit. To collect a piece of evi-

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dence, make an Investigate check (DC Distance moved by jumping counts the Jump check, you do not reach the
15). If you succeed, the evidence is usable against maximum movement in a round. height, and land on your feet in the same
by a crime lab. If you fail, a crime lab You can start a jump at the end of one square from which you jumped.
analysis can be done, but the lab takes a turn and complete the jump at the begin- The difficulty of reaching a given height
–5 penalty on any necessary check. If you ning of your next turn. varies according to the size of the charac-
fail by 5 or more, the lab analysis simply Long Jump: This is a horizontal jump, ter or creature. Generally, the maximum
cannot be done. On the other hand, if made across a gap such as a chasm or height a creature can reach without jump-
you succeed by 10 or more, the lab gains stream. At the midpoint of the jump, you ing is given in the table below. As a Medi-
a +2 circumstance bonus on its checks attain a vertical height equal to one-quar- um creature, a typical human can reach
to analyse the material. This function of ter the horizontal distance. The DC for 8 feet without jumping. If the creature is
the Investigate skill does not provide you the jump is equal to the distance jumped long instead of tall, treat it as one size cat-
with evidentiary items. It simply allows (in feet). The DCs for long jumps of 5 to egory smaller.
you to collect items you have found in a 30 feet are given in the table below. You
manner that best aids in their analysis cannot jump a distance greater than your Table 2–37: High Jump
later, at a crime lab. normal speed. All Jump DCs covered Maximum Height
Try Again?: Generally, analysing a here assume that you can move at least Creature Size Vertical Reach
clue again doesn’t add new insight unless 20 feet in a straight line before attempting Colossal 128 ft.
another clue is introduced. Evidence col- the jump. If this is not the case, the DC Gargantuan 64 ft.
lected cannot be recollected, unless there for the jump is doubled. If you fail the Huge 32 ft.
is more of it to take. check by less than 5, you don’t clear the Large 16 ft.
Special: You can take 10 when making distance, but can make a Reflex save (DC Medium-size 8 ft.
an Investigate check, but you cannot take 15) to grab the far edge of the gap. You Small 4 ft.
20. Collecting evidence requires an evi- end your movement grasping the far edge. Tiny 2 ft.
dence kit. If you do not have the appro- If that leaves you dangling over a chasm or Diminutive 1 ft.
priate kit, you take a –4 penalty on your gap, getting up requires a move action and Fine 0.5 ft.
check. A character with the Attentive a Climb check (DC 15).
feat and at least 1 rank in this skill gets a High Jump: This is a vertical leap, made
Hop Up: You can jump up onto an
+2 bonus on all Investigate checks. to jump up to grasp something overhead,
object as tall as your waist with a Jump
Time: Analysing a clue is a full-round such as a tree limb or ledge. The DC for
check (DC 10). Doing so counts as 10
action. Collecting evidence generally the jump is the height x4 (in feet). The
feet of movement. You do not need to
takes 1d4 minutes per object. DCs for high jumps of 1 to 8 feet are
get a running start to hop up (the DC
given in the table below. All Jump DCs
is not doubled if you do not get a run-
Jump covered here assume that you can move
ning start).
at least 20 feet in a straight line before
(Strength) Jumping Down: If you intentionally
attempting the jump. If this is not the
Armour Penalty jump from a height, you take less dam-
case, the DC for the jump is doubled. If
age than if you just fall. The DC to jump

U se this skill to leap over pits, vault


low fences, or reach a tree’s lowest
branches.
you succeed on the check, you can reach
the height. You grasp the object you were
trying to reach. If you wish to pull your-
down from a height is 15. You do not
have to get a running start to jump down
(the DC is not doubled if you do not get
Check: The DC and the distance you self up, you can do so with a move action
a running start).
can cover vary according to the type of and a Climb check (DC 15). If you fail
jump you are attempting. Your Jump
check is modified by your speed. The Table 2–35: Long Jump DCs
DCs specified below assume a speed of Long Jump Distance DC* Long Jump Distance DC*
30 feet (the speed of a typical human). If 5 feet 5 20 feet 20
your speed is less than 30 feet, you take 10 feet 10 25 feet 25
a penalty of –6 for every 10 feet of speed 15 feet 15 30 feet 30
less than 30. If your speed is greater than * Requires a 20-foot move. Without a 20-foot move, double the DC.
30 feet, you gain a bonus of +4 for every
10 feet over 30. If you have ranks in the Table 2–36: High Jump DCs
Jump skill and succeed on a check, you High Jump Distance DC* High Jump Distance DC*
land on your feet (when appropriate) 1 foot 4 5 feet 20
and can move as far as your remaining 2 feet 8 6 feet 24
movement allows. If you attempt a Jump 3 feet 12 7 feet 28
check untrained, you land prone unless 4 feet 16 8 feet 32
you beat the DC by 5 or more. Standing
* Requires a 20-foot move. Without a running start, double the DC.
from a prone position is a move action.

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If you succeed on the check, you take roll for you, so you don’t know whether Natural Philosophy: Another catch-
falling damage as if you had dropped 10 the appraisal is accurate or not. all category for all physical and social
fewer feet than you actually did. Specific Skill Uses: Some Knowledge sciences; biology, botany, genetics, geol-
Special: Effects that increase your skills (linguistics and medicine) have ogy, palaeontology, physics, ether sci-
speed also increase your jumping dis- additional uses as noted below. ence, and technology.
tance, since your speed modifies the Try Again?: Unless otherwise noted, Tactics: Techniques and strategies
check. You can take 10 when making a no. The check represents what you know, for disposing and manoeuvring forces
Jump check. If there is no danger asso- and thinking about a topic a second time in combat.
ciated with failing, you can take 20. A doesn’t let you know something you nev-
Knowledge (linguistics)
character with the Acrobatic feat gets a er knew in the first place.
+2 bonus on all Jump checks. A charac-
ter with the Run feat gains a +2 compe-
tence bonus on Jump checks preceded by
Special: An untrained Knowledge
check is simply an Intelligence check.
Without actual training, a character only
A ll characters are assumed to know
the language of their homelands,
but for every 2 ranks in Knowledge (lin-
a 20-foot move. If you have 5 ranks in knows common knowledge about a given guistics) you gain an additional language
Tumble, you gain a+2 synergy bonus on subject. A character can take 10 when that you know well. You can also make
Jump checks. making a Knowledge check, but can’t Knowledge checks to try to understand
Time: Using the Jump skill is either take 20. The Academic, Bureaucrat, and a language in the same language group,
a move action or a full-round action, Military Scientist feats provide the char- at DC 20 for written and DC 25 for
depending on whether you start and acter with +2 bonuses on Knowledge spoken language (see Table 2–38 for
complete the jump during a single move (tactics). The GM may decide that hav- language groups). You cannot apply this
action or a full-round action. ing 5 or more ranks in a specific Knowl- ability to languages outside the groups
edge skill provides a character with a +2 you know unless you have the Linguist
Knowledge synergy bonus when making a related talent. Illiterate characters can take ranks
skill check. in Knowledge (linguistics) but cannot
(Intelligence) Time: A Knowledge check can be a access the reading-based skill checks.
Trained Only reaction, but otherwise requires a full-
Knowledge (medicine)

T his skill encompasses several catego-


ries, each of them treated as a separate
skill. These categories are identified and
round action.
The ten Knowledge categories, and
the topics each one encompasses, are A Knowledge (medicine) check can be
used for several purposes. Of these,
defined below. The number of Knowledge as follows. checks can be tried again for restoring
categories is kept purposely finite. When Art: Fine arts and graphic arts, includ- hit points, reviving dazed, stunned, or
trying to determine what Knowledge skill ing art history and artistic techniques. unconscious characters, stabilizing dying
a particular question or field of expertise Antiques, modern art, photography, and characters, and surgery, but not for all
falls under, use a broad interpretation of performance art forms such as music and other uses of the skill.
the existing categories. Do not arbitrarily dance, among others. Long-Term Care (DC 15): With a
make up new categories. Civics: Law, legislation, litigation, and medical kit, the successful application
Check: You make a Knowledge check legal rights and obligations. Political and of this skill allows a patient to recover
to see if you know something. The DC governmental institutions and processes. hit points and ability points lost to tem-
for answering a question within your Current Events: Recent happenings in porary damage at an advanced rate: 3
field of study is 10 for easy questions, the news, sports, politics, entertainment, hit points per character level or 3 abil-
15 for basic questions, and 20 to 30 for and foreign affairs. ity points restored per day of complete
tough questions. History: Events, personalities, and rest. A new check is made each day; on
Appraise Value: Appraising the value cultures of the past. Archaeology and a failed check, recovery occurs at the
of an object is one sort of task that can be antiquities. normal rate for that day of rest and care.
performed using Knowledge. You make Industry: Business knowledge, as well You can tend up to as many patients as
a Knowledge check with the knowledge as current developments and who’s who you have ranks in the skill. The patients
most appropriate to the item you are in the world of industry. need complete bed rest (doing nothing
attempting to value. The DC depends Linguistics: Knowledge of languages. all day). You need to devote at least half
on how common or obscure the object See below for special rules. an hour of the day to each patient you
is. On a success, you accurately identify Medicine: Medical knowledge that are caring for.
the object’s acquisition DC. If you fail, can be used to treat damage, disease, Restore Hit Points (DC 15): With a
you think it has an acquisition DC 1d2 and poison. See below for special rules. medical kit, if a character has lost hit
higher or lower (determine randomly) Mystical Philosophy: A catch-all cat- points, you can restore some of them. A
than its actual value. If you fail by 5 or egory for all social sciences and more successful check, as a full-round action,
more, you think it has an acquisition DC mysterious knowledge and philoso- restores 1d4 hit points. The number
1d4+2 higher or lower than its actual phies; sociology, psychology, religions, restored can never exceed the character’s
value. The GM may make the Knowledge and the occult. full normal total of hit points. This appli-

69
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cation of the skill can be used successfully Table 2–38: Language Groups
on a character only once per day. Group Languages
Revive Dazed, Stunned, or Unconscious Algic Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee.
Character (DC 15): With a first aid or Armenian Armenian.
medical kit, you can remove the dazed, Athabascan Apache, Chipewyan, Navaho.
stunned, or unconscious condition Attic Ancient Greek*, Greek.
from a character. This check is an attack Baltic Latvian, Lithuanian.
action. A successful check removes the Celtic Gaelic (Irish), Gaelic (Scots), Welsh.
condition from an affected character. Chinese Cantonese, Mandarin.
You can’t revive an unconscious charac- Finno-Lappic Estonian, Finnish, Lapp.
ter who’s dying without first stabilising Germanic Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, Swedish, Yiddish.
him (see below). Hamo-Semitic Coptic*, Middle Egyptian*.
Stabilise Dying Character (DC 15): Indic Hindi, Punjabi, Sanskrit*, Urdu.
With a medical kit, you can tend to a Iranian Farsi, Pashto.
dying character. As an attack action, a Japanese Japanese.
successful Knowledge (medicine) check Korean Korean.
stabilises another character. Romance French, Italian, Latin*, Portuguese, Romanian, Spanish.
Surgery (DC 20): With a surgery kit, Semitic Akkadian (a.k.a. Babylonian)*, Ancient Hebrew*, Arabic, Aramaic*, Hebrew.
you can conduct field surgery. This appli- Slavic Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak, Ukrainian.
cation of the Knowledge (medicine) skill Tibeto-Burman Burmese, Sherpa, Tibetan.
carries a –4 penalty, which the Surgery Turkic Azerbaijani, Turkish, Uzbek.
feat negates. Surgery requires 1d4 hours; Ugric Hungarian (a.k.a. Magyar).
add an additional hour for every round
* This is an ancient language. In the modern world, it is spoken only by scholars, or in some cases by small
in which the patient was dying before
populations in isolated corners of the world.
becoming stable (see “Conditions” in
Chapter 4: Combat). Surgery restores
1d6 hit points for every character level of Table 2–39: Listen DCs
the patient (up to the patient’s full nor- Base DC Sound

mal total of hit points) with a success- –20 Gunfire


ful skill check. Surgery can only be used –10 A melee battle
successfully on a character once in a 24- 0 People talking
hour period. A character who undergoes 5 A person in concealable armour walking at a slow pace, trying not to make noise
surgery is fatigued for 24 hours, minus 2 10 An unarmoured person walking at a slow pace, trying not to make any noise
hours for every point above the DC the 15 A 1st-level scoundrel sneaking up on someone*
surgeon achieves. The period of fatigue 20 A tiger stalking prey*
can never be reduced below 6 hours in 30 A bird flying through the air
this fashion. +5 Through a door
Treat Disease (DC 15): You can tend +15 Through a solid wall
to a character infected with a treatable * This is actually an opposed check; the DC given is a typical Move Silently check result for such a character or creature.
disease. Whenever the diseased char-
acter must make a saving throw against that your character knows what needs to items may be required. A successful treat
disease effects (after the initial contami- be done to aid recovery from the disease. poison check indicates that your charac-
nation), you first make a Knowledge If any additional items are required, the ter knows what needs to be done to aid
(medicine) check to help the diseased GM may also apply an acquisition DC recovery from the poison. If any addi-
character fend off secondary damage. for obtaining the required drugs or other tional items are required, the GM may
This activity takes 10 minutes. If your items to treat the disease. also apply an acquisition DC for obtain-
check succeeds, you provide a bonus Treat Poison (DC 15): You can tend ing the required antidote or other items
on the diseased character’s next saving to a poisoned character. Whenever a to treat the poison.
throw against the disease equal to your poisoned character must make a saving Special: You can take 10 when making
ranks in this skill. To provide long-term throw against a poison’s secondary effect, a Knowledge (medicine) check, but can
care for recovery from the disease, you you first make a Knowledge (medicine) take 20 only when restoring hit points or
must make a treat disease check for each check as an attack action. If your check attempting to revive dazed, stunned, or
saving throw that your patient makes. succeeds, you provide a bonus on the unconscious characters. You can use the
Treating a disease does not require any poisoned character’s saving throw equal Knowledge (medicine) skill on yourself
special kit, but in many cases special to your ranks in this skill. Treating a only to restore hit points, treat disease,
drugs or other items may be required. A poison does not require any special kit, or treat poison. You take a –5 penalty on
successful treat disease check indicates but in many cases an antidote or other your check any time you treat yourself.

70
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ture’s construction. The GM makes the


Listen Move Silently check (so that you don’t know exactly
(Wisdom) (Dexterity) how well you’ve placed the explosive).
Armour Penalty On a result of 15 or higher, the explo-
U se this skill to hear approaching
enemies, detect someone sneaking
up on you from behind, or eavesdrop on Y ou can use this skill to sneak up
behind an enemy or slink away
sive deals double damage to the structure
against which it is placed. On a result of
25 or higher, it deals triple damage to
a conversation. without being noticed.
the structure. In all cases, it deals normal
Check: Make a Listen check against Check: Your Move Silently check is
damage to all other targets within its
a DC that reflects how quiet the noise opposed by the Listen check of anyone
burst radius.
is that you might hear or against an who might hear you. You can move up
Disarm Explosive Device: Disarming
opposed Move Silently check. The GM to half your normal speed at no penalty.
an explosive that has been set to go off
may call for a Listen check by a charac- At more than half speed and up to your
requires a Munitions check. The DC is
ter who is in a position to hear some- full speed, you take a –5 penalty. It’s
usually 10, unless the person who set the
thing. You can also make a Listen check practically impossible (–20 penalty) to
detonator chose a higher disarm DC. If
voluntarily if you want to try to hear move silently while attacking, running,
you fail the check, you do not disarm the
something in your vicinity. The GM or charging.
explosive. If you fail by more than 5, the
may make the Listen check in secret so Special: You can take 10 when making
explosive goes off. If you lack a munitions
that you don’t know whether not hear- a Move Silently check, but you can’t take
kit, you take a –4 penalty on Munitions
ing anything means that nothing is there 20. A character with the Stealthy feat gets
checks made to set or disarm explosives.
or that you failed the check. A successful a +2 bonus on Move Silently checks.
Calculate Trajectory: You can attempt
Listen check when there isn’t anything to Time: Move Silently is a move action.
to shoot indirectly, provided you have the
hear results in you hearing nothing.
coordinates for your target. Most modern
Munitions artillery have targeting devices attached
Table 2–40: Listen Penalties to them that negate the need for this
(Intelligence)
Condition Check Penalty
check. Occasionally, you may be using
Per 10 feet of distance
Listener distracted
–1
–5 M unitions is the knowledge and
training of how to set and disarm
explosives, as well as calculating the geom-
older or faulty equipment and need to
calculate the trajectory of the shot your-
self. Most military personnel are trained
Try Again?: You can make a Listen etry of artillery strikes where no automat- to do this in case of equipment failure
check every time you have the opportu- ed targeting equipment is available. on the battlefield. The calculation takes
nity to hear something in a reactive man- Check: Setting a simple explosive to into consideration a number of factors,
ner. As a move action, you may attempt blow up at a certain spot doesn’t require a such as wind speed, height of obstacles,
to hear something that you failed (or check, but connecting and setting a deto- and the distance to be covered, but these
believe you failed) to hear previously. nator does. Also, placing an explosive for are just variables in a standard equation.
Special: When several characters are maximum effect against a structure calls The DC to successfully target the attack
listening to the same thing, the GM can for a check, as does disarming an explo- is 20. Failing this check causes the attack
make a single d20 roll and use it for all sive device. to deviate by 10% of the distance it was
the listeners’ skill checks. You can take 10 Set Detonator: Most explosives require fired; see Chapter 4: Combat for details
or take 20 when making a Listen check. a detonator to go off. Connecting a deto- on thrown/missile weapon deviation.
Taking 20 means you spend 1 minute nator to an explosive requires a Knowl- This check can only be used with artil-
attempting to hear something that may edge (munitions) check (DC 10). Failure lery guns, not personal firearms.
or may not be there to hear. A character means that the explosive fails to go off as Special: You can take 10 when using
with the Alertness feat gets a +2 bonus planned. Failure by 10 or more means the Munitions skill, but can’t take 20.
on Listen checks. A sleeping character the explosive goes off as the detonator is Characters with the Military Scientist
can make Listen checks, but takes a –10 being installed. You can make an explo- feat and at least 1 rank in this skill get
penalty on the checks. sive difficult to disarm. To do so, you a +2 bonus on all Munitions checks.
Time: A Listen check is either a reac- choose the disarm DC before making Without a munitions kit, you take a
tion (if called for by the GM) or a move your check to set the detonator (it must –4 penalty on Munitions checks. Mak-
action (if a character actively takes the be higher than 10). If you succeed against ing an explosive requires the Engineer
time to try to hear something). this higher DC, then your DC to set the (chemical) skill. See that skill descrip-
detonator is equal to the disarm DC. tion for details.
Place Explosive Device: Carefully plac- Time: Most skill uses, except placing
ing an explosive against a fixed structure an explosive device, are usually full-round
(a stationary, unattended inanimate actions. Placing an explosive device takes
object) can maximize the damage dealt 1 minute or more, depending on the
by exploiting vulnerabilities in the struc- scope of the job.

71
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you don’t know from the result whether talent for producing musical tones with
Navigate you are following the right or wrong path. your voice.
(Intelligence) You can use Navigate to determine your Stringed Instruments: You are a musi-
position on Earth without the use of any cian gifted with a talent for playing
U se this skill to prevent yourself
becoming lost, to plot a course, or
to identify your location by checking the
high-tech equipment by checking the
constellations or other natural landmarks.
stringed musical instruments, such as
banjo, guitar, harp, lute, sitar, and violin.
You must have a clear view of the night Wind Instruments: You are a musi-
stars, landmarks, ocean currents, or navi-
sky to make this check. The DC is 15. cian gifted with a talent for playing wind
gational technology.
Special: You can take 10 when mak- musical instruments, such as flute, bugle,
Check: Make a Navigate check when
ing a Navigate check. You can take 20 trumpet, tuba, bagpipes, and trombone.
you are trying to find your way to a dis-
only when determining your location, Try Again?: Not for the same perfor-
tant location without directions or other
not when travelling. A character with the mance and audience.
specific guidance. Generally, you do not
Guide feat gets a +2 bonus on all Navi- Special: You can take 10 when mak-
need to make a check to find a local street
gate checks. ing a Perform check, but you can’t take
or other common urban site, or to follow
Time: A Navigate check is a full- 20. A character without an appropriate
an accurate map. However, you might
round action. instrument automatically fails any Per-
make a check to wend your way through
form (keyboard), Perform (percussion),
a dense forest or a labyrinth of under-
ground storm drains. For movement Perform Perform (stringed), or Perform (wind)
check he or she attempts. At the GM’s
over a great distance, make a Navigate (Charisma) discretion, impromptu instruments may
check. The DC depends on the length of
the trip. If you succeed, you move via the
best reasonable course towards your goal. T his skill encompasses several cat-
egories, each of them treated as a
separate skill. These categories are iden-
be employed, but the performer must
take a –4 penalty on the check because
his equipment, although usable, is inap-
If you fail, you still reach the goal, but it
tified and defined below. The number propriate for the skill. Every time a char-
takes you twice as long (you lose time
of Perform categories is kept purposely acter takes the Creative feat, she gets a
backtracking and correcting your path).
finite. When trying to determine what +2 bonus on checks involving two Per-
If you fail by more than 5, you travel
Perform skill a particular type of perfor- form skills she designates. See the feat
the expected time, but only get halfway
mance falls under, use a broad interpre- description for more information.
to your destination, at which point you
tation of the existing categories. Do not Time: A Perform check usually
become lost. You may make a second
arbitrarily make up new categories. requires at least several minutes to an
Navigate check (DC 20) to regain your
Check: You are accomplished in some hour or more.
path. If you succeed, you continue on to
your destination; the total time for the type of artistic expression and know how
trip is twice the normal time. If you fail, to put on a performance. You can impress Pilot
you lose half a day before you can try audiences with your talent and skill. The
(Dexterity)
again. You keep trying until you succeed, quality of your performance depends on
Trained Only
losing half a day for each failure. your check result.

Table 2–41: Navigate DCs


The eight Perform categories, and
the qualities each one encompasses,
are as follows.
U se this skill to drive, fly, and oth-
erwise control any type of vehicle.
This is actually two skills which are
Length of Trip DC
Act: You are a gifted actor, capable of treated separately: Pilot (civilian) and
Short (a few hours) 20
performing drama, comedy, or action- Pilot (military). Pilot (civilian) provides
Moderate (a day or two) 22
oriented roles with some level of skill. the character with the ability to pilot
Long (up to a week) 25
Dance: You are a gifted dancer, capable simple civilian vehicles such as streetcars,
Extreme (more than a week) 28
of performing rhythmic and patterned vans, and boats, whereas Pilot (military)
bodily movements to music. allows the character to control simple
When faced with multiple choices, Keyboards: You are a musician gifted military vehicles such as steam-tanks and
such as at a branch in a tunnel, you with a talent for playing keyboard musi- chargers. More complex vehicles require
can make a Navigate check (DC 20) to cal instruments, such as piano, organ, and a Vehicle Operation feat (either Military
intuit the choice that takes you towards synthesizer. or Civilian).
a known destination. If unsuccessful, you Oratory: You are a gifted public speak- Check: Typical piloting tasks don’t
choose the wrong path, but at the next er, capable of delivering stirring speeches. require checks. Checks are required
juncture, with a successful check, you Percussion Instruments: You are a during combat, for special manoeuvres,
realise your mistake. You cannot use this musician gifted with a talent for playing or in other extreme circumstances, or
function of Navigate to find a path to a percussion musical instruments, such as when the pilot wants to attempt some-
site if you have no idea where the site is drums, cymbals, triangle, xylophone, and thing outside the normal parameters
located. The GM may choose to make tambourine. of the vehicle, see Chapter 4: Combat.
the Navigate check for you in secret, so Sing: You are a musician gifted with a When driving, you can attempt simple

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manoeuvres and stunts (actions in which you want to discover a specific fact, date, Guide with Knees (DC 5): You can react
you attempt to do something complex map, or similar bit of information, add +5 instantly to guide your mount with your
very quickly or in a limited space). Each to +15 to the DC. knees so that you can use both hands in
vehicle’s description includes a manoeu- Try Again?: Yes. combat or to perform some other action.
vre modifier that applies to Pilot checks, Special: You can take 10 or take 20 Make the check at the start of your
the operator of the vehicle makes. on a Research check. A character with round. If you fail, you can only use one
Special: You can take 10 when mak- the Academic feat can select Research as hand this round because you need to use
ing a Pilot (civilian) check, but you can’t one of the skills available and gain a +2 the other to control your mount.
take 20. A character with the Vehicle bonus on all Research checks. Stay in Saddle (DC 5): You can react
Expert feat gets a +2 bonus on all Pilot Time: A Research check takes instantly to try to avoid falling when
(civilian) and Pilot (military) checks. 1d4 hours. your mount rears or bolts unexpectedly
There is no penalty for operating simple or when you take damage.
vehicles. More complex civilian vehicles, Resolve Fight while Mounted (DC 20): Whilst
such as zepcars, trains, and zeppelins, in combat, you can attempt to control
require a specific Civilian Vehicle Opera- (Charisma) a mount that is not trained in combat
tion feat which will be listed under the
vehicle description, or else you take a –4
penalty on Pilot (civilian) checks. More
T his skill represents strength of
resolve or purpose and the ability
to defy the machinations of others. Use
riding (see the Handle Animal skill). If
you succeed, you use only a move action,
and you can use your attack action to
complex military vehicles, such as air it to avoid being persuaded or intimi- do something else. If you fail, you can
dreadnoughts, battleships, gunnery sta- dated by others. do nothing else that round. If you fail
tions, land dreadnoughts, reconnaissance Check: Make a Resolve check as an by more than 5, you lose control of the
zeppelins, or walkers likewise require a opposed check against others attempting animal. For animals trained in combat
specific Military Vehicle Operation feat to use the Diplomacy or Intimidate skills riding, you do not need to make this
which will be listed under the vehicle to influence you. If you win the check, check. Instead, you can use your move
description, or else you take a –4 penalty they fail in their attempts. action to have the animal perform a trick
on Pilot (military) checks. Try Again?: No. (commonly, to attack). You can use your
Time: A Pilot check is a move action. Time: A Resolve check is a reaction. A attack action normally.
character with the Spirited feat gets a +2 Cover (DC 15): You can react instantly
Research bonus on Resolve checks. to drop down and hang alongside your
mount, using it as one-half cover. You
(Intelligence)
Ride can’t attack while using your mount as

U se this skill to learn information


from books or other standard (Dexterity)
cover. If you fail, you don’t get the cover
benefit.

U
sources. Research allows you to navi- se this skill to ride any kind of Soft Fall (DC 15): You react instantly
gate a library, an office filing system, or a mount, including horses, mules, when you fall off a mount, such as when
newspaper morgue. Research can also be and elephants, among others. it is killed or when it falls, to try to avoid
used in the Etherscope, where libraries Check: Typical riding actions don’t taking damage. If you fail, you take 1d6
and other information repositories exist. require checks. You can saddle, mount, points of falling damage.
These are based on their Prime Real- ride, and dismount without a problem. Leap (DC 15): You can get your mount
ity analogues, and so no differences are Mounting or dismounting an animal is a to leap obstacles as part of its movement.
noted in the skill checks. move action. Some tasks, such as those Use your Ride modifier or the mount’s
Check: Researching a topic takes time, undertaken in combat or other extreme Jump modifier (whichever is lower) when
skill, and some luck. The GM determines circumstances, require checks. In addi- the mount makes its Jump check (see the
how obscure a particular topic is (the tion, attempting trick riding or asking Jump skill). You make a Ride check (DC
more obscure, the higher the DC) and the animal to perform an unusual tech- 15) to stay on the mount when it leaps.
what kind of information might be avail- nique also requires a check. Animals ill Fast Mount or Dismount (DC 20;
able depending on where you are con- suited as mounts provide a –2 penalty on armour penalty applies): You can mount
ducting your research. Information ranges their rider’s Ride checks. or dismount as a free action. If you fail
from general to protected. Given enough
time (usually 1d4 hours) and a successful Table 2–42: Performance Check Results
skill check, you get a general idea about a Result Performance
given topic. This assumes that no obvious 10 Amateur performance. Audience may appreciate your performance, but isn’t impressed.
reasons exist why such information would 15 Routine performance. Audience enjoys your performance, but it isn’t exceptional.
be unavailable, and that you have a way to 20 Great performance. Audience highly impressed.
acquire restricted or protected informa- 25 Memorable performance. Audience enthusiastic.
tion. The higher the check result, the bet- 30 Masterful performance. Audience awed.
ter and more complete the information. If

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the check, mounting or dismounting is Check: When in the Scope, you use Classes” in Chapter 7: The Advancing
a move action. You can’t attempt a fast Scope Awareness checks in place of Character for more details). Whilst trav-
mount or dismount unless you can per- Spot and Listen checks, as well as any el between cities is possible, the distances
form the mount or dismount as a move Dexterity-based skill checks, such as involved are impractical for those who do
action this round, should the check fail. Escape Artist or Hide. Your ranks in not have the ability to ride the currents of
Special: If you are riding bareback, Scope Awareness are also used to calcu- Etherspace, as many cities are located the
you take a –5 penalty on Ride checks. late your avatar’s base Defence and base equivalent of billions of miles apart.
You can take 10 when making a Ride Reflex saving throw. Try Again?: Using Scope Awareness
check, but you can’t take 20. A character Locate Domain: This skill use enables to emulate a skill with your Scope ava-
with the Animal Affinity feat gets a +2 you to discern the direction of another tar has the same restrictions as the check
bonus on all Ride checks. domain within the Scope. You must be you are attempting. The locate domain
Time: Ride is a move action, except in empty Etherspace to use this ability. skill use can be attempted again.
when otherwise noted for the special To locate a different specific location Special: Scope Awareness is only used
tasks listed above. within the domain you have just left in the Scope. You do not have a choice
requires a DC 35 check, whilst to locate as to whether you use it in place of other
Scope Awareness an attached domain, such as an indus- skills when in the Scope; you always do. A
trial domain belonging to the same character with the Scope Rider feat gets a
(Wisdom) nation, is DC 25. To find a completely +2 bonus on Scope Awareness checks.

U se this skill in the Scope to be


aware of your surroundings and
what is going on in the vicinity. As your
new domain, such as another nation’s
city or the Scope rider’s city of Haven, is
DC 30. These DCs are reduced by 5 if
Time: Locating a domain takes a
full-round action. Other skill checks
take the same time as the skill use they
avatar’s Dexterity is based on your Wis- you are familiar with the target location. are replacing.
dom score, this skill also determines You can travel freely through the empty
your avatar’s ability to avoid attacks Etherspace to reach your target location. Scope Resilience
and perform other actions that Dex- Standard movement in empty Ether-
space is class 20B (see Chapter 6: The (Charisma)
terity governs. (For more information,
see “Scope Avatars” in Chapter 6: The
Scope.)
Scope) but the enhanced transfer abil-
ity of a number of advanced classes does
not affect your movement (see “Advanced
U se this skill in the Scope to rep-
resent the toughness of your ava-
tar, the strength of your connection to

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the Scope, and to keep that connection


stable. For more information on Scope Scope Hacking Locate What You’re Looking For:
To find the data (or application, or remote
avatars and the Scope, see Chapter 6:
Breaking into a secure domain or system is device), make a Scope Use check.
The Scope. often called hacking. When you hack, you Defeat Document Security: Many sys-
Check: When in the Scope, you use attempt to invade a site. A site is a virtual tems have additional document security. If
Scope Resilience checks in place of Con- location containing files, data, or appli- that’s the case, the character needs to make
centration checks, including those made cations. A site can be as small as a single another check to defeat security check; see
as a result of actions taken on your real desktop domain in the Wall, or as large as Scope Use skill.
an industrial megaplex, a massive Scope- Do Your Stuff: Finally, you can actually
body (if someone disrupts your concen- based building with masses of processing do what you came to do. If you just want
tration with a knife, for instance). Your power – the important thing is that access to look at records, no additional check
ranks in Scope Resilience are also used to the site connects the user to everything is needed. You can also download data,
to calculate your Avatar’s base Fortitude within it. Some sites can be readily accessed although that often takes several rounds
saving throw. via the Scope; others require the character – or even several minutes, for especially
to break into the domain using the jump the large amounts of information—to com-
Jack Out: A character immersed in the rails use of the Scope Use skills. Every site plete. Altering or deleting records some-
Scope by way of a Scope tab can attempt is overseen by a system administrator – the times requires yet another check to defeat
to jack out by force of will. The character person in charge of the site, and who main- computer security. Other operations can
makes a DC 25 Scope Resilience check. tains its security. Often, the system admin- be carried out according to the Scope Use
If successful, the character awakes into istrator is the only person with access to all skill description.
of a site’s functions and data. A site can have Scope Drones: At any point in this pro-
his body immediately, but is shaken for more than one system administrator; large cess, security drones (or even gremlins)
1d4 rounds. sites have numerous system administrators may activate to defend the system. These
Alter Avatar: You can alter the appear- on duty at all times. You are the system are special programs with their own rudi-
ance of your avatar above and beyond administrator of your Scope point. When a mentary intelligence. A Scope drone will
the effects of the Disguise skill. As a full- character hacks into a site, either immersed interact with an immersed character as a
or using remote access, the visit is called a hostile enemy, normally leading to combat
round action, the character can make a session. Once a character stops accessing (see Chapter 4: Combat and Chapter 6:
Scope Resilience skill check at the DC the site, the session is over. You can go back The Scope), but the remote user can only
listed on Table 2–43: Scope Resilience to the site in the future; when you do, it’s a hide from the drones. To do this, you make
Alter Avatar DCs. new session. a Scope Use (remote) skill check opposed
Multiple changes can be achieved Covering Tracks: This step is optional. by the drone’s Scope Awareness skill. If
By making a DC 20 Scope Use check, you successful, you have hidden your presence
simultaneously (within the same full- can alter your identifying information. This from the drone and may continue your work
round action) with a DC equal to the imposes a –5 penalty on any attempt made when the drone leaves. If you wish to con-
most difficult level of change being to identify you if your activity is detected. tinue your activities whilst the drone is still
attempted, +5 per additional change. For Access the Site: There are two ways to investigating the disturbance, the drone gets
example, a Scope rider wishes to change do this: physically or over the Scope. a +4 bonus on all Scope Awareness checks
Scope Access: Reaching a site over the to discover you. Every time you make a new
the gender and the hair colour and length Scope requires the character to jump the Scope Use (remote) skill check, the drone
of his avatar. He needs to make a DC 30 rails; see the Scope Use skill. can make an opposed Scope Awareness
Scope Resilience check: base DC 20 for Physical Access: Gaining physical access check to notice it. Remote sessions can be
a moderate change, +5 for the two other to the site, or a Scope point connected to terminated by a successful touch attack by
minor changes to be added. If you do not the site, provides a direct link into the tar- the drone on a remote user’s signature pro-
get domain and you may not need to bypass gram. Treat this termination attempt as an
need to make each change simultane- the system security. A variety of skill checks attack against a target with Defence 12, no
ously, you can make individual checks for may be required, depending on the method mater how many ranks the character has in
each change at the base DC. used to gain access. Scope Use (remote).
When using this ability to disguise
yourself or impersonate someone else,
you may make a DC 20 Scope Resilience
check. If successful, any opposed Dis- avatar has the same restrictions as the to whether you use it in place of the Con-
guise checks you make based on the dis- check you are attempting. The jack centration skill when in the Scope; you
guise receives a +10 bonus. On a failed out and alter avatar skill uses can be always do. The Spirited feat provides you
check, you gain no bonus. attempted again. with a +2 to all Scope Resilience checks.
Try Again?: Using Scope Resilience Special: Scope Resilience is only used Time: Jacking out takes a full-round
to emulate a skill with your Scope in the Scope. You do not have a choice as action. Alter avatar takes a full-round

Table 2–43: Scope Resilience Alter Avatar DCs


Change to Appearance (Examples) DC
Minor (alter facial structure, type and colour of clothing, eye colour, hair length) 10
Moderate (alter gender, alter size by one category, change ethnicity, create fantastical garments, create visual effects such as glowing eyes) 20
Major (alter species, create additional appendages, create fantastical form such as winged or centaur form) 30

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action for each change made (unless mak- Table 2–44: Remote of the creature — smaller and larger
ing changes simultaneously at a higher Movement DCs creatures are more complicated. The
DC). Other skill checks take the same drones have a standard hit die, and are
Domain Class Movement DC
time as the skill use they are replacing. created using the Etherscope construct
A 23
template (see Chapter 8: Gamesmaster-
B 17
Scope Use C 13
ing, for more details). Their base Hit
Dice and other statistics are provided in
(Intelligence) D 9
Table 2–46. To program in specific tasks
E 7

S cope Use represents two individual


skills which enable the character
to achieve similar results: Scope Use
F 5
and responsibilities also requires addi-
tional components to be crafted, using
the craft program system above. Addi-
(immersed) and Scope Use (remote). Craft Program: A character can create a tionally, it is relatively simple to program
Both of these skills enable the charac- program. Programs are the concentrated a Scope drone with a bit of enhanced
ter to search an unfamiliar network for and shaped substance of the Etherscope, toughness or speed. A complexity level
a particular document, craft Scope pro- programmed with specific actions and 2 program component can be added
grams, alter existing programs to per- protocols to determine behaviour and to provide the drone with the Tough-
form differently (better or worse), and physical qualities. Programs are nonsen- ness (avatar) or Improved Initiative feat.
break through computer security. Scope tient and create the physical environment Other feats are too complex. Drones
Use (immersed) has additional benefits and active systems of the Scope, bringing receive a basic number of skill ranks in
for the character’s Scope avatar. (For order to the formless energies of Ether- all three Scope skills in order to enable
more information on Scope avatars and space. Programs are formed from pro- their avatar to function. As drones have
the Scope, see Chapter 6: The Scope.) gram components. Each program com- no ability scores associated with their
Check: The following skill uses are ponent has a complexity level, ranging skills, they cannot be used for Scope skill
available to users of both Scope Use from 1 to 9, as shown in Table 2–45. checks, but do determine the base ability
(immersed) and Scope use (remote). To craft a program requires a skill check scores and saving throws of the drone.
Characters who are using the Scope with a DC equal to twice the intended The number of ranks the drone receives
remotely, such as from a Scope point, complexity level + 10. To craft a program in Scope Awareness, Scope Resilience,
use the Scope Use (remote) skill for any takes 10 minutes per complexity level. and Scope Use (immersed) are shown in
checks made. Those who are immersed Characters can build up programs in Table 2–46. Constructing a drone takes
in the Scope, whether by a Scope tab or complexity by integrating multiple com- 10 minutes per complexity level; the total
a Scope jack implant, use the Scope Use ponents. The maximum level of program complexity level equals the base complex-
(immersed) skill. complexity a character can successfully ity of the drone plus components added.
Navigate the Scope: Remote users need craft is equal to her Intelligence modi- Neither the complexity of the drone nor
to make simple Scope Use checks to fier, although this limit can be increased the complexity of the components added
physically move their viewpoint around through character class selections. can individually exceed your Intelligence
Etherspace. The DC for this check is Craft Drone: a specific type of craft modifier. However, class features that
based on the movement class of the program skill use is to create a drone. improve the craft program skill use also
domain they are in, as shown in Table Drones are program creatures capable increase the maximum complexity for
2–44. Their viewpoint moves at the usu- of performing designated, specific func- drone components. Drones carry out an
al rate for the class of domain they are tions within the Etherscope. They can allotted task until told to stop, reach a
within. See “Movement in the Scope” in appear as any variety of creatures or pre-set limit, or are dismissed.
Chapter 6: The Scope for more details machines depending upon the forces Find Document: This skill can be
on domain movement classes. controlling a domain and the whim of used for finding documents or data on
their creator. The basic complexity level an unfamiliar system. The DC for the
to create a drone depends upon the size check and the time required are deter-

Table 2–45: Program Component Complexity Level


Component Complexity Level Example of Components Purpose and Capabilities
1 Ammunition, automated documents (automated accounts books and the like), clothes, simple weapons, light armours
2 Business objects (automated filing systems, document checkers), minimal security barriers, heavy armours (equipment bonus 5 or more)
3 Average security barriers, intrusion warning systems, simple mechanical weapons (crossbow, revolver)
4 Backdoor entries, seeker devices, tiny buildings (telephone booth size), complex weapons (autoloaders, v-prop), engines
5 Vehicle chassis, small buildings (hut sized), average security systems, communication devices
6 Artillery systems, domain locator devices, medium buildings (house sized)
7 Exceptional security systems, large buildings (block sized)
8 Explosives
9 Huge building structures (spire sized), maximum security systems

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Table 2–46: Drone Statistics Awareness check to travel to your tar-


get location and then attempt to move
Drone Size Program Complexity Hit Dice Scope Str Scope Dex Scope Skills Ranks
to another location within the domain.
Diminutive 4 1/2 d10 5 17 1
Enhanced transfer abilities of some
Tiny 3 1d10 7 15 2
advanced classes (see Advanced Classes
Small 2 2d10 9 13 4
in Chapter 7: The Advancing Character
Medium 3 3d10 11 11 5
for more details) do not apply in empty
Large 4 4d10 15 9 6
Etherspace. Once at your target location,
you must make an attack action and a
mined by the size of the site on which Table 2–48: Scope Security Scope Use (immersed) check DC equal
the character is searching. Finding pub- Level DCs to the security level of the domain to
lic information in an Etherscope city open a new portal into the target domain
Level of Security DC
does not fall under this category; usual- and then all characters can make a move
Minimum 20
ly, such a task requires a Research check, action to move through the opening into
Average 25
provided the character has access to the the target domain.
Exceptional 35
Scope (whether remotely or immersed) Defend Etheric Security: If you are the
Maximum 40
and a city domain. This application of system administrator for a site, you can
the Scope Use skill only pertains to find- defend the site against intruders. If the
ing documents on private systems with Jump the Rails: One specific use of the site alerts the character to an intruder,
which the character is not familiar. defeat security skill use is to open a portal the character can attempt to cut off the
to escape from a domain. This is known intruder’s access (end the intruder’s ses-
Table 2–47: Scope Use as jumping the rails. You take an attack sion), or even to identify the intruder.
Finding Documents DC action to break a hole in the domain An administrator is a person who has
Size of Site DC Time
which opens into empty Etherspace, control of the security and monitoring
Personal domain 10 1 round or, if you have opened the portal along programs of a Scope domain, whether
Small industrial site 15 2 rounds a domain border, into the neighbouring remote or immersed.
Large industrial site 20 1 minute domain. This requires a Scope Use check To cut off access, make an opposed
Government site 25 10 minutes at a DC equal to the security level of the Scope Use check against the intruder.
domain you are in (see Chapter 6: The If you succeed, the intruder’s session
Scope). If you are attempting to open is ended. The intruder might be able
Defeat Etheric Security: Defeating the portal into a neighbouring domain,
etheric security can involve a number to defeat your security and access your
a second skill check is required at the site again, but the intruder will have to
of different activities. It can involve dis- DC of the target domain’s security level.
abling detection systems, deciphering start the hacking process over from step
If immersed, you and any other charac- one. Attempting to cut off access takes a
an access code for a gateway, or creat- ters within a 10-foot radius can take a
ing a hole in an Etherscope wall. This full round and can only be done against
move action to move through the open- remote users.
application of Scope Use can’t be used ing. Once in through the portal, you can
untrained. The DC is determined by the When defending against avatars, you
choose to either leave it open, and hence will need to physically combat the avatar
quality of the static security program allow others to track and follow you, or
installed to defend the system. If the hacking the domain. You can attack them
close it behind you, which requires a DC yourself, if immersed in the Scope, or send
check is failed by 5 or more, the security 15 Scope Use check.
system immediately alerts its adminis- security Scope gremlins the site possesses,
Once inside empty Etherspace, ava- with whom the intruding avatar must
trator that there has been an unauthor- tars can move as if they were in a class
ized entry. An alerted administrator may fight. With Scope sites all being physical
20B domain. Any more purposeful locations in the Scope, there is no simple
attempt to identify you or cut off your movement requires the ride the currents
access to the system. “off switch” defence for a Scope site.
feature of the Scope Rider advanced To identify the intruder, make an
Sometimes, when accessing a difficult class (see Chapter 7: The Advancing
site, you have to defeat security at more opposed Scope Use check against the
Character). Remote users cannot leave intruder. If you succeed, you learn the
than one stage of the operation. Each a domain into empty Etherspace, but
domain has a Security DC, but a rough site from which the intruder entered the
can only use this ability to hack into Scope; if it’s a single Scope point, you
guide is shown in Table 2–48. In addition neighbouring domains. If you have suc-
to static security, such as firewalls, which learn its identification code or location.
cessfully identified a location within the Identifying the intruder requires 1 min-
are often represented as physical objects same domain or a neighbouring domain
such as locked gates or doors, you may ute and is a separate check from cutting
with the Scope Awareness skill, you can off access. This check can only be made
also encounter active security programs, attempt to travel to that target location
such as Scope gremlins and avatars, which if the intruder is accessing the character’s
under your standard movement for the site for the entire length of the check
require you to defeat them in Scope com- domain. You can choose to make a Scope
bat (see Chapter 6: The Scope). – if the intruder’s session ends before the

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character finishes the check, the charac- Table 2–49: Search DCs
ter automatically fails.
DC Task
Degrade Programming: You can destroy
10 Ransack an area to find a certain object.
or alter applications on a site to make use
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
of that system harder or impossible, a com-
25+ Find a complex or well-hidden secret compartment or trap; notice an extremely obscure clue.
mon tactic in industrial or political espio-
nage. The DC for the attempt depends on
what the character tries to do. skill lets a character detect some small Try Again?: No, though you may
Crashing a site prevents access unless detail or irregularity through active effort, make a Sense Motive check for each bluff
anyone attempting to access the site whereas the Spot skill lets you notice made on you.
makes a DC 15 Scope Use check taking 1 something with a quick scan. Special: You can take 10 when making a
minute per attempt. Destroying program- Check: You generally must be within Sense Motive check, but you can’t take 20.
ming makes the Scope site unusable until 10 feet of the object or surface to be exam- A character with the Attentive feat gets a
the programming is repaired. To destroy a ined. You can examine up to a 5-foot-by– +2 bonus on all Sense Motive checks.
site, the DC is equal to the security level 5-foot area or a volume of goods 5 feet on Time: A Sense Motive check may be
of the site and any security protecting the a side with a single check. A Search check made as a reaction to another character’s
site must be defeated (see above). can turn up individual footprints, but does Bluff check. When that’s the case, your
To degrade a program component not allow you to follow tracks or tell you GM may roll your Sense Motive check
takes an attack action DC equal to twice which direction the creature or creatures in secret, so you don’t necessarily know
the program component complexity level went or came from. someone’s trying to bluff you. Using
+ 10. Fixing the degraded program com- Special: You can take 10 or take 20 Sense Motive to get a sense of someone’s
ponent requires 1 hour and a Scope Use when making a Search check. trustworthiness takes at least 1 minute.
check against a DC equal to the DC for A character with the Meticulous feat
degrading it + 5. Damaging program- gets a +2 bonus on all Search checks. Sleight of Hand
ming imposes a –4 penalty on all Scope Time: A Search check is a full-round action.
(Dexterity)
Use checks made with the site (sometimes
Trained Only; Armour Penalty
this is preferable to destroying the pro- Sense Motive
gramming, since the user might not know
that anything is wrong, and won’t simply
(Wisdom)
Y ou can lift a wallet and hide it on
your person, palm an unattended
decide to use a different Scope point).
Each program component must be indi-
vidually degraded and repaired.
U se this skill to tell when someone
is bluffing or lying to you. This
skill represents sensitivity to the body
object, hide a small weapon in your
clothing, or perform some feat of adroit-
ness with an object no larger than a hat
Avatar Bonuses: When in the Scope, language, speech habits, and manner- or loaf of bread.
you use Scope Use (immersed) checks in isms of others. Check: A check against DC 10 lets
place of any Strength-based skill checks, Check: A successful check allows you you palm a coin-sized, unattended
such as Jump and Climb. Your ranks in to avoid being bluffed (see the Bluff skill). object. Minor feats of sleight of hand,
Scope Use (immersed) are also used to Sense Motive does not, however, allow such as making a coin disappear, also
calculate your avatar’s base attack bonus you to determine whether a given state- have a DC of 10 unless an observer is
(see Chapter 6: The Scope). ment is a lie. You can also use the skill to concentrating on noticing what you
Special: Scope Use (immersed) is only tell when someone is behaving oddly or are doing. When you perform this skill
used in the Scope. You do not have a to assess someone’s trustworthiness. In under close observation, your skill check
choice as to whether you use it in place of addition, you can use this skill to make is opposed by the observer’s Spot check.
Strength-based skills when in the Scope; an assessment of a social situation. With The observer’s check doesn’t prevent you
you always do. A character with the Tin- a successful check (DC 20), you can get from performing the action, just from
kerer feat gains a +2 bonus to all Scope the feeling from another’s behaviour that doing it unnoticed. When you try to take
Use (remote) checks, whilst the Scope something is wrong. Likewise, you can something from another person, your
Rider feat provides a +2 bonus to all get the feeling that someone is trustwor- opponent makes a Spot check to detect
Scope Use (immersed) checks. thy and honourable. the attempt. To obtain the object, you
Detect Hidden Message: You can use must get a result of 20 or higher, regard-
Search Sense Motive to detect that a hidden less of the opponent’s check result. The
message is being transmitted via the Bluff opponent detects the attempt if her
(Intelligence) skill (DC equal to the Bluff check result check result beats your check result,

Y ou can make a detailed examination


of a specific area, looking for lost
objects, hidden compartments, and traps,
of the sender). If your check result beats
the DC by 5 or more, you understand
the secret message as well. If your check
whether you take the object or not. You
can use Sleight of Hand to conceal a
small weapon or object on your body
or to discern other details that aren’t read- fails by 5 or more, you misinterpret the (see “Concealed Weapons and Objects”
ily apparent at a casual glance. The Search message in some fashion. in Chapter 3: Equipment).

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Try Again?: A second Sleight of Hand 10 feet of distance between you and the
attempt against the same target, or when character or object you are trying to dis-
Swim
being watched by the same observer, has cern. The check takes a further –5 penalty (Strength)
a DC 10 higher than the first check if the if you are in the midst of activity such as Armour Penalty
first check failed or if the attempt was combat or performing a skill.
noticed.
Special: You can take 10 when making
Try Again?: You can make a Spot check
every time you have the opportunity to
U sing this skill, a land-based creature
can swim, dive, navigate underwater
obstacles, and so on.
a Sleight of Hand check, but you can’t notice something in a reactive manner.
Check: A successful Swim check allows
take 20. A character with the Nimble As a full-round action, you may attempt
you to swim one-quarter your speed as a
feat and at least 1 rank in this skill gets a to notice something that you failed (or
move action or half your speed as a full-
+2 bonus on all Sleight of Hand checks. believe you failed) to notice previously.
round action. Roll once per round. If you
Untrained: You can make an untrained Special: You can take 10 or take 20
fail, you make no progress through the
Sleight of Hand check to conceal a weapon when making a Spot check. A character
water. If you fail by 5 or more, you go
or object, but you must always take 10. with the Alertness feat gets a +2 bonus
underwater. If you are underwater (from
Time: A Sleight of Hand check is an on all Spot checks.
failing a Swim check or because you are
attack action. Time: A Spot check is either a reaction
swimming underwater intentionally), you
(if called for by the GM) or a full-round
must hold your breath or risk drown-
Spot action (if you actively take the time to try
ing (see Suffocation and Drowning in
to notice something).
(Wisdom) Chapter 4: Combat for more details).
The DC for the Swim check depends on

U se this skill to notice opponents


waiting in ambush, to see a mug-
ger lurking in the shadows, or to discern
Survival
(Wisdom)
the water; calm water is DC 10, rough
water is DC 15, whilst a stormy sea is
DC 20. Each hour that you swim, make
a sniper hiding on a rooftop by making a
quick scan of your surroundings.
Check: The Spot skill is used to notice
U se this skill to follow tracks, hunt
wild game, guide a party safely
through the wilderness, identify signs that
a Swim check against DC 20. If you fail,
you become fatigued. If you fail a check
whilst fatigued, you become exhausted.
items that aren’t immediately obvious a pack of wild dogs lives nearby, or avoid If you fail a check while exhausted, you
and people who are attempting to hide. quicksand and other natural hazards. become unconscious. Unconscious char-
The GM may call for a Spot check by a Check: You can keep yourself and acters go underwater and immediately
character who is in a position to notice others safe and fed in the wild. With the begin to drown.
something. You can also make a Spot Track feat, you can use Survival checks to Try Again?: A new check is allowed the
check voluntarily if you want to try to track a character or animal across various round after a check is failed.
notice something in your vicinity. The terrain types. Special: You take a penalty equal to
GM may make the Spot check in secret Special: You can take 10 when mak- double your armour check penalty on all
so that you don’t know whether not notic- ing a Survival check. You can take 20 swim checks. If you carry a medium load,
ing anything means that nothing is there when tracking, or if there is no danger you take a –2 penalty on Swim checks,
or that you failed the check. A success- or penalty for failure, but not on periodic whereas a heavy load gives you a –4 pen-
ful Spot check when there isn’t anything checks to get along in the wild. A charac- alty (see Encumbrance in Chapter 3:
to notice results in you noticing nothing. ter with the Guide feat gets a +2 bonus Equipment). You can take 10 when mak-
Spot is often used to notice a person or on all Survival checks. ing a Swim check, but you can’t take 20.
creature hiding from view. In such cases, Time: Basic Survival checks occur each A character with the Athletic feat gets a
your Spot check is opposed by the Hide day in the wilderness or whenever a haz- +2 bonus on all Swim checks.
check of the character trying not to be ard presents itself. When using Survival Time: A Swim check is either a move
seen. Spot is also used to detect someone with the Track feat to track a character or action or a full-round action, as described
in disguise (see the Disguise skill), or to animal, checks are made according to dis- above.
notice a concealed weapon on another tance, as described in the Track feat.
person (see Chapter 3: Equipment). Your
Spot check takes a –1 penalty for every

Table 2–50: Typical Survival Checks


DC Task
10 Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other
person for every 2 points by which your check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 circumstance bonus if stationary. You
may grant the same bonus to one other character for every 1 point by which your check result exceeds 15.
18 Avoid getting lost and avoid natural hazards, such as quicksand.

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Tumble
(Dexterity)
Trained Only; Armour Penalty

Fighting
In order to acquire ranks in a fighting
technique, you must possess the entry
feats listed under the style. If you do not
possess the feat requirements, you can-
Techniques not take ranks in the skill.
Y ou can dive, roll, somersault, flip,
and execute other types of gymnas-
There are two major benefits avail-
able to those with this skill: stances and

I
tic moves. Many types of armour, and n the world of Etherscope, combat is manoeuvres.
any excessive load of carried items, make a way of life for many, from the elite
it more difficult to use this skill.
Check: You can land softly when you
steamtroopers of the New Reich to Stance
blackmarketeers of the Great Metropo-
fall, tumble past opponents in combat, or
tumble through opponents.
Land Softly: You can make a Tumble
lis. The Etherscope world is a violent
one where people fight for national pride,
geopolitical power, corporate influence,
E ach fighting technique requires you
to assume a specific stance to be able
to use it effectively. Each stance provides
check (DC 15) when falling. If the check entertainment, or just survival. Like- you with a number of feats, based on
succeeds, treat the fall as if it were 10 feet wise, the Scope has opened a whole new your ranks with the specific skill, that
shorter when determining damage. theatre of warfare where governments, you can use only when you are in the
Tumble Past Opponents: With a suc- revolutionaries, freedom fighters, corpo- fighting technique’s stance. Each fight-
cessful Tumble check (DC 15), you rations, and dark beings seek dominance. ing technique provides you with a feat
can weave, dodge, and roll up to 20 feet In response to the needs of warriors and at 3 ranks, 8 ranks, 13 ranks, 18 ranks,
through squares adjacent to opponents, the diverse battlefields where conflicts and 23 ranks. You must have the given
provoking no attacks of opportunity. Fail- occur — both outside and within the number of ranks in the skill to be able to
ure means you move as planned, but pro- Scope — many modern heroes adopt use the feat. To use a stance feat, you do
voke attacks of opportunity as normal. special techniques. Such techniques draw not have to meet any of the feat’s usual
Tumble Through Opponents: With a upon both the experience of others and prerequisites.
successful Tumble check (DC 25), you focused training to develop formalised Entering a Stance: You can only be in
can roll, jump, or dive through squares fighting methods designed for combat one stance at a time, and it takes a move
occupied by opponents, moving over, in specified circumstances and provide action to enter a stance. Each stance also
under, or around them as if they weren’t abilities useful in such circumstances. In imposes restrictions to the weapons and
there. Failure means you move as game terms, this is represented by the movement actions that you may utilise
planned, but provoke attacks of oppor- development of one or more Fighting whilst in the stance. To enter a stance, you
tunity as normal. Technique skills. The fighting technique must meet the weapon and feat require-
Try Again?: No. talent (see the combatant in Chapter 1: ments of the stance. Weapon restrictions
Special: A character with 5 or more Characters) improves your access to one vary by combat style. For example, Scope-
ranks in Tumble gains a +3 dodge Fighting Technique skill by making it a fu, a gun style, requires the character to
bonus to Defence (instead of the nor- class skill. be armed with an automatic pistol. If
mal +2) when fighting defensively, and This section examines the Fighting you do not meet these requirements, you
a +6 dodge bonus (instead of the nor- Technique skills gained through the may not enter the stance.
mal +4) when engaging in total defence. fighting technique talent and its game Dropping Out of the Stance: You
You can take 10 when making a Tumble effects and describes several of the major must obey the restrictions on combat
check, but you can’t take 20. A charac- combat styles characters can learn and styles each round you wish to maintain
ter with the Acrobatic feat and at least 1 use through the skill. a stance. It does not cost an action of any
rank in this skill gets a +2 bonus on all kind to drop out of a stance, and you may
Tumble checks.
Time: You can try to reduce dam-
Fighting Technique find that you involuntarily drop out of a
stance by breaking some of the stance
age from a fall as a reaction once per (Various Ability Scores) requirements, such as the movement
fall. You can attempt to tumble as a free Trained Only restrictions. (In all combat styles, you
action that must be performed as part
T his skill represents your mastery of a must move a minimum of 5 feet and no
of a move action. more than your standard move distance
formalised combat style. Each sepa-
rate combat style counts as an individual in a round; you cannot perform other
Fighting Technique skill in the same man- movement manoeuvres, such as running,
ner as Knowledge and Engineer. However, or you drop out of stance.) If you violate
unlike these skills, each fighting technique any of the stances restrictions, you drop
is based on a separate ability. The general out of the stance and lose access to the
rules for each of these skills are described fighting technique’s feats. For example, if
below, with the specific combat styles a character in the Scope-fu stance were
described later in this chapter. disarmed, he would immediately drop

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out of the stance and lose the benefit of to select the combat style and purchase The front foot is parallel to the shoulders,
all feats that he was using. If, however, ranks in the relevant Fighting Tech- while the back foot is perpendicular.
the character has access to a feat outside nique skill.
Deadly Grace
of the stance (that is, he has taken it as Weapon Restriction: The weapon
one of his character feats), he would not
lose the benefit of the feat.
Concentration Checks: If you take
restriction necessary to enter a style’s
stance, and consequently gain its benefits.
Remember all combat styles require you
F irstly, the fencer learns that by
combining power and accuracy, he
greatly improves his ability to strike
damage when in a stance, you must make to obey the common movement restric- an opponent.
a Concentration check to avoid dropping tion the style (see Stance above). DC: 20
out of the stance. The DC for this check Skill Synergy: The skill that which Use: The character uses a full-attack
is equal to 10 plus the damage caused by provides and receives a synergy bonus action to perform a single attack. Before
the attack. while the character is in her combat rolling the attack, he makes a Fighting
style’s stance. Technique skill check.
Manoeuvres Stance Feats: The feats and the ranks Effect: If unsuccessful, the attack is
required to access those feats are dis- resolved as normal. Should the skill

E ach combat style provides you with


a number of manoeuvres that can
be made whilst within the combat style’s
played in a table.
Manoeuvres: Each technique provides
check succeed, the character adds both
his Dexterity and Strength modifiers to
a number of manoeuvres that can be his attack roll.
stance. Typically, each combat style has attempted whilst within the technique’s
a different manoeuvre at DC 20, 25, 30, Lunge
stance. A summary table of these manoeu-

T
and 35. The skill checks to utilise these vres and their DCs is also provided. he swordsman understands that
manoeuvres are made using the Fighting by placing his power into a single
Technique skill you possess in that style.
Each manoeuvre has its own rules and
Fencing thrust, he can inflict grievous wounds
upon an adversary.
description. The effects of each manoeu-
vre, on a successful or failed check, and the
actions required to perform the manoeu-
O riginally developed as a system for
settling matters of honour between
gentlemen, a role it still maintains in many
DC: 25
Use: As a move action, the character
makes a Fighting Technique skill check.
vre vary greatly and are described in detail Prussian universities and military acad- Effect: A successful skill check allows
in each style’s full description. emies, formalised combat skills with a you to add 1 1/2 times your Strength
fencing weapon are still considered a vital bonus to the damage you deal on your
Synergy part of a gentleman’s education in many next attack if it occurs immediately after
places. Even in today’s enlightened times,

E ach fighting technique also gains and in the same turn as the skill check.
sporting bouts with blades are common:
a synergy bonus with other skills disputes between gentlemen of business Perfect Counter
when you are in its stance. The skill

F
in London are often resolved at a fencing encers are at their deadliest when
itself varies between styles. The syn- club, and subordinates in the New Reich
ergy bonus applies to both manoeuvre taking advantage of an opponent’s
command stare with awe at their superiors’ mistakes. Such opportunities allow the
checks of the fighting technique and duelling scars. Indeed, it is no coincidence
skill checks with the listed skill whilst delivery of an accurate and powerful
that the sword cane, a popular form of counterattack.
you are in the given stance. The usual self-defence weapon for upper class men,
requirements for synergy bonuses apply DC: 30
can be employed using the techniques of


(see Skill Synergy earlier in the chapter Use: When making an Agile Riposte,
fencing. Whether for sport, prestige, hon- you are entitled to make a Fighting Tech-
for more details). our, or defence, the fencing style grants its nique skill check.
practitioners a fast and dangerous range Effect: If successful, your weapon’s crit-
of attacks. Given its connection to wealth ical threat range and critical multiplier
and status, fencing is likely to remain a
Combat Styles practiced martial form.
are each increased by 1 for the attack of
opportunity.
Primary Ability: Dexterity.
D escribed below are some of the com-
bat styles available to Etherscope
Entry Feats: Fencing Proficiency, Precision Thrust

I
Weapon Finesse. nherent to the fencing style is the
characters. Each combat style contains the
Weapon Restriction: Any light single- exploitation of any openings in an
following information.
handed piercing weapon. opponent’s defence. Swordsmen learn to
Primary Ability: The ability score
Skill Synergy: Bluff. create such openings and then deliver a
associated with the fighting style and
Stance: Fencers position their bod- deadly attack.
the basis for all Fighting Technique skill
ies side on to their opponents with their DC: 35
checks associated with the style.
weapon held our in front of their body. Use: Any time you successfully feint
Entry Feats: A character must pos-
Weapon arm is held bent at the elbow. in combat, you may immediately make a
sess the listed feats before she is allowed

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Fighting Technique skill check. combines attack and defence in a way Water Throw
Effect: If successful, you reduce your unfamiliar to most occidentals.
opponent’s massive damage thresh-
old against the damage from their next
Primary Ability: Wisdom.
Entry Feats: Combat Martial Arts,
M et-fu is a pragmatic art and most
enemies are quicker and easier to
beat when they are off their feet.
attack, if it occurs immediately after the Defensive Martial Arts.
DC: 25
skill check, by your Dexterity modifier. Weapon Restriction: Unarmed
Use: Any time an opponent misses you
attacks.
by a margin equal to the bonus to defence
Table 2–51: Fencing Skill Synergy: Knowledge (mystical
you have gained from the use of Combat
Stance Feats philosophy).
Expertise, you may make a fighting tech-
Skill Ranks Stance Feat Stance: Body is held loose and turned
nique check.
3 Combat Expertise slightly away from adversary. Arms and
Effect: If successful, you may perform
8 Improved Feint leading leg are held out towards enemy
a trip attack upon your attacker as an
13 Agile Riposte with rear leg providing balance. Hands
attack of opportunity. Opponents do not
18 Improved Disarm are held open.
receive a chance to trip you if your trip
23 Improved Initiative attack is unsuccessful.
Table 2–53: Met-Fu
Stance Feats Earth Throw
Table 2–52: Fencing
B
Skill Ranks Stance Feat
Manoeuvres uilding upon an understanding of
3 Combat Expertise
Check DC Manoeuvre momentum and positioning, the
8 Combat Throw
20 Deadly Grace martial artist is able to precisely control
13 Power Attack
25 Lunge the movement of an opponent as she
18 Improved Combat Martial Arts
30 Perfect Counter drops them so as to be in place to deliver
23 Unbalance Opponent
35 Precision Thrust a finishing move quickly.
DC: 30
Table 2–54: Met-Fu Use: Whenever you successfully per-
Manoeuvres form a trip attack, you may make a Fight-
Met-Fu Check DC Manoeuvre ing Technique skill check.

L iverpool has always been at the cen-


tre of the exploration and commer-
cial development of the Orient. From
20
25
30
Dragon’s Assault
Water Throw
Earth Throw
Effect: If successful, you may choose to
place their opponent prone in any adja-
cent square to your current position.
1830 onwards, Chinese sailors were an 35 Phoenix Fist Phoenix Fist
increasingly common sight in the docks
of Liverpool and its environs, and these Dragon’s Assault
O nce an enemy is down, the met-fu
expert likes them to stay that way,
A
were soon followed by imported labour met-fu martial artist does not allow
and their families, and a vibrant commu- and incorporates attacks against vulner-
others to dictate the flow of com-
nity began. The Empire’s dominance of able opponents to keep them out of a
bat. Instead she favours rapid, devastat-
Chinese markets made Liverpool’s Chi- fight.
ing attacks that keep an enemy off bal-
natown the oldest in Europe. In the time DC: 35
ance and end a fight quickly, always an
since, it has absorbed the other Chinese Use: When making an attack against a
advantage on the streets.
communities in Britain, most significant prone opponent, you can make a Fight-
DC: 20
being the relocation of London’s Lime- ing Technique skill check.
Use: This manoeuvre is used when
house Asians when the area was redevel- Effect: If successful, in addition to the
first entering into combat with an oppo-
oped. Now the Great Metropolis boasts normal effects of the attack, the target
nent. You can use this ability if you have
the largest Chinatown in the world, with must make a Fortitude saving throw DC
moved at least 5 feet to enter a square
many unique secrets and wonders along- 15 + your Wisdom modifier. If this sav-
adjacent to an opponent who you were
side racism and poverty, and these Asian ing throw fails, the target is shaken until he
not within 5 feet of at the start of your
influences have added to the uniqueness receives treatment in the form of a Knowl-
move. Make a fighting technique check.
of Great Metropolitan street culture. edge (medicine) check DC 15 or 1 full
This is not an action.
Metropolis-style kung fu, known as met- minute of rest. This manoeuvre does not
Effect: If the check is successful, you
fu on the streets, stems from the cultural affect enemies immune to critical hits.
immediately make an attack as normal,
traditions that shaped the communities’ but gain a +1 bonus to the damage for
growth. The style finds many adher- every 5 feet moved in order to enter into Queensbury Boxing
ents among Chinatown residents and
increasingly the mercs and street gangs
that operate in the industrial shadow
combat with the target. If the skill check
fails, you receive a –2 penalty to hit on the
attack and no additional damage bonus.
I n 1867, the Marquis of Queensbury
created a set of rules to formalise and
civilise the art of boxing. Since that time
of the Great Metropolis. The style itself
the fighting style has grown in popularity

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as a spectator sport, method of exercise Counter Punch Table 2–55: Queensbury


and self-defence, and a practical way of
making oneself understood. Governing
rules of conduct, such as no blows below
P ugilists constantly search for weak-
nesses in their opponents’ guards
and exploit them effectively.
Boxing Stance Feats
Skill Ranks
3
Stance Feat
Combat Expertise
the belt, are scoffed at by thugs and toughs.
DC: 25 8 Knockout Punch
However, Queensbury boxing should not
Use: When an opponent misses you 13 Improved Brawl
be underestimated. An experienced and
with an unarmed or natural weapon 18 Improved Feint
focused boxer possesses excellent aware-
attack, you may immediately attempt a 23 Improved Knockout Punch
ness of combat situations, and the abil-
fighting technique check.
ity to beat opponents senseless. While
Effect: If successful, you may imme- Table 2–56: Queensbury
the shuffling feet and raised-hand stance
diately make an attack of opportunity Boxing Manoeuvres
may seem strange, a Queensbury boxer
against the opponent who missed you.
is quick on the move and hits with dev- Check DC Manoeuvre
This counts against your normal limit
astating force. Rich and poor have a love 20 Deadly Weapons
of attacks of opportunity. This ability
of boxing, although a true Queensbury 25 Counter Punch
cannot be used simultaneously with the
pugilist is most likely to be a gentleman or 30 Straight Fist
Agile Riposte feat.
professional sportsman — the style is not 35 Clever Fighter
popular among warriors and gangers due Straight Fist
to its formalised and rigid structure.
Primary Ability: Strength.
Entry Feats: Brawl, Dodge.
T he hallmark attack of Queensbury
rules pugilism, the boxer uses a
straight thrust from the elbow and shoul-
Table 2–57: Scope-Fu
Stance Feats
Skill Ranks Stance Feat
Weapon Restriction: Unarmed attacks.
der to deliver a powerful blow. 3 Combat Martial Arts
Skill Synergy: Balance.
DC: 30 8 Quick Reload
Stance: Body faces opponent. Legs are
Use: Once per round, against an oppo- 13 Defensive Martial Arts
close together, knees slightly bent. Fists
nent you have declared as the target of 18 Double Tap
are held at chin height with forearms fac-
your Dodge feat, you may make a Fight- 23 Shot on the Run
ing outwards towards opponent.
ing Technique skill check as part of a
Deadly Weapons standard attack. Table 2–58: Scope-Fu
Effect: On a successful check, in addi-
T he fists of a trained pugilist are
weapons in their own right.
DC: 20
tion to the normal effects of the attack, a
successful strike causes +2 damage and
Check DC
20
Manoeuvres
Manoeuvre
Any Means Necessary
requires the target to make a Fortitude
Use: When fighting unarmed, you may 25 Moving Target
save, DC 15 + damage dealt, or become
make a Fighting Technique skill check at 30 Up Close
staggered for 1d6 rounds.
the beginning of the round as a free action. 35 Crippling Shot
Effect: If successful, you may elect to Clever Fighter
deliver your usual unarmed attack as tial arts limits, but is available as a down-
lethal damage instead of nonlethal dam-
age until your next initiative. As this
Q ueensbury pugilists are highly
skilled and know where to land
their blows to cause most pain.
loadable program from the Etherscope.
It is a great mystery as to who created the
damage is lethal, the character does not style and why they chose to distribute it.
DC: 35
create attacks of opportunity with their What is certain is the style is highly pop-
Use: You must spend a full-round
unarmed attacks when this manoeuvre ular among certain Scope riders, as much
action studying an opponent against
is used. for its stylistic moves and resultant street
whom you have declared the use of
cred as well as for the practical abilities
your Dodge feat. Make a fighting tech-
it conveys. In practical terms, Scope-fu
Combat Style nique check.
provides solid armed and unarmed fight-
Effect: If successful, your opponent’s
Each Fighting Technique skill represents ing techniques designed to keep the com-
formal training in one given combat Defence is reduced by 3 against your
batant alive and utilise the capabilities
style. A combat style is both a system attacks. This effect remains for as long as
of automatic pistols, a popular weapon
of patterns of attack and defence and a your Dodge feat bonus is assigned to the
philosophy of combat. among Scope users on a field mission.
target, or you leave or lose your stance.
Whilst “fighting technique” indi- Primary Statistic: Intelligence.
cates the skill itself, and any checks Entry Feats: Advanced Upload Learn-
that need to be made, “combat style” Scope-Fu ing, Personal Firearms Proficiency.
refers to the individual option that has
been selected with any one Fighting
Technique skill the character possesses
ranks in.
S cope-fu is a unique fighting tech-
nique in that it cannot be physi-
cally learned, due to its complexity and
Weapon Restriction: Single or twin
automatic pistols (may also make off-
hand unarmed attacks provided the off-
manoeuvres that go beyond normal mar- hand is empty)

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Skill Synergy: Tumble. Crippling Shot the ether veil, and as such simply think-
Stance: Body held loose with con- ing sends out ripples that affect others
stant repositioning of facing against
opponents. Legs are kept shoulder
L ike all firearms, the shock of a hit
causes as many problems as the tis-
sue damage it inflicts. You can maximize
and the world around you. Scientists also
know that Etherspace itself is a roaring
width apart and arms are positioned torrent of ether, swirling and churning in
the shock potential of your pistol attacks
away from body. great currents. This leaves many occultists
by hitting vital points, enabling you to
Special: This combat style cannot be to speculate that vast intelligences hidden
stop opponents in their tracks.
used outside of the Etherscope due to deep inside Etherspace create these cur-
DC: 30
the restrictions of normal gravity. Whilst rents. Others more fanciful suggest that
Use: At the start of a full-round attack,
you can develop ranks in the skill as these entities may be the demons of leg-
make a Fighting Technique skill check.
normal, you can only use the stance and end. It is important to note, however, that
Effect: If unsuccessful, you make a
manoeuvres with your Scope avatar. this theory is still a point of debate even
single attack with your pistol, resolved
within the occult community, with many
Any Means Necessary as normal. If the skill check succeeds,
who remain unconvinced of this argu-
you still make a single attack with your
S cope-fu emphasises flexibility and
adaptability to the ever-changing
pistol. If you successfully hit your target,
ment, claiming that the currents of the
ether are so vast that they must be some-


you deal normal damage. In addition,
circumstances of combat and create the thing other than intelligence, which forms
the target becomes fatigued until he
ability to fight as needed. The style there- only subtle ripples within the veil.
receives treatment (in the form of a DC
fore teaches the fighter to quickly switch
15 Knowledge (medicine) check) or rests
between attack types.
for 8 hours. Targets immune to critical
DC: 20
Use: Before making an unarmed attack,
hits are immune to this effect. Occult Powers
make a Fighting Technique skill check.
Effect: If successful, you are able to
attack with either fist interchangeably, or
even with elbows, knees, and feet. This
means that you can even make unarmed

Occult
T here are three different types of
occult powers in the Etherscope
world. All work differently, determined
by the user’s subconscious mind and
strikes when both hands are full, and
there is no such thing as an off-hand
Skills how she views the world and her posi-
tion within it.
attack when you are attacking unarmed. Occult Scholars: Occult scholars are

Moving Target O ccult powers are an important


part of the Etherscope world.
the most proactive in their use of the
ether veil, manipulating it and forcing

U tilising soft martial arts techniques It is speculated that many demonic it to affect the world in which they live.
and rapid and varied movement, or alien forces are at work within the They know something of the secrets of
the Scope-fu expert is never quite where Scope, and that the science of Ether- Lemuria, and have studied its ancient lore.


an opponent expects him to be as they space explains the nature of many They believe that the Lemurians discov-
fire on his position. occult and psychic phenomena. ered the secrets of training one’s mind
DC: 25 to control the patterns of waves they
Use: On any occasion where you make in the ether and were thus able to
move at least 10 feet in a round, you affect others, both people and objects,
may make a Fighting Technique skill
Occult Science in strange and mysterious ways. Whilst
check as a free action. these people can perform some impres-
Effect: If successful, you gain a +1
dodge bonus to Defence against ranged
E ther is a strange concept that is dif-
ficult to describe without referring
to concepts based on the matter/energy
sive feats, they do not fully understand
the nature of their works and are reliant
attacks until your next initiative. on the secret knowledge they learn from
understanding of physics, of which ether lost texts. The occult lore talent tree
Up Close is very much something else. However, allows characters to access the Hex Lore,
analogies can be made to Prime Real-
G uns kill and the Scope-fu fighter
uses them as often as possible.
DC: 30
ity concepts to help explain a range of
occult phenomena.
Imbuement, or Warding occult skills.
Learning each skill requires a separate
selection and use of the occult skills tal-
There is a thin veil of ether within the ent; see Chapter 1: Characters, “Savant.”
Use: On any occasion you make a
real world, which touches everything and Psychics: The psychics are the most
ranged attack while threatened by anoth-
connects everything to Etherspace. The passive of the different occult power
er character, you may make a Fighting
decay of matter and energy flows through users. Mostly they see their power as a
Technique skill check.
this veil, as the waste of Prime Reality gift, but one that can be readily focused
Effect: If successful, your attack does
escapes into Etherspace. Scientists under- with practice and application. Psychics
not provoke an attack of opportunity.
stand that thought is like a wave within are sensitive to fluctuations in the ether

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veil and unconsciously pick up on these These are available to brokers, pursuers, include an object that includes the tar-
impressions. Many people are weak and savants through their class talent get’s psychic signature. Such an item can
psychics, and are simply blessed with trees. Each power has three basic uses be something to which the target has a
a good empathy, or luck at the roulette which enable you to understand and strong emotional attachment, an item
wheel. However, those who are blessed, manipulate the impressions and fluctua- he possessed for more than a month, or
or maybe cursed with a true psychic gift tions of the ether veil. Each skill has an part of his body, such as hair or toenail
can consciously pick up on fluctuations entry that includes a description of its clippings. After you make the doll, the
in the veil and may even find themselves own style and themes and then the two target makes a Will save (DC 13 + your
subject to visions or other perceptual individual skill uses available to charac- Intelligence modifier). If the save suc-
alterations when in the presence of ters with ranks in the skill. Further skill ceeds, you cannot make the connection
strong psychic impressions. Psychics uses are made available through advanced between the doll and the victim, and


are passive in their use of the occult and prestige classes that can be found in the doll is useless — a fact of which you
and merely develop their sensitivity and future supplements. are aware. If the save fails, you create a
understanding of the signals they are connection between the doll and the vic-
reading in the ether veil. The psychic tim. You can pierce it with a needle as
sensitivity talent tree allows characters to an attack action. The target must them
access the Aura Reading, Psychic Aware- Occult Lore make another Will save at a DC equal
ness or Telepathy occult skills. Learning
each skill requires a separate selection
Powers to 10 plus half your ranks in Hex Lore
plus your Intelligence modifier, or be
and use of the psychic skills talent; see The following skills are available to shaken for 1 round as they experience
Chapter 1: Characters, “Pursuer.” characters who develop their occult lore, pain or a sickly feeling (your choice).
Spirit Mediums: Spirit mediums can through the use of the occult skill talent. The doll is useful for a number of hours
be seen as both passive and active in the equal to the number of ranks you have in
manner in which their powers function. Hex Lore Hex Lore. You cannot affect a target in
They are often, however, stubborn and this way more than once per round, and
(Intelligence)
resistant to ideas that science may be you cannot do so more times than twice
Trained Only
able to explain their gifts, preferring to your ranks in Hex Lore in an hour.
hold on to their ideas of a spirit world
and, as a result, the least is known about
the ways in which spirit medium pow-
H exes have long been feared as dark
magic throughout the world, with
many occultists persecuted for their use.
Try Again?: Yes, but each new
attempt requires a new item with the
target’s psychic signature.
ers function. They are thought to use a However, hexing is thought by its more Special: You can take 10 or 20 as normal.
proactive technique for sensing the pat- scholarly users to have been used as a Time: It takes 1 hour to make the
terns of the veil. By deliberately send- tool of justice in ancient Lemuria. The doll.
ing out signals of certain types they can art of hexing has been lost to the ancient
Evil Eye
read back the responses these gener- texts, sought out and destroyed during
ate and hence, subconsciously, gain an
understanding of the ripples in the veil.
As a result, they develop powers which
the Middle Ages. However, its use has
remained, passed down through the oral
traditions of the travelling peoples of
T his is a simple curse sent to hex
someone who has offended or
deserves punishment. Its effects are
require allow them to seek answers to Europe and the tribes of Africa. Some- mild and short lived, but it is thought
questions and divine fates and likely what now surrounded in superstition, a deadly threat by those ignorant of the
outcomes of events by sensing how the occult scholars are beginning to unlock true nature of this magic.
ripples of the veil will impact on people its secrets and understand how it fits into Check: An individual can be targeted
around them in the future. The spirit their understanding of Lemurian magic. by an evil eye curse in one of two ways.
medium talent tree allows characters to Firstly, you can simply point to a target
Curse Doll
access the Commune, Impressions, or in line of sight and utter the curse. Sec-
Pattern Reading occult skills. Learning
each skill requires a separate selection V oodoo dolls have long been a
part of folklore, coming from
ondly, you may target someone whose
psychic signature is on an object. For


use of the spirit medium skills talent, see African tribal magic traditions. How- example, a discarded wedding ring could
Chapter 1: Characters, “Broker.” ever, it is a little known secret that a be used to place a curse on an unfaith-
similar curse doll has been a part of ful husband. The object must be of emo-
western gypsy magic and other Euro- tional significance to the target and not
pean traditions. The curse doll is cre- been in another’s possession for more
Occult Skill ated from a variety of substances, but than a month. To activate the curse in
Descriptions must always include something to tie
it to the intended victim.
either case, make a Hex Lore skill check
at DC 20 to bestow the curse to a char-

B elow are nine skills that detail the Check: Making a curse doll requires acter in line of sight and DC 25 if you are
different occult powers of the game. a DC 25 Hex Lore check. You must using a psychic signature on an object. If

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the check succeeds, the target takes a –1 The DCs for the acquisition and Time: Times are given in days in
penalty on all attack rolls, saving throws, Imbuement checks, and the amount of Table 2–60.
and skill checks for 1 minute for every damage the potion recovers, is shown in
Enchant Item
rank you have in the Hex Lore skill. The Table 2–60.
target may make a Will save (DC 11 plus
your Intelligence modifier) to negate the
effects of the curse. This use of Hex Lore
Try Again?: Yes, but each new attempt
requires a new acquisition check as the
ingredients are lost in the spoiled batch.
T his is the ability to magically
enhance an item, boosting its per-
formance and effectiveness. This power,
provokes attacks of opportunity. Special: The character can take 10 or however, is considered by many to be a
Try Again?: Yes. 20 as normal. A character with 5 ranks dark art, as it requires the expenditure
Special: You can take 10 but cannot in Engineer (pharmaceu- of a blood sacrifice to pow-
take 20 with this skill use. tical) receives a +2 er the enchantment.
Time: Attack action. synergy bonus
to this skill
Imbuement check.

(Intelligence)
Trained Only

M any magic items are noted


throughout history: the great
sword Excalibur, St. George’s Shield, the
Philosopher’s Stone, myriad holy relics,
and numerous others. The practitioners
of Imbuement believe that people can
craft such items through the use of magic
during the creation process. Whilst the
powers of this skill are limited, occult
craftsmen from around the world seek a
greater power that, they believe, can be
mastered through Imbuement. This pow-
er is thought to imprint a specific etheric
signature, much like an aura signature.
However, the occultist creates the signa-
ture, empowering the item to respond to
and manipulate the ether veil.
Brew Healing Potion Table 2–59: Occult Skills by Class
Skill Ability Score Broker Pursuer Savant Occult Investigator Other

T his talent allows the character to


brew a restorative healing potion.
Check: You can brew the healing
Aura Reading
Commune
Wis
Cha
§
n
n
§
§
§
n
n
§
§
Hex Lore Int § § n n §
potion by collecting ingredients. This Imbuement Int § § n n §
requires an acquisition check and then Impressions Cha n § § n §
an Imbuement check. Ingredients vary Pattern Reading Cha n § § n §
by culture and geographic location, but Psychic Awareness Wis § n § n §
are usually natural substances associ- Telepathy Wis § n § n §
ated with or possessing healing prop- Warding Int § § n n §
erties, such as copper or aloe. You may n Available as a class skill if the appropriate talent has been selected; otherwise unavailable.
attempt to brew stronger potions, which § Available as a cross-class skill if the appropriate talent has been selected for another class; otherwise
require harder-to-find ingredients and unavailable.
higher DCs for the skill check. Drink- Table 2–60: Healing Potion DCs
ing a healing potion is an attack action Potion Type Acquisition DC Imbuement DC Damage Restored Time Taken
that provokes attacks of opportunity, Minor Healing Draught 15 15 1d6 hp 1 hour
and doing so restores a number of hit Major Healing Draught 17 20 2d6 hp 2 hours
points to the imbiber. (Some potions Wound Ointment* 23 25 4d6 hp, requires 24 hours rest 4 hours
instead heal ability damage.) Healing Restorative Potion 25 30 1d4 ability damage 8 hours
potions cannot grant a character more
* This is not technically a potion, and requires a full-round action to apply to the target’s wounds, rather than
hit points than his maximum value. an attack action to drink. Any character may apply the ointment, including the target character, provided he is
conscious.

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Table 2–61: Enchant Item DCs and Hit Point Loss Check: You can scribe a Lemurian
Improvement Acquisition DC Imbuement DC HP Loss Time Taken symbol to a piece of paper and hand it
+2 enhancement bonus to nonweapon item* 17 20 1d4 1 day to a target. The act of scribing requires
+3 enhancement bonus nonweapon item* 20 25 2d4 2 days a skill check at DC 20 and handing
+1 enhancement bonus to weapon** 20 25 2d6 4 days over the paper provokes an attack of
+2 enhancement bonus to weapon** 25 30 4d6 8 days opportunity. If successful, the target
* These bonuses are added to any skill checks involving the enchanted item. For example, a character with lock picks character gains a +2 deflection bonus to
imbued with a + 2 bonus adds +2 on his Engineer (mechanical) skill checks when using them to bypass a lock. Defence and a +1 resistance bonus on
** Weapons grant the listed bonus on attack and damage rolls. all saving throws. The blessing lasts for
1 minute for each rank you has in the
Check: The item in question must Skill checks are made at the end of the
Warding skill. Longer-lasting items can
be a mastercraft item to begin with, as indicated time taken. Aside from short
also be created using more permanent
inferior works cannot hold the magical breaks to eat, drink, and the like, the
mediums such as jewellery and tattoos.
forces. You must also make an acquisi- character must work undisturbed. The
These wards have duration equal to 1
tion check in order to obtain the neces- work cannot be left partway through
day per skill rank but require a DC 30
sary material components (see Table and resumed at a later date. If the final
check. Creating a more powerful ward
2–61 for Acquisition DCs). These com- check is failed, the materials used in
in this manner also requires a blood
ponents are consumed by the ritual pro- creation are consumed, although the
sacrifice of 1 hp. The wounds suffered
cess. You can then make an Imbuement item is not damaged.
from the blood sacrifice are never fully
check to increase the equipment bonus,
healed until the item is destroyed or los-
or to give a weapon an enhancement Warding es its power. As a result, hit point loss
bonus to hit and damage. Table 2–61
(Intelligence) from creating a ward is permanent for
shows the required DCs and hit point
Trained Only the duration of the Ward, or until it is
loss to create the item. The wounds suf-
destroyed. On a failed skill check, you
fered from the blood sacrifice are never
fully healed until the item is destroyed,
as a result, hit point loss from creating
T he Lemurian texts contain many
symbols of warding, which seem to
provide some sort of protection against
still lose the hit points, but the loss is
not permanent.
Try Again?: Yes.
enchanted items is permanent, and you demonic creatures and even other Special: You can take 10 on this
only regain the hit points when the item humans. They can also provide people check, but not 20.
is destroyed. On a failed skill check, you with blessings that help to protect com- Time: Attack action. Longer-dura-
still lose the hit points, but the loss is rades in battle. Whilst the effects are tion symbols take 1 hour to create.
not permanent. subtle and might not be noticed readily,
Try Again?: Yes, but each new they can mean the difference between life Warding Line
attempt requires a new item as the pre-
B
and death. y drawing a line on the ground,
vious item has proved unmanageable.
Lemurian Blessing the character can create a zone
Special: You can take a 10 or 20 as
within which all are protected from
normal. A character with 5 ranks in an
Engineer skill appropriate to the item
being imbued receives a +2 synergy
T here are a range of symbols for
Lemurian blessings. Whilst their
effects are similar, they seem to have to
demonic creatures.
Check: To use this skill, you must
draw a line on the ground in some man-
bonus on his skill check. be tailored to each person for them to ner, usually chalk if in a typical urban
Time: Times are given in days in Table work correctly. Such symbols are obscure environment, taking a move action. If
2–61. It is assumed that the character runes, and learning their precise struc- using this power in the Scope, make a
is working 12 hours a day on the item. ture can take many months of study.

Components power’s effect. The character can effectively


use any component they feel is appropriate to
between human consciousness and Ether-
space. A character leaves a psychic signature
The use of components or foci aids many occult the skill use — for instance, burning incense at on an object simply by being the last person to
powers. Some believe that these components a séance or a snapping a twig of lucky heather touch it. If they also have the item in their close
are simply a way to trick the mind into achieving to bestow a curse. Characters seeking an object possession for a length of time (say a month or
the nonstandard levels of consciousness need- reading from the murder weapon may hack up a more), their psychic signature becomes much
ed to perform the ability. Foci can be used to piece of meat to aid the process. Whenever a more strongly imprinted on the item, making
trace a psychic signature back to the person or component is used in this manner, the character it easier to find. Likewise, the psychic signature
an event in question. Where the use of a focus is gains a +2 competence on the skill check. of another longer-term possessor of an object
required or helpful to a power, it is considered can mask the character’s own psychic signature
in the description of that individual power. if she were the last person to touch it.
Components are of more general use. Com- Psychic Signatures
ponents are used up in the power use, either Psychic signatures are patterns that living beings
being burned or smashed at the climax of the imprint on the world around them via the link

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DC 10 Scope Use check to create the Object Reading the full vision you wish to see. If you are
line as a free action. Once the line is receiving the vision during combat, the
drawn, you use an attack action to draw
the warding symbol behind the line, and
B y touching an item or person that has
been involved in a significant event,
you find yourself slipping into a trancelike
GM should stagger the information of
the vision over the duration, describing
make a skill check at DC 25. If success- a section in each of your actions, thus
state where you receive a powerful vision
ful, the character creates a warded area allowing you to exit the vision at any
of the event. With practice you can learn
of up to 60 feet in diameter bordered by point. You are flat-footed whilst receiv-
to summon forth the vision and focus
the line. After this symbol is created, ing the vision. If you are struck whilst in
your attentions on a certain individual,
creatures inside the warded area gain a the vision and wish to continue, it you
gaining great insights into past events.
+2 deflection bonus to Defence and a must make a Concentration check.
Check: To summon a vision, you must
+2 resistance bonus on saving throws Try Again?: You can make as many
clear your mind and focus your thoughts
to resist the effects of attacks from crea- attempts with the same object as you
on the object or person in question.
tures of the outsider type (see Chapter like provided that you are attempting
This is a full-round action that provokes
8: Gamesmastering). It also prevents to divine different events. If you failed
attacks of opportunity. You must be hold-
the outsiders from physically contact- and want to attempt the same reading
ing the object or touching a willing par-
ing any characters within the protected again, you have to wait until the event
ticipant if you are reading a person’s aura.
zone. As long as characters behind the has moved into the next DC band in
Then make a check based on the distance
warding line do not attack the creature, the table. For example, should you fail
in the past that the vision is relating to.
it will recoil from contact with them, to divine the vision for an event that
Table 2–62 shows the DCs based on the
thus making natural attacks ineffective. happened within the last day, you must
events. When deliberately summoning
Try Again?: Yes. wait another week before attempting the
the vision in this manner, you focus your
Special: You cannot take 10 or 20 on check. If you failed on an event which
attentions to a particular event or period
this check. took place within the last year, you must
of time, such as the scene of a murder or
Time: A move action to draw the bor- wait until the event is at least a year old to
to determine where a person was at an
der (which provokes an attack of oppor- try again. Events that are more than a year


approximate time, such as when a crime
tunity) and an attack action to create old can be reattempted once per year.
took place.
the ward. Special: You cannot take 10 or 20 on an
object reading skill check.
Table 2–62: Object Reading DCs Time: It takes a full-round action to
Distance of Event in the Past DC
summon the vision, which lasts for an
Psychic Powers Recent past (last hour or so) 15
additional 1d4 rounds. See above for
Last day 20
The following skills are available to more details.
Last week 25
characters who develop psychic gifts, Last month 30 Aura Sight
through the use of the psychic skill talent.

T
Last year 35
his ability allows you to view a
Longer time ago (GM’s discretion) 40
character’s aura, showing their cur-
Aura Reading Traumatic event* –5
rent emotional state. You see an aura of
Place reading** +5
(Wisdom) light which surrounds the character, with
Trained Only * Any event that has generated strong emotion, different colours relating to different
such as witnessing the death of a loved one, commit-
emotional states. These colours tend to
E very person leaves their own psychic ting a murder, etc. GMs should use their discretion.
** Rather than reading a person or object, it is pulse and flow slowly, with faster-flowing
signature in the ether. This impres- possible to object read a location, as approved by the bands of colour representing emotions
sion can be left on an item that the per- GM (examples: a haunted room in a castle, the site
of a series of disappearances). This use of Aura Read- at the forefront of the target character’s
son has carried for a length time, such as
ing is, however, more difficult due to the lack of a mind, and slower-moving and larger vol-
a piece of jewellery. Events can also leave specific focus. ume colours showing their more deep-
their psychic signature on a person or
seated emotional state.
object. Powerful events, such as a trau- If the check fails, you receive no vision. Check: You must spend a full-round
matic event or a heinous crime, are most If successful, the GM describes the event, action focusing on your target, who must
likely to leave behind such an impres- based on what you were focusing on. The be within 30 feet. This action provokes
sion. Some people can view this simply GM can also use this power as a plot attacks of opportunity. You must then
by concentrating on the person involved. tool, simply having you slip into a vision make an Aura Reading check at a DC
Others receive visions of past events by when you touch someone or an object. In equal to the target character’s Will save
touching an object. All such abilities are such situations, you are always assumed bonus +15. If you succeed, the GM
believed to be related to this same ability to have passed the skill check. Visions provides you with some details of the
to read the etheric signature, also known last for 1d4 rounds, but you can cut them target’s emotional state. As you see this
as an aura. short at will. The GM should reduce the in colours, the GM is encouraged to
vision depending upon how much of describe the colours and their movement

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within the aura to describe the target Danger Awareness have learned to keep their true talent a
character’s emotional state. Table 2–63 secret so as to avoid persecution. Some
shows the colours and their related emo-
tional states.
C haracters with psychic awareness
are tuned into the harmony of the
ether veil and can instantly sense distur-
turn to the stage to make an easy liv-
ing, but find that even their impressive
As individuals leave residues of their powers are nothing without the neces-
bances, such as ambushes and attacks.
auras on objects that have been in their sary showmanship and charisma to put
Check: You make a Psychic Awareness
possession, you can also make an aura together an entertaining show. Oth-
check at DC 25 to avoid surprise. You
reading on an object. Doing so tells ers apply their mind-reading powers to
make this skill check even if you may not
you the previous owner’s general emo- more benevolent or sinister purposes
otherwise be able to make a Spot or Lis-
tional state when he last possessed the and many governments are beginning
ten check to avoid surprise, but not if you
object. The DC for this use is based to examine the espionage aspects of this
are unconscious.
on how long it has been since the per- occult skill.
Try Again?: No.
son in question last touched the object.
Special: You cannot take 10 or 20 on Contact
DCs for this check are as found in Table
this check. The GM may make the Psy-
2–62: Object Reading DCs. An object
holds just one signature, which is likely
to be the person to whom the object last
chic Awareness check in secret so that
you don’t know whether not sensing any
A ll Telepathy skill uses require you
to establish telepathic contact with
a target.
danger means no danger exists or that
belonged, but if it has not been in a per- Check: You must be touching your tar-
you failed the check.
son’s possession for long, it may retain its get. Make a skill check at a DC equal to
Time: Danger awareness is a reaction
previous owner’s impression. The weak the target character’s base Will save bonus
and thus takes no time.
signature left by a recent handling of an +15, or +5 if the target is willing. If suc-
object is not enough to read an aura. Locate Possessions cessful, you can maintain contact for as
long as you can maintain physical contact
Table 2–63: Aura
Sight Emotions
T his skill use allows you to locate
items which were recently, or for a
long time, in your possession and possess
and concentration. This skill use provokes
attacks of opportunity.
Emotion Colour Try Again?: Yes.
your psychic imprint. Psychics with this
Spiritual thoughts Purple Special: You cannot take 10 or 20 on
ability rarely lose anything.
Confidence Blue this check.
Check: You can locate any object that
Enthusiasm Turquoise Time: Full-round action.
still has your psychic signature. You
Calm Green
can also locate items with your psychic Read Surface Thoughts
Joy Yellow
imprint that other people currently pos-
Desire
Greed
Love
Orange
Red
Pink
sess. However, such items may have lost
your signature due to the time spent in
T his skill use enables you to read the
surface thoughts of the target. This
skill use cannot reveal secrets that lie tru-
the other person’s possession.
Hatred Brown ly buried, but can provide a useful insight
The DCs of the check depend upon
Dishonesty Grey into the truth behind someone’s words.
how much information you wish to dis-
Anger Mustard (dirty yellow) Check: No further skill check is
cern about the object’s location and the
Illness White (milky streaks) required. When you have established
strength of your signature on the object.
telepathic contact with your target, you
The base DCs and modifiers are shown
can begin to read the target’s surface
Try Again?: Yes. in Table 2–64.
thoughts. As you question the target, his
Special: The character can take 10 Try Again?: Yes.
thoughts are brought to the surface. At
with this skill check, but not 20. Special: You can take 10 or 20 on this
every such opportunity, the target may
Time: Full-round action. check as usual.
make a Will save (DC 13 + your Wis-
Time: Locate possessions takes 1 minute.
dom modifier) to avoid the reading of
Psychic Awareness his thoughts. The information revealed
(Wisdom)
Telepathy is dependent upon GM interpretation
Trained Only (Wisdom) according to circumstance. The target
Trained Only does not “feel” your presence in his mind,

P sychic Awareness is a strange mixed


bag of abilities that appear to all
stem from the same core psychic per- F or eons, many have feared the pow-
er to read the thoughts of others.
but he may work out that you are read-
ing his thoughts if you reveal too much
of what you have discovered — the GM
ception. Psychics with this skill have the However, genuine telepathy has mostly may allow the character to make Sense
ability to follow the ripples in the ether been replaced by illusion and made into Motive checks, contested by your Bluff
veil to discern the location of lost items a party trick by charlatans and stage skill, to enable the target to discern your
and even to predict the future, in the conjurors for the last century. Current telepathic activities.
short term at least. practitioners of this skill are rare, but

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Telempathic Manipulation Table 2–64: Locate Possessions DCs

T his skill use is the ability of the psy-


chic to manipulate the emotional
state of another.
Situation (and examples)
Information required
Simple general direction (“It is east of here”)
DC

15
Check: Once you establish telepathic Name of general area (“It is in Ancoats”) 20
contact with your target, you can begin Specific address (“56 Great Ancoats Street”) 25
to manipulate the target’s emotional Affects of aura on the object
state. The DC of this check varies, based Your aura is strong (the object having been in your close possession for more than a month) –5
on the degree of change you attempt to Masked by another’s aura (it has been in the possession of another for more than a week) +5
make to your target’s emotional state.
The DCs are summarised in Table 2–65.
The target may make a Will save (DC Table 2–65: Telempathic Projection DCs
15 plus your Wisdom modifier) to avoid Degree of Emotional Change (Examples) DC
each attempt by you to influence his emo- Exacerbate an existing emotion (making someone who is angry fly into a rage) 20
tions. Using this power can alter a target’s Nullify an existing moderate emotion (cause someone you have just met to stop distrusting you) 25
attitude towards you by one category up Nullify an existing strong emotion (cause your long-term partner to stop loving you) 30
or down (see the Diplomacy skill above) Create a new emotion (cause someone you have just met to feel that you are his best friend) 35
and provide a +2 insight bonus on your
Bluff, Diplomacy, Intimidate, or Sense
Séance as a check to ask a question fails, the con-
Motive checks against the target.
tact with that spirit is lost and may not
Try Again?: No.
W ith this skill use, you use the


be regained until the next day.
Special: You cannot take 10 or 20 on gathered psychic power of sev-
Try Again?: You can attempt to start a
this check. eral participants to contact the spirits.
séance once per day. As a failed question
Some believe that the atmosphere of
check makes you lose contact with the
the séance creates a great swirling in
spirit, you cannot attempt to contact the
the ether veil that is responsible for all
Spirit Medium the effects of the séance. In a séance, the
same spirit in that particular séance.
Special: You can take 10 with any
Powers character can summon up the spirits of
those close to the participants and allow
of the checks described above, but can
The following skills are available to take 20 only with the check to begin
a good deal of interaction.
characters who develop spiritualist gifts, the séance.
Check: A séance is a difficult thing for
through the use of the spirit medium Time: Varies. It takes a full-round
the medium to maintain. You must make
skill talent. action to start the séance. It also takes
a skill check to begin the séance. The
a full-round action to contact a spirit.
base DC for this check is 15, with –1 for
Any questioning takes the time required
Commune every two additional participants in the
to ask the question and interpret the
séance, rounding down. If any partici-
(Charisma) answer. This power will not be typically
pant leaves the séance, it is broken and
Trained Only used in occasions where timing is criti-
must be restarted with another check.
cal, but where it is, the GM should apply
M any believe that this skill repre-
sents the power to speak with
the dead. Those who have studied the
Following this, you can then attempt to
contact spirits that are in some manner
connected to the other participants. This
discretion (a combat round represents 6
seconds of time spent communicating).
science of the ether veil still remain requires another check at a DC of 20, +5 Spirit Guidance
unsure as to its true effects, but believe for each attempt you’ve made since the
it is a misinterpretation of what is
more likely a mind-reading technique.
start of the séance; once again this DC is
reduced by –1 for each 2 additional par-
S pirit mediums widely use this abil-
ity. The medium simply asks a single
question to the spirit world at large and
However, one scientific theory that has ticipants in the séance, rounding down.
receives a quick but short response.
been accepted more widely by the spirit Any participant may then ask questions
Check: You can attempt to ask the
medium community is that at the time of the spirit; each question requires you
spirit world a question by spending an
of death a person leaves behind her psy- to make a DC 25 Commune check, +2
excellence point and making a DC 20
chic signature, and that this signature for each question already asked to this
Commune check. If you succeed, the
often attaches itself to an object or per- spirit. The answer comes to the spirit
spirit world offers an answer of “yes” or
son that she loved. The science is still medium alone, and you can then choose
“no.” If the answer would be more com-
unclear and the spirit mediums them- how to use or describe this information.
plex than this, no additional information
selves are reluctant to involve them- Spirits can only provide information
is forthcoming, but you at least know that
selves in any further research. they knew in life or that relates to the
you have successfully contacted the spirit
character they are attached to. As soon
world and that your question is too com-

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plex to answer. The answer to this ques- hatched against her or those close to her allow you a Bluff check to dupe someone
tion is accurate and truthful. The spirits when she comes into contact with them. into participating. The DC to make the
have no way of examining the future, but Check: When you come into contact Patten Reading check is equal to 15 plus
they may have more information avail- with another character who is or has the target’s character level. If successful,
able upon which to make an educated been plotting against you or someone the GM reveals the target’s allegiances
guess. The GM should be careful with the GM considers close to you, such as and any other deep-seated personality
giving out information about the future another PC in the party, the GM can traits, such as a phobia, strong misogyny,
and the players should be aware that this make an Impressions check for you. or racism.
is not a reliable tool for such predictions. Plotting refers to characters who have Try Again?: Yes, but if making a read-
Try Again?: Yes. made a contested influence check (see ing from an object that has been acted
Special: You can take 10 or 20 on this “Thwart Enemy” in the Using Influences upon, such as tea leaves or tarot cards,
check. Taking 20 costs 2 excellence points. section, later in this chapter) against the the target must act upon the object again
Time: Full-round action. character or their close friends. GMs to make the new check.
may apply other interpretations of plot- Special: You can take 10 or 20 on this
Impressions ting as feels appropriate. The DC for the check as usual.
check is 25 for plots against you and 30 Time: This skill use takes 1 minute.
(Charisma) for plots against a close friend. If success-
Trained Only ful, the GM informs you that you sense a Table 2–66: Future

T his ability of the spirit medium


is similar to those of the psy-
chic, and for many indicates the sim-
character is plotting against you.
Try Again?: No.
Special: You cannot take 10 or 20
Prediction DCs
Distance of Event in the Future
Within the next day
DC
20
ilarities between the powers. Many with this check as the GM makes the Within the next week 25
mediums can pick up on the “vibes,” roll in secret. Within the next month 30
whether positive or negative, and so Time: Unravel the web is a reaction, Within the next year 35
allow them to guide their actions and and so takes no time. Longer time hence (GM’s discretion) 40
associations accordingly. Traumatic events only –5

Inkling
Pattern Reading Focusing on a specific aspect of target’s life –5

(Charisma)
T his power involves the spirit medi- Predict the Future
Trained Only
um reading the vibes about a given
action. They can pick up whether such an
action will be likely to be good or bad. P attern reading is the ability of the
spirit medium to read fates and
T his is the ability to read the poten-
tial futures of a person for whom
you are making a reading. Whilst many
Check: By spending a full round con- secrets in tea leaves, palms, tarot cards, do not find this reading to be entirely
centrating on the action you wish to and other mystical forms of decipher- accurate, it does appear to have a statisti-
know about and making an Impressions ing hidden messages in seemingly cally significant probability of being true,
skill check at a DC of 20, you can get random patterns. These methods all particularly over shorter time periods.
an idea of whether the intended course have an active component for the spirit Check: You make a skill check to dis-
of action is, overall, good or bad. If this medium as they seek answers by read- cern the future of a target character by
check fails, you cannot read the vibes and ing reflections of the ether veil in the reading patterns. You must have the abil-
do not get an answer. If the check is suc- patterns of nature. ity to read a random pattern that is asso-
cessful, the vibes are described as “good,” ciated in some manner to the target. This
Discern Personality
“bad,” “neither good nor bad,” or “both could be reading their palm, or examin-
good and bad.” The answer is accurate
and truthful.
Try Again?: No.
B y reading the patterns of something
acted upon or part of an individual,
you may discern the target’s true nature.
ing tea leaves from a drink they have just
finished. Secondary readings, such as tea
leaves or tarot cards require a ritualistic
Special: You can take 10 but not 20. Check: You can spend time to learn in- action on the behalf of the participant.
Time: Full-round action. depth detail about your target’s personal- As such, you can only perform this activ-
ity traits — their values and allegiances. ity on a willing participant, although the
Unravel the Web
You must have the ability to read a ran- GM may allow you a Bluff check to dupe

T he spirit medium moves in a world


fraught with danger and intrigue.
She often attracts many enemies, wheth-
dom pattern that is associated in some
manner to the target, such as their palm
or a tarot reading done for the target.
someone into participating. Choose the
timeframe in which you wish to predict.
The DCs for the skill check are depen-
er they be foes whose secrets she uncov- Secondary readings, such as tea leaves or dent upon the period of time in which
ers or those of strong religious conviction tarot cards, require a ritualistic action on you are attempting to predict, and can
who despise he ways and claim that she the behalf of the participant. As such, you be found in Table 2–66. If you wish
has truck with the devil. As a result, she can only perform this activity on a will- only to look for traumatic events, such
becomes aware of any plots that are being ing participant, although the GM may as serious injury or the death of a loved

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one, the DC is lowered by 5. You may not have this feat is limited to or restrict-
also attempt to focus on a specific aspect ed from doing. If there is no particular
Advanced
of the target’s life, such as professional drawback to not possessing the feat, this Two-Weapon Fighting
Y
or romantic; doing so also reduces the entry is absent. ou are a master at fighting with a
DC by 5. The GM must provide some Special: Additional facts about the feat. weapon in each hand. Unlike the
information about the most likely future Two-Weapon Fighting feat, this feat
Academic
for the target character. If you are focus- allows you to use a melee weapon in one
ing on traumatic events or on a specific
aspect of the character’s life, only infor-
mation relating to that associated focus
Y our academic studies in your cho-
sen areas of expertise have left you
well-informed.
hand and a ranged weapon in the other.
Prerequisites: Dexterity 13, Two-
Weapon Fighting, Improved Two-Weap-
is supplied. It is important to note, how- Benefit: Choose two skills from on Fighting, base attack bonus +11.
ever, that the future is not set in stone Knowledge (art), Knowledge (history), Benefit: You get a third attack with
and characters can change fates to prove Knowledge (medicine), Knowledge your offhand weapon, albeit at a –10
a reading wrong. You are only supplied (mystical philosophy), Knowledge penalty. This feat also allows you to use
with a most likely conclusion, provided (natural philosophy), and Research. a melee weapon in one hand and a ranged
that you and your companions take no You get a +2 bonus on checks with the weapon in the other.
further action. The predictions are truth- chosen skills.
ful and accurate.
Advanced
Try Again?: Yes, but if a reading is Acrobatic
taken from an object that has been acted Upload Learning
upon, such as tea leaves or tarot cards,
the target must act upon the object again Y ou have excellent body awareness
and coordination.
Benefit: You get a +2 bonus on Jump Y ou are especially capable when it
comes to upload learning and can
before you can make the new check. increase your skills to greater heights
Special: You can take 10 or 20 on this checks and Tumble checks.
Special: Remember that the Tumble than normal.
check. Prerequisites: Intelligence 13,
Time: Predicting the future takes 1 minute. skill can’t be used untrained.
Improved Upload Learning.
Benefit: You can increase any upload-
Advanced Combat

Feats Y
Martial Arts
ou are a master at unarmed com-
bat, steeped in the lore of the mys-
ed skill to a number of ranks equal to
the maximum number of ranks for your
class skills, whether the skill is a class
skill or not. See “Uploads and Skill
tical philosophies from which you draw Ranks” section in Chapter 6: The Scope,

Y our character’s feats are special


traits that can either improve an
existing capability or provide you with
your training.
Prerequisites: Knowledge (mystical
for more information on upload learning.
Normal: A character cannot upload
more skill ranks in a single skill than his
philosophy) 11 ranks, Combat Martial
new options. Feats do not have ranks, Arts, Improved Combat Martial Arts, maximum ranks in a cross-class skill.
and generally do not change as a charac- base attack bonus +8. For example, a 2nd-level character can
ter increases in level. Benefit: When you score a critical hit upload a maximum of 2 ranks in any
on an opponent with an unarmed strike, given skill.
Feat Description Format you deal triple damage.
Agile Riposte
T he feats described below follow Normal: An unarmed strike critical

Y
this layout: hit deals double damage. ou have learned to strike when your
Feat Name: The name of the feat. opponent is most vulnerable — at
Prerequisite: A minimum ability Advanced Firearms the instant your opponent strikes you.
score, another feat or feats, a minimum Proficiency Prerequisites: Dexterity 13, Dodge.
base attack bonus, and/or the minimum Benefit: Once per round, if the
ranks in a skill that a character must have
to acquire this feat. This entry is absent Y ou can use firearms set on autofire.
Prerequisite: Personal Firearms
Proficiency.
opponent you have designated as your
Dodge target (see the Dodge feat)
if a feat has no prerequisite. A character makes a melee attack or melee touch
can gain a feat at the same level at which Benefit: You can fire any personal attack against you and misses, you may
he or she gains all the prerequisites. A firearm on autofire without penalty make an attack of opportunity against
character can’t use a feat if the character (provided, of course, that it has an auto- that opponent. Resolve and apply the
has lost a prerequisite. fire setting). effects from both attacks simultane-
Benefit: What the feat enables a char- Normal: Characters without this feat ously. Even a character with the Com-
acter to do. take a –4 penalty on attack rolls made bat Reflexes feat can’t use the Agile
Normal: What a character who does with personal firearms set on autofire. Riposte feat more than once per round.

92
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This feat does not grant more attacks armour with which you are proficient, armour with which you are proficient,
of opportunity than you are normally you get to add the armour’s entire equip- you get to add the armour’s entire equip-
allowed in a round. ment bonus to your Defence. ment bonus to your Defence.
Normal: A character who wears Normal: A character who wears
Alertness armour with which he is not proficient armour with which he is not proficient
adds only the armour’s nonproficient adds only the armour’s nonproficient

Y ou have finely tuned senses.


Benefit: You get a +2 bonus on all
Listen checks and Spot checks.
equipment bonus to his Defence. equipment bonus to his Defence.

Armour Proficiency (light) Athletic


Animal Affinity
Y ou are proficient with light armour.
Benefit: When you wear a type of Y ou have a knack for athletic endea-
vours.

Y ou are good with animals.


Benefit: You get a +2 bonus on all
Handle Animal checks and Ride checks.
armour with which you are proficient, you
get to add the armour’s entire equipment
Benefit: You get a +2 bonus on all
Climb checks and Swim checks.
bonus to your Defence.
Special: Remember that the Handle
Animal skill can’t be used untrained.
Normal: A character who wears armour Attentive
with which he is not proficient adds only

Archaic Weapon
the armour’s nonproficient equipment
bonus to his Defence. Y ou are acutely observant.
Benefit: You a +2 bonus on all
Investigate checks and Sense Motive
Proficiency checks.
Armour Proficiency
C hoose a specific geographical region
(for example, Europe, China, or (powered)
Special: Remember that the Investi-
gate skill can’t be used untrained.

Y
Japan). You are proficient with the group ou are proficient with powered
of archaic weapons from this region. armour. Blind-Fight
Prerequisites: Knowledge (history)

Y
Prerequisites: Pilot (military) 10 ou know how to fight in melee in
4 ranks. ranks, Armour Proficiency (light),
Benefit: You do not take a nonprofi- situations where you cannot see
Armour Proficiency (tactical). your foes.
ciency penalty on attack rolls when wield- Benefit: Powered armours are large
ing any archaic weapon from your chosen Benefit: In melee combat, every time
man-shaped machines between seven you miss because of concealment, you
region group. Lists of weapons by region and nine feet tall. A character with
are described in Chapter 3: Equipment, can reroll the miss chance roll one time
this feat is comfortable in the use of to see if you actually hit. You take only
Table 3–13: Melee Weapons. This feat powered armour and does not need
does not provide you with the ability to half the usual penalty to speed for being
to make Pilot (military) checks to use unable to see. Darkness and poor visibili-
use bows; the Archery Proficiency feat powered armour.
provides this. ty in general reduces your speed to three-
Normal: A suit of powered armour quarters normal, instead of one-half.
Normal: A character without this feat is a military vehicle, and so the wearer
takes the –4 nonproficient penalty when must make Pilot (military) checks to
making attacks with archaic weapons. control the armour in difficult condi-
Brawl
Archery Proficiency
tions. He also takes a –4 skill penalty
as a result of being nonproficient with Y ou’re a competent brawler and
know how to use your fists better

Y ou have been trained in archery and the class of vehicle. Please note due than most.
are proficient in the use of bows. to its unique system of operation and Benefit: When making an unarmed
Benefit: You take no penalty on attack hybrid nature, you cannot select pow- attack, you receive a +1 competence
rolls when wielding a bow. ered armour as a class of vehicle with bonus on attack rolls, and you deal
Normal: A character without this feat the Military Vehicle Operation feat; nonlethal damage equal to 1d6 + your
takes the –4 nonproficiency penalty when you must take the Armour Proficiency Strength modifier. (A gamma or other
making attacks with bows. (powered) feat instead. Small character with this feat deals 1d4
+ his Strength modifier.)
Armour Proficiency Armour Proficiency Normal: Unarmed attacks normally
deal nonlethal damage equal to 1d3 +
(archaic) (tactical) Strength modifier.

Y ou are proficient with archaic


armour. Y ou are proficient with tactical
armour.
Prerequisites: Armour Proficiency
Prerequisites: Knowledge (history) 4
ranks, Armour Proficiency (light). (light).
Benefit: When you wear a type of Benefit: When you wear a type of

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Table 2–67: Feats Summary


Feat Prerequisites Benefit

Academic – +2 on two Knowledge skills or Research checks from feat list


Acrobatic – +2 on Jump and Tumble checks
Alertness – +2 on Listen and Spot checks
Animal Affinity – +2 on Handle Animal and Ride checks
Archaic Weapon Proficiency Knowledge (history) 4 ranks No –4 penalty with selected group of archaic weapons
Archery Proficiency – No –4 penalty with bows
Armour Proficiency (light) – Proficient with light armours
Armour Proficiency (archaic) Knowledge (history) 4 ranks, Armour Proficiency (light) Proficient with archaic armours
Armour Proficiency (tactical) Armour Proficiency (light) Proficient with tactical armours
Armour Proficiency (powered) Pilot (military) 10 ranks, Armour Proficiency (light), Proficient with powered armours
Armour Proficiency (tactical)
Athletic – +2 on Climb and Swim checks
Attentive – +2 on Investigate and Sense Motive checks
Blind Fight – Reroll miss chance on attacks due to concealment
Brawl – Unarmed strikes deal 1d6 + Str damage and gain +1 on attack rolls
Improved Brawl Base attack bonus +3, Brawl Unarmed strikes deal 1d8 + Str damage and gain +2 on attack rolls
Knockout Punch Base attack bonus +3, Brawl First attack against flat-footed opponent is an automatic critical if successful
Improved Knockout Punch Base attack bonus +6, Brawl, Knockout Punch Knockout Punch attack critical multiplier x3
Streetfighting Base attack bonus +2, Brawl +1d4 damage with unarmed or light weapon, once per round
Improved Feint Int 13, Brawl, Streetfighting Make a Bluff check in combat as a move action
Bureaucrat – +2 on two Knowledge skill checks from feat list
Civilian Vehicle Operation Pilot (civilian) 4 ranks No –4 penalty with chosen class of vehicle
Combat Expertise Int 13+ Up to +5 to Defence for equal penalty on attack rolls
Improved Disarm Int 13, Combat Expertise +4 bonus on bind checks when attempting to disarm
Improved Trip Int 13, Combat Expertise Trip doesn’t provoke attack of opportunity, free attack if trip successful
Combat Martial Arts Base attack bonus +1, Knowledge (mystical philosophy) 5 ranks Unarmed strike 1d4, counts as armed
Improved Combat Martial Arts Knowledge (mystical philosophy.) 8 ranks , Base attack bonus +4, Com- Unarmed strike critical threat range 19–20
bat Martial Arts
Advanced Combat Martial Arts Knowledge (mystical philosophy) 11 ranks, base attack bonus +8, Combat Unarmed strike critical multiplier x3
Martial Arts, Improved Combat Martial Arts
Combat Reflexes – Additional attacks of opportunity
Creative – +2 to two Creative Art or Perform skills
Deceptive – +2 to Bluff and Disguise
Defensive Martial Arts Knowledge (mystical philosophy) 4 ranks +1 Defence against melee attacks
Combat Throw Knowledge (mystical philosophy) 4 ranks, Defensive Martial Arts +2 on opposed Str and Dex checks on trip or grapples
Improved Combat Throw Base attack bonus +3, Knowledge (mystical philosophy) 6 ranks, Defen- If an opponent misses a melee attack, you can immediately make a trip attack
sive Martial Arts, Combat Throw against that opponent
Elusive Target Knowledge (mystical philosophy) 5 ranks, Defensive Martial Arts Opponents take an additional –4 penalty to hit you in melee
Unbalance Opponent Knowledge (mystical philosophy) 9 ranks, Base attack bonus +6, Defen- Opponent receives no Str bonus on attack rolls, only damage rolls
sive Martial Arts
Dodge Dex 13 +1 Defence against one opponent
Agile Riposte Dex 13, Dodge Free attack of opportunity when melee opponent misses
Mobility Dex 13, Dodge +4 to Defence against attacks of opportunity when moving
Spring Attack Dex 13, base attack bonus +4, Dodge, Mobility Can move both before and after attack with a melee weapon, no attack of op-
portunity for target of attack
Whirlwind Attack Dex 13, Int 13, base attack bonus +4 Dodge, Mobility, Spring Attack, Give up your regular attacks to make one melee attack at your highest base attack
Combat Expertise bonus against each adjacent opponent
Endurance – +4 bonus on a number of endurance-related checks.

CONTINUED

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Table 2–67: Feats Summary


Feat Prerequisites Benefit
Exotic Archaic Weapon Proficiency Knowledge (history) 5 ranks, base attack bonus +1 No –4 to hit with chosen weapon
Exotic Weapon Proficiency Base attack bonus +1 No –4 to hit with chosen weapon
Far Shot – Range increment increases by 50%
Dead Aim Wis 13, Far Shot Aim as a full-round action, give +2 on next ranged attack roll
Fencing Proficiency – No –4 to hit with fencing weapons
Focused – +2 on Balance and Concentration checks
Frightful Presence Cha 15, Intimidate 9 ranks Lower-level foes are shaken (Will save negates)
Great Fortitude – +2 on Fortitude save
Guide – +2 on Navigate and Survival checks
Field Surgery Guide, Survival 4 ranks Survival checks can be used in place of some Knowledge (medicine) checks
Heroic Surge – Bonus move or attack action
Improved Bind – Do not provoke an attack of opportunity when you instigate a bind
Improved Damage Threshold – Increase massive damage threshold by 3 points
Improved Initiative – +4 on initiative rolls
Improved Upload Learning Int 13 Upload class skills to class skill maximum ranks
Advanced Upload Learning Int 13, Improved Upload Learning Upload any skill to class skill maximum ranks
Influential – +2 bonus on influence checks with chosen influence
Iron Will – +2 on Will saves
Lightning Reflexes – +2 on Reflex saves
Literate – You are literate in any language you know
Major Cybernaughtic App Con 13 Buy a cybernaughtic app of cost 2 or save 2 cybernaughtic purchase points for
future purchase
Master Engineer – +2 on two Engineer skill checks from feat list
Meticulous – +2 on Forgery and Search checks
Military Scientist – +2 on Knowledge (munitions) and Knowledge (tactics) checks
Military Vehicle Operation Pilot (military) 4 ranks No –4 penalty with chosen class of vehicle
Minor Cybernaughtic App – Buy a cybernaughtic app of cost 1.
Nimble – +2 on Escape Artist and Sleight of Hand checks
Personal Firearms Proficiency – No –4 penalty with firearms
Advanced Firearms Proficiency Personal Firearms Proficiency No –4 penalty on autofire
Burst Fire Personal Firearms Proficiency, Advanced Firearms Proficiency –4 to hit, +2 dice of damage with autofire attacks from firearms
Exotic Firearms Proficiency Personal Firearms Proficiency, Advanced Firearms Proficiency No –4 penalty with chosen firearm
Strafe Personal Firearms Proficiency, Advanced Firearms Proficiency Autofire can affect 5-ft.-by-20-ft. area
Persuasive – +2 to Diplomacy and Intimidate
Point Blank Shot – +1 to hit and damage with ranged weapons within 30 ft.
Double Tap Dex 13, Point Blank Shot –2 to hit, +1 damage dice with semiautomatic firearm
Precise Shot Point Blank Shot No –4 penalty for firing into melee
Skip Shot Point Blank Shot, Precise Shot Ignore cover, –2 to hit, –1 dice damage
Shot on the Run Dex 13, Dodge, Mobility, Point Blank Shot Can move both before and after attack with a ranged weapon
Power Attack Str 13 Up to base attack bonus to damage for equal penalty to hit
Cleave Str 13, Power Attack Extra attack after target has been disabled
Great Cleave Str 13, base attack bonus +4, Power Attack, Cleave Can Cleave unlimited times per round
Improved Bull Rush Str 13, Power Attack Bull rush doesn’t provoke an attack of opportunity
Sunder Str 13, Power Attack +4 on bind checks when attempting to break a weapon, double damage to
weapons
Quick Draw – Draw weapon as a free action
Quick Reload Base attack bonus +1 Reload firearm as a free action

CONTINUED

95
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Table 2–67: Feats Summary


Feat Prerequisites Benefit

Run – Run at x5 speed


Scope Raider – +2 on Scope Awareness and Scope Use (immersed) checks
Simple Weapon Proficiency – No –4 to hit with simple weapons
Spirited – +2 on Resolve and Scope Resilience checks
Stealthy – +2 on Hide and Move Silently checks
Surgery Knowledge (medicine) 4 ranks No –4 penalty on surgery checks
Tinkerer – +2 on Engineer (mechanical) and Scope Use (remote) checks
Toughness – +1 hit point or Scope hit point per character level
Track – Use Survival skill to track
Two-Weapon Fighting Dex 13 Reduce two-weapon penalties by 2 and 6
Improved Two-Weapon Fighting Dex 13, base attack bonus +6, Two-Weapon Fighting Second attack with off-hand weapon, at –5 penalty
Advanced Two-Weapon Fighting Dex 13, base attack bonus +11, Two-Weapon Fighting, Improved Two- Third attack with off-hand weapon
Weapon Fighting
Off-Hand Parry Two-Weapon Fighting +1 or +2 to Defence when fighting with two weapons
Upload Savant Int 15 Upload max number of skills equal to 1 + Int mod
Greater Upload Savant Int 15, Upload Savant Can upload total ranks up to class skill max ranks x2
Vehicle Expert – +2 to Pilot (civilian) and Pilot (military)
Force Stop Pilot (any) 4 ranks, Vehicle Expert Force a surface vehicle to stop
Vehicle Dodge Dex 13, Pilot (any) 6 ranks, Vehicle Expert +1 to Defence to vehicle against chosen opponent
Versatile Int 13 Certain non-class skills become class skills
Weapon Finesse Base attack bonus +1 Can use Dex mod to hit instead of Str with light weapons
Windfall – Wealth bonus increases by +2

feat, if a character attempts an autofire


Bureaucrat attack at a specific target, it simply counts
Cleave
Y our bureaucratic knowledge and
experience leaves you better informed
on certain subjects.
as a normal attack and all the extra bullets
are wasted. (See Chapter 4: Combat, “Spe-
cial Attacks,” Firearms.)
Y ou can follow through with a power-
ful melee attack.
Prerequisites: Strength 13, Power
Benefit: Choose two skills from Special: If the firearm has a three-round Attack.
Knowledge (civics), Knowledge (cur- burst setting, firing a burst expends three Benefit: If you deal an opponent enough
rent events), Knowledge (industry), and bullets instead of five and can be used if the damage to disable him (by knocking him
Knowledge (linguistics). You get a +2 weapon has only three bullets in it. down to 0 hit points), you get an imme-
bonus on checks with the chosen skills. diate extra melee attack against another
Civilian Vehicle opponent within the area you threaten
Burst Fire Operation with your weapon. You can’t take a 5-
foot step before making this extra attack.

W hen using a firearm with an auto-


fire setting, you can fire a short
burst at a single target.
S elect a class of civilian vehicle (air,
land, or sea). You are proficient at
The extra attack is with the same weapon
and at the same bonus as the attack that
operating that class of vehicle. dropped the previous opponent. You can
Prerequisites: Personal Firearms Profi- Prerequisite: Pilot (civilian) 4 ranks. use this ability once per round.
ciency, Advanced Firearms Proficiency. Benefit: You take no penalty on Pilot
Benefit: When using an automatic fire-
arm with at least five bullets loaded, you
checks or attack rolls made when operat- Combat Expertise
ing a vehicle of the selected class.
may fire a short burst as a single attack
against a single target. You take a –4 pen-
alty on the attack roll, but deal +2 dice of
Normal: Characters without this feat
take a –4 penalty on Pilot (civilian) checks Y ou are trained at using your combat
skill for defence as well as offence.
Prerequisite: Intelligence 13.
made to operate a vehicle that falls in any
damage. Firing a burst expends five bullets of these classes, and on attacks made with Benefit: When you use the attack
and can only be done if the weapon has five vehicle weapons. action or the full attack action in melee,
bullets in it. Special: You can gain this feat multiple you can take a penalty of up to –5 on your
Normal: Autofire uses ten bullets, tar- times. Each time you take the feat, you attack roll and add the same number (up
gets a 10-foot-by-10-foot area, and can’t select a different class of vehicle. to +5) to your Defence. This number may
be aimed at a specific target. Without this not exceed your base attack bonus. The

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Benefit: The maximum number of


Deceptive
Brawl and attacks of opportunity you may make
Martial Arts
In Etherscope, Brawl and the various
each round is equal to your Dexterity
modifier + 1. You can still only make one
attack of opportunity on a single oppo-
Y ou are especially good at mislead-
ing and giving false impressions,
Benefit: You get a +2 bonus on all
martial arts feats are mutually exclu- nent. With this feat, you may also make Bluff checks and Disguise checks.
sive types of feat groups. When making
unarmed attacks, a character who pos- attacks of opportunity when flat-footed.
sesses both Brawl and Combat Martial Normal: A character without the Defensive Martial Arts
Arts must decide which feat he is going Combat Reflexes feat can make only
to use in a combat round, although
this selection can change from round
to round. On any combat round the
one attack of opportunity per round and
can’t make attacks of opportunity when Y ou are trained in martial arts and
are skilled at avoiding harm in
battle.
character is making unarmed attacks, flat-footed.
Prerequisite: Knowledge (mystical
offensive feats with Brawl or Combat
philosophy) 4 ranks.
Martial Arts as prerequisites can only be Combat Throw Benefit: You gain a +1 dodge bonus
performed if the character is using the
corresponding base feat.
Y ou can use an opponent’s momen-
tum against them.
Prerequisite: Knowledge (mystical
to Defence against melee attacks.
Special: A condition that makes you
lose your Dexterity bonus to Defence
changes to attack rolls and Defence last philosophy) 5 ranks, Defensive Martial also makes you lose dodge bonuses.
until your next action. The bonus to your Arts. Also, dodge bonuses stack, unlike most
Defence is a dodge bonus (and as such it Benefit: You gain a +2 bonus on other types of bonuses.
stacks with other dodge bonuses). opposed Strength and Dexterity checks
Normal: A character without the any time you attempt trip or grapple Dodge
Combat Expertise feat can fight defen- attacks, or when you try to avoid a trip or
sively while using the attack or full attack
action to take a –4 penalty on attacks
grapple attack made against you.
Y ou are adept at dodging attacks.
Prerequisite: Dexterity 13.
Benefit: During your action, you
and gain a +2 dodge bonus to Defence. Creative designate an opponent and receive a

Combat Martial Arts Y ou have a creative streak.


Benefit: Pick two of the follow-
+1 dodge bonus to Defence against any
subsequent attacks from that opponent.

Y ou are learned in martial arts, skilled


at attacking and dealing damage
with unarmed strikes.
ing skills: Creative Art, Perform (act),
Perform (dance), Perform (keyboards),
Perform (oratory), Perform (percussion
You can select a new opponent on any
action.
Special: A condition that makes you
Prerequisite: Base attack bonus +1, instruments), Perform (sing), Perform lose your Dexterity bonus to Defence
Knowledge (mystical philosophy) 5 ranks. (string instruments), or Perform (wind also makes you lose dodge bonuses. Also,
Benefit: With an unarmed strike, you instruments). You get a +2 bonus on all dodge bonuses stack with each other,
deal lethal or nonlethal damage (your checks with those two skills. unlike most other types of bonuses.
choice) equal to 1d4 + your Strength Special: You can select this feat as many
modifier. Your unarmed attacks count as as four times. Each time, you select two Double Tap
armed, which means that opponents do new skills from the choices given above.
not get attacks of opportunity when you
attack them unarmed. You may make Dead Aim Y ou can make two quick shots with a
firearm as a single attack.
Prerequisites: Dexterity 13, Point
attacks of opportunity against oppo-
nents who provoke such attacks.
Normal: Without this feat, a char-
Y ou are capable of lining up deadly
shots with ranged weapons.
Prerequisites: Wisdom 13, Far Shot.
Blank Shot.
Benefit: When using a semiauto-
matic firearm with at least two bullets
acter deals only 1d3 points of nonlethal
Benefit: Before making a ranged loaded, you may fire two bullets as a
damage with unarmed attacks. Unarmed
attack, you may take a full-round action single attack against a single target. You
attacks normally provoke attacks of
to line up your shot. This grants you a +2 receive a –2 penalty on this attack, but
opportunity from armed opponents, and
circumstance bonus on your next attack deal +1 die of damage with a successful
unarmed combatants cannot normally
roll. Once you begin aiming, you can’t hit. Using this feat fires two bullets and
make attacks of opportunity against
move, even to take a 5-foot step, until can only be done if the weapon has two
armed opponents.
after you make your next attack, or the bullets in it.
benefit of the feat is lost. Likewise, if
Combat Reflexes your concentration is disrupted or you

Y ou can respond quickly and repeat-


edly to opponents who let their
guard down.
are attacked before your next action, you
lose the benefit of aiming.

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dazed, stunned, or unconscious character


Elusive Target Exotic Firearms (DC 20); stabilise dying character (DC
Proficiency
Y ou can use opponents as cover when 20); surgery (DC 30). See the Knowledge

C
engaged in melee combat. hoose a weapon type from the fol- (medicine) skill, above, for more details. Any
Prerequisites: Dexterity 13, Defen- lowing list: cannons, heavy machine equipment required to perform these skill
sive Martial Arts. guns, grenade launchers, and rocket checks under Knowledge (medicine) also
Benefit: When fighting an opponent launchers. You are proficient with all applies to Survival checks.
or multiple opponents in melee, other weapons within that group.
opponents attempting to target you with Prerequisites: Personal Firearms Pro- Fencing Proficiency
ranged attacks take a –4 penalty. This

Y
ficiency, Advanced Firearms Proficiency. ou are proficient with fencing
penalty is in addition to the normal –4 Benefit: You make attack rolls with
penalty for firing into melee, making the weapons.
the weapon normally. Benefit: You make attack rolls with
penalty to target you –8. Normal: A character who uses a
Special: An opponent with the Pre- fencing weapons normally. The list
weapon without being proficient with it of fencing weapons are presented in
cise Shot feat has the penalty lessened to takes a –4 penalty on attack rolls.
–4 when targeting you. Chapter 3: Equipment, Table 3–13:
Special: A character can gain this feat Melee Weapons.
as many as four times. Each time a char- Normal: A character who uses a
Endurance acter takes the feat, he or she selects a dif- weapon without being proficient with it

Y ou are able to endure more hard- ferent weapon group. takes a –4 penalty on attack rolls.
ships on the trail than others.
Benefit: You gain a +4 bonus on the Exotic Weapon Focused
following checks and saves: Swim checks Proficiency
made to resist nonlethal damage, Con-
stitution checks made to continue run-
C hoose a single type of exotic melee
weapon that is not archaic. You
Y ou maintain your focus even under
difficult circumstances.
Benefit: You gets get a +2 bonus on
ning, Constitution checks made to avoid
nonlethal damage from a forced march, are proficient with that melee weapon all Balance checks and Concentration
Constitution checks made to hold your in combat. checks.
breath, Constitution checks made to Prerequisite: Base attack bonus +1.
avoid nonlethal damage from starvation Benefit: You make attack rolls with Force Stop
the weapon normally.

Y
or thirst, Fortitude saves made to avoid ou can force another surface vehicle
nonlethal damage from hot or cold envi- Normal: A character who uses a
weapon without being proficient with it to come to a halt.
ronments, and Fortitude saves made to Prerequisites: Pilot (any) 4 ranks,
resist damage from suffocation. Also, takes a –4 penalty on attack rolls.
Special: A character can gain this feat Vehicle Expert.
you may sleep in light, archaic, or tactical Benefit: When you attempt a side-
armour without becoming fatigued. multiple times. Each time the character
takes the feat, he or she selects a different swipe stunt with a surface vehicle, you
Normal: A character without this feat can force the other vehicle to a stop by
who sleeps in archaic or tactical armour exotic melee weapon.
nudging it into a controlled sideways
is automatically fatigued the next day. skid. In addition to the normal require-
Far Shot ments for attempting a sideswipe stunt,
Exotic Archaic
Weapon Proficiency Y ou can get greater distance out of a
ranged weapon.
Benefit: When you use a firearm or
you must have sufficient movement
remaining to move a number of squares
equal to your turn number. After suc-

C hoose a single type of archaic exotic


melee weapon. You are proficient
with that melee weapon in combat.
archaic ranged weapon, its range incre-
ment increases by one-half (multiply by
ceeding on the check to attempt the
sideswipe, you make a Pilot check
1.5). When you throw a weapon, its range opposed by the other driver. If you suc-
Prerequisite: Base attack bonus +1, increment is doubled. ceed, turn the other vehicle 90 degrees
Knowledge (history) 5 ranks. across the front of yours, so that they
Benefit: You make attack rolls with
the weapon normally.
Field Medic form a T. Move them forward a dis-
tance equal to your turn number. The
Normal: A character who uses a
weapon without being proficient with it
takes a –4 penalty on attack rolls.
Y ou are skilled at simple medicine
from your skills picked up in the
wilds, despite a lack of medical training.
vehicles end their movement at that
location, at stationary speed, and take
their normal sideswipe damage. If you
Special: A character can gain this feat Prerequisites: Guide, Survival 4 ranks. fail the check, resolve the sideswipe
multiple times. Each time the character Benefit: You can make the follow- normally; see the Vehicle Combat sec-
takes the feat, he or she selects a different ing skill checks with the Survival skill tion in Chapter 4: Combat.
exotic archaic melee weapon. instead of Knowledge (medicine): revive

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Benefit: When you perform a bull


Frightful Presence Guide rush, you do not provoke an attack of

Y our mere presence can terrify those


around you.
Prerequisites: Charisma 15, Intimi-
Y ou keep your wits about you in the
great outdoors.
Benefit: You get a +2 bonus on all
opportunity from the defender.

Improved Combat
date 9 ranks. Navigate checks and Survival checks.
Benefit: When you use this feat, all
Martial Arts
opponents within 10 feet who have few-
er levels than you must make Will sav-
Heroic Surge
T hrough your training in mysti-
cal arts, you are highly skilled at
ing throws (DC 10 + 1/2 your level +
your Charisma modifier). An opponent Y ou can perform an additional
action per round.
Benefit: You may take an extra move
attacking and dealing damage with
unarmed strikes.
who fails the save is shaken, taking a –2 Prerequisites: Knowledge (mystical
penalty on attack rolls, saves, and skill action or attack action in a round, either philosophy) 8 ranks, Combat Martial
checks for a number of rounds equal before or after your regular actions. Arts, base attack bonus +4.
to 1d6 + your Charisma modifier. You You may use Heroic Surge a number of Benefit: Your threat range on an
can use the feat once per round as a free times per day depending on your char- unarmed strike improves to 19–20.
action. A successful save indicates that acter level (as shown below), but never Normal: A character without this
the opponent is immune to your use of more than once per round. feat threatens a critical hit with an
this feat for 24 hours. This feat does not unarmed strike only on a 20.
affect creatures with an Intelligence of Table 2–68: Heroic
3 or lower. Surge Uses Per Day Improved Combat Throw
Character Level Times Per Day

Great Cleave 1st–4th


5th–8th
1
2 Y ou excel at using an opponent’s
momentum against him.

Y ou can wield a weapon with such


power that you can strike multiple
times when you drop your opponents.
9th–12th
13th–16th
17th–20th
3
4
5
Prerequisites: Combat Throw,
Defensive Martial Arts, Knowledge
(mystical philosophy) 6 ranks, base
Prerequisites: Strength 13, Power attack bonus +3.
Attack, Cleave, base attack bonus +4. Benefit: In melee combat, if an oppo-
Benefit: As Cleave, except that you Improved Bind nent attacks and misses you, you may
have no limit to the number of times
you can use it per round. Y ou are skilful at attacking oppo-
nent’s weapons.
Benefit: You do not provoke an attack
immediately make a trip attack against
the opponent. This counts as an attack
of opportunity, which you can make
Great Fortitude of opportunity when instigating a bind. even if you are unarmed. Attacking
Normal: Bind attempts provoke an unarmed in this way does not provoke

Y ou are tougher than normal.


Benefit: You get a +2 bonus on
Fortitude saving throws.
attack of opportunity; see Chapter 4:
Combat.
an attack of opportunity.
Special: This feat doesn’t grant you
more attacks of opportunity than you

Greater Upload Savant Improved Brawl are normally allowed in a round.

Y ou are capable of uploading and


coping with a great deal of learning
Y ou deal extensive damage in a fistfight.
Prerequisites: Brawl, base attack
bonus +3.
Improved
Damage Threshold
from the Scope at one time.
Prerequisites:
Upload Savant.
Intelligence 15,
Benefit: When making an unarmed
attack, you receive a +2 competence
bonus on your attack roll, and you deal
Y ou are harder to take down than
normal.
Benefit: You increase your massive
Benefit: You can upload a maximum
nonlethal damage equal to 1d8 + your damage threshold by 3 points.
total number of ranks equal to your
Strength modifier. Normal: Without this feat, your
maximum class skill ranks multiplied
Normal: Unarmed attacks normally massive damage threshold is equal to
by two; see Uploads and Skill Ranks in
deal nonlethal damage equal to 1d3 + your Constitution score. With this feat,
Chapter 6: The Scope for more details.
Strength modifier. your massive damage threshold is equal
Normal: A character cannot upload
more total skill ranks at any one time to your Constitution score + 3.
greater than his maximum ranks in a Improved Bull Rush Special: You may gain this feat mul-
tiple times. Its effects stack.
class skill.
Y ou know how to push oppo-
nents back.
Prerequisites: Strength 13, Power
Attack.

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nent in melee combat, you immediately


Improved Disarm get to make a melee attack against that
Iron Will
Y ou know how to disarm opponents
in melee combat.
Prerequisites: Intelligence 13, Com-
opponent as if you had not used your
attack action for the trip attempt (see
Chapter 4: Combat for details on nor-
Y ou have a stronger will than nor-
mal.
Benefit: You get a +2 bonus on Will
bat Expertise. mal trip attacks). saving throws.
Benefit: You gain a +4 to your bind
check when attempting to disarm oppo- Improved Knockout Punch
nents; see Chapter 4: Combat.
Two-Weapon Fighting
Y ou are skilled at cold-cocking

Y
unprepared opponents.
Improved Feint ou are an expert at fighting with a
Prerequisites: Brawl, base attack
weapon in each hand. Unlike the

Y ou are skilled at misdirecting your


opponent’s attention in melee
combat.
Two-Weapon Fighting feat, this feat
allows you to use a melee weapon in one
bonus +3.
Benefit: When making your first
unarmed attack against a flat-footed
hand and a ranged weapon in the other.
Prerequisites: Intelligence 13, Brawl, Prerequisites: Dexterity 13, Two- opponent, treat a successful attack as
Streetfighting. Weapon Fighting, base attack bonus +6. a critical hit. This damage is nonlethal
Benefit: You can make a Bluff check Benefit: You get a second attack with damage.
in combat as a move action. You receive your offhand weapon, albeit at a –5 pen- Special: Even if you have the ability
a +2 bonus on Bluff checks made to alty. Also, this feat allows you to use a to treat unarmed damage as lethal dam-
feint in melee combat. melee weapon in one hand and a ranged age, the damage from a knockout punch
Normal: Feinting in combat requires weapon in the other. is always nonlethal.
an attack action. Normal: Without this feat, a character
can only get a single extra attack with an Lightning Reflexes
Improved Initiative
Y
off-hand weapon, and both weapons must ou have faster than normal reflexes.

Y ou can react more quickly than be of the same type (either both ranged Benefit: You get a +2 bonus on
normal in a fight. weapons or both melee weapons). Reflex saving throws.
Benefit: You get a +4 circumstance
bonus on initiative checks. Improved Literate
Upload Learning
Improved Knockout Punch
Y ou are better than normal at upload- Y ou are literate.
Benefit: You are able to read, speak,

Y ou are extremely skilled at cold-


cocking unprepared opponents.
Prerequisites: Brawl, Knockout
ing skills.
Prerequisite: Intelligence 13.
Benefit: When uploading skills, you
and write in all languages you know.
Special: Whether or not a character
begins the game as literate depends on
Punch, base attack bonus +6. can increase the ranks of any skill that her social template. For those whose
Benefit: When making your first is a class skill for your character to your social templates do not grant them lit-
unarmed attack against a f lat-footed maximum number of class skill ranks. eracy, they can gain it through this feat.
opponent, treat a successful attack as See the Uploads and Skill Ranks section
a critical hit. This critical hit deals in Chapter 6: The Scope, for more infor- Major
triple damage. The damage is nonle- mation on upload learning.
thal damage. Normal: A character cannot upload
Cybernaughtic App
Special: Even if you have the ability
to treat unarmed damage as lethal dam-
age, the damage from a knockout punch
more skill ranks in a single skill than his
maximum ranks in a cross-class skill. Y our character has a major cyber-
naughtic implant or attachment.
Prerequisite: Constitution 13.
is always nonlethal. Influential Benefit: This feat enables the char-
acter to either buy a cybernaughtic app
Improved Trip C hoose a single influence. You are
especially influential, well-con-
of cybernaughtic purchase point cost
2, upgrade a cybernaughtic app so that

Y ou are trained in tripping oppo-


nents in melee combat and follow-
ing through with an attack.
nected, and respected in that segment of
society.
Benefit: You gain a +2 bonus on
its total value increases by 2, or save 2
cybernaughtic purchase points for a
future use. See Chapter 3: Equipment
Prerequisites: Intelligence 13, Com- influence checks made with your chosen for more details on cybernaughtics.
bat Expertise. influence.
Benefit: You do not provoke an Special: You can take this feat several
attack of opportunity when you try to times, applying it to a different influence
trip an opponent. If you trip an oppo- each time.

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future use. See Chapter 3: Equipment


Master Engineer for more details on cybernaughtics.
Personal Firearms
Proficiency
Y ou are an especially capable engi-
Mobility
Y
neer in certain fields of expertise. ou are proficient with all types of
Benefit: Choose any two skills

Y ou are skilled at dodging past oppo- personal firearms.


from Engineer (chemical), Engineer Benefit: You can fire any personal fire-
(ethertech), Engineer (pharmaceuti- nents and avoiding attacks they
make against you. arm without penalty.
cal), and Engineer (structural). You Normal: Characters without this feat
gain a +2 bonus on all checks with the Prerequisites: Dexterity 13, Dodge.
Benefit: You get a +4 dodge bonus to take a –4 penalty on attack rolls made
chosen skills. with personal firearms.
Special: You can take this feat again, Defence against attacks of opportunity
applying it to the two different skills. provoked when you move out of a threat-
ened square. Persuasive
Y
Special: A condition that makes you
Meticulous lose your Dexterity bonus to Defence
ou are particularly skilled at con-
vincing others to see things your

Y ou are thorough and painstakingly


complete.
Benefit: You get a +2 bonus on Forg-
also makes you lose dodge bonuses. Also,
dodge bonuses stack with each other,
unlike most other types of bonuses.
way.
Benefit: You get a +2 bonus on all
Diplomacy and Intimidate checks.
ery checks and Search checks.
Nimble Point Blank Shot
Military Scientist
Y ou are versed in military science
and techniques.
Y ou have exceptional flexibility and
manual dexterity.
Benefit: You get a +2 bonus on all
Y ou are skilled at making well-placed
shots with ranged weapons at short
range.
Benefit: You get a +2 bonus on Muni- Escape Artist checks and Sleight of Benefit: You get a +1 bonus on attack
tions and Knowledge (tactics) checks. Hand checks. and damage rolls with ranged weapons
Special: Remember that the Sleight of against opponents within 30 feet.
Military Vehicle Hand skill can’t be used untrained.
Operation Power Attack
Off-Hand Parry
S elect a class of military vehicle (air,
land, or sea). You are proficient at
operating that class of vehicle. R enaissance fencing styles often
utilised two weapons as a defensive
Y ou can make exceptionally powerful
melee attacks.
Prerequisite: Strength 13.
Prerequisite: Pilot (military) 4 ranks. strategy. These styles commonly involved Benefit: On your action, before making
Benefit: You take no penalty on the use of the main gauche. These com- attack rolls for a round, you may choose
Pilot (military) checks or attack rolls bat styles are not yet entirely dead, with to subtract a number from all melee
made when operating a vehicle of the a small number of New Reich fencing attack rolls and add the same number to
selected class. scholars mastering this style, and other all melee damage rolls. This number may
Normal: Characters without this groups, including a number of street not exceed your base attack bonus. The
feat take a –4 penalty on Pilot (mili- gangs, adapting weapons other than the penalty on attacks and bonus on damage
tary) checks made to operate a vehicle main gauche for off-hand parrying. applies until your next action.
that falls in any of these classes, and on Prerequisite: Two-Weapon Fighting.
Benefit: You get a bonus to your
attacks made with vehicle weapons.
Defence as if you were using a shield
Precise Shot
Special: You can gain this feat mul-
tiple times. Each time you take the feat,
you select a different class of vehicle.
whilst fighting with two weapons. If the
weapon is light, it provides a +1 shield
bonus to Defence, whereas any other
Y ou are skilled at timing and aiming
ranged attacks.
Prerequisite: Point Blank Shot.
one-handed weapon provides a +2 shield Benefit: You can shoot or throw
Minor Cybernaughtic bonus to Defence. You can still attack ranged weapons at an opponent engaged
App with both weapons. in melee without penalty.

Y ou have a small, unintrusive cyber- Special: The main gauche, whilst a Normal: A character takes a –4 penal-
naughtic implant or attachment. light weapon, provides a +2 bonus to ty when using a ranged weapon to attack
Benefit: This feat enables you to Defence with this feat. an opponent who is engaged in melee
either buy a cybernaughtic app of combat.
cybernaughtic purchase point cost 1,
upgrade a cybernaughtic app so that
its total value increases by 1, or save
1 cybernaughtic purchase point for a

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Quick Draw Shot on the Run Spring Attack


Y ou can draw weapons with startling
quickness.
Prerequisite: Base attack bonus +1.
Y ou are highly trained in skirmish
ranged weapons tactics.
Prerequisites: Dexterity 13, Point
Y ou are trained in fast melee attacks
and fancy footwork.
Prerequisites: Dexterity 13, Dodge,
Benefit: You can draw a weapon as Blank Shot, Dodge, Mobility. Mobility, base attack bonus +4.
a free action. A character with this feat Benefit: When using an attack action Benefit: When using an attack action
may throw weapons at his or her full with a ranged weap­on, you can move with a melee weapon, you can move
normal rate of attacks. both before and after the attack, pro- both before and after the attack, pro-
Normal: You can draw a weapon as vided that your total distance moved is vided that the total distance moved is
a move action. If you have a base attack not greater than your speed. not greater than your speed. Moving in
bonus of +1 or higher, you can draw a this way does not provoke an attack of
weapon as a free action when moving. Simple Weapon opportunity from the defender you are
Special: If you have the Two-Weapon attacking (though it can provoke attacks
Fighting feat, you can draw two weap-
Proficiency of opportunity from others, as normal).
ons as quickly as other characters can
draw one weapon. Y ou understand how to use all types
of simple weapons in combat.
Benefit: You make attack rolls with
You can’t use this feat if you are carrying
a heavy load or wearing armour with an
armour penalty of –3 or higher.
Quick Reload simple weapons normally.
Normal: A character without this Stealthy
Y ou can reload a firearm with excep-
tional speed.
Prerequisite: Base attack bonus +1.
feat takes a –4 nonproficient penalty
when making attacks with simple weap-
Y ou are particularly good at avoiding
notice.
ons.
Benefit: Reloading a firearm with Special: All starting heroic charac- Benefit: You get a +2 bonus on all
an already-filled box magazine or ters (player characters) gain this feat. Hide checks and Move Silently checks.
speed loader is a free action. Reload-
ing a revolver without a speed loader, or
Skip Shot Strafe
reloading any firearm with an internal
magazine, is a move action.
Normal: Reloading a firearm with Y ou can ricochet a firearm shot
around cover. Y ou can use an automatic firearm to
affect a wider area than normal.
Prerequisites: Personal Firearms
an already-filled box magazine or Prerequisites: Point Blank Shot,
speed loader is a move action. Reload- Precise Shot. Proficiency, Advanced Firearms Profi-
ing a revolver without a speed loader, or Benefit: If you have a solid, relatively ciency.
reloading any firearm with an internal smooth surface on which to skip a bul- Benefit: When using a firearm on
magazine, is a full-round action. let (such as a street or a concrete wall), autofire, you can affect an area four 5-foot
and a target within 10 feet of that sur- squares long and one square wide (that is,
any four squares in a straight line).
Run face, you may ignore cover between you
Normal: A firearm on autofire nor-
and the target. However, you receive a

Y ou are fleet of foot.


Benefit: When running, you
move a maximum of five times your nor-
–2 penalty on your attack roll, and your
attack deals –1 die of damage.
mally affects a 10-foot-by–10-foot area.

Streetfighting
Special: The surface doesn’t have to
mal speed instead of four times. If you

Y
be perfectly smooth and level; a brick ou know the brutal and effective
are in heavy armour, you can move four wall or an asphalt road can be used.
times your speed rather than three times. fighting tactics of the streets and
The target can have no more than nine- back alleys.
If you make a long jump, you gain a +2 tenths cover for a character to attempt
competence bonus on your Jump check. Prerequisites: Brawl, base attack
a skip shot. bonus +2.
Benefit: Once per round, if you
Scope Raider Spirited make a successful melee attack with an

Y ou are a skilled and experienced


user of the Scope.
Benefit: You get a +2 bonus on
Y ou are spirited and strong-minded.
Benefit: You gain a +2 bonus
unarmed strike or a light weapon, you
deal an extra 1d4 points of damage. You
can decide whether to apply this extra
on all Resolve and Scope Resilience
all Scope Use (immersed) and Scope checks. damage after you successfully strike but
Awareness checks. before any damage is rolled.

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check. You must make another Survival


Sunder check every time the tracks become dif-
Table 2–69: Track DCs and
Condition Modifiers
Y ou are skilled at hitting an oppo-
nent’s weapon, or some other object
with a melee attack.
ficult to follow. You move at half your
normal speed (or at your normal speed
with a –5 penalty on the check, or at up
Surface
Very soft
Track DC
5
Soft 10
Prerequisites: Strength 13, Power to twice your speed with a –20 penalty
Firm 15
Attack. on the check). The DC depends on the
Hard 20
Benefit: You deal double normal surface and the prevailing conditions.
Condition DC Modifier
damage to objects, whether they are Very Soft: Any surface (fresh snow,
Every three targets in the group being tracked –1
held or carried or not. You gain a +4 thick dust, wet mud) that holds deep,
Size of targets being tracked: *
bonus to bind checks when attempting clear impressions of footprints.
Fine +8
to break a weapon, and you deal double Soft: Any surface soft enough to yield
Diminutive +4
damage to the weapon if the attempt to pressure, but firmer than wet mud or
Tiny +2
succeeds. fresh snow, in which the quarry leaves
Small +1
frequent but shallow footprints.
Medium +0
Surgery Firm: Most normal outdoor or excep-
Large –1
tionally soft or dirty indoor surfaces.

Y ou are trained to perform surgical


procedures to heal wounds.
Prerequisite: Knowledge (medicine)
The quarry might leave some traces of
its passage, but only occasional or par-
Huge
Gargantuan
Colossal
–2
–4
–8
tial footprints can be found.
4 ranks. Hard: Any surface that doesn’t hold
Every 24 hours since the trail was made +1
Benefit: You can use the Knowledge footprints at all, such as bare rock, con-
Every hour of rain since the trail was made +1
(medicine) skill to perform surgery crete, metal decking, or indoor floors.
Fresh snow cover since the trail was made +10
without penalty. See the Knowledge The quarry leaves only traces, such as
Poor visibility: **
(medicine) skill description. scuff marks.
Overcast or moonless night +6
Normal: Characters without this feat If you fail a Survival check, you can
Moonlight +3
take a –4 penalty on Knowledge (medi- retry after 1 hour (outdoors) or 10 min-
Fog or precipitation +3
cine) checks made to perform surgery. utes (indoors) of searching.
Tracked target hides trail (and moves at half speed) +5
* For a group of mixed sizes, apply only the modi-
Normal: A character without this feat
Tinkerer can use the Survival skill to find tracks,
fier for the largest size category represented.
** Apply only the largest modifier from this cat-

Y ou have a knack with machines. but can only follow tracks if the DC is 10 egory.
Benefit: You get a +2 bonus on or less. A character can use the Search
all Engineer (mechanical) checks and skill to find individual footprints, but
cannot follow tracks using Search. size category larger or smaller than you.
Scope Use (remote) checks.
That opponent doesn’t get to add his

Toughness Two-Weapon Fighting Strength modifier to attack rolls against


you. If the opponent has a Strength

Y ou are tougher than normal.


Benefit: When you choose this Y ou can fight with a weapon in each
hand. You can make one extra
attack each round with the second
penalty, he still takes that penalty. The
opponent’s Strength modifier applies to
damage, as usual. You can select a new
feat, you must select whether it is for
your normal hit points (“body”) or for weapon. The weapons must both be opponent on any action.
your Scope avatar (“avatar”). You gain melee weapons or both be ranged weap-
+1 hit point of the associated type for ons (you can’t mix the types). Upload Savant
each character level you possess. Each Prerequisite: Dexterity 13.
time you gain a Hit Die (or Scope Hit
Die, as appropriate), you gain an addi-
Benefit: Your penalties for fighting
with two weapons are lessened by 2 for
the primary hand and 6 for the off hand
Y
mal.
ou are capable of uploading more
learning from the Scope than nor-
tional hit point.
(see Chapter 4: Combat). Prerequisite: Intelligence 15.
Special: You can take this feat more
Benefit: You can upload a maximum
than once. Its effects stack.
Unbalance Opponent number of skills equal to 1 + your Intel-
ligence modifier. See the Uploads and
Track
Y ou are skilled at keeping your oppo- Skill Ranks section in Chapter 6: The

Y ou can follow the trails of creatures nents off balance in close combat. Scope, for more information on upload
and characters across most types of Prerequisites: Knowledge (mystical learning.
terrain. philosophy) 9 ranks, Defensive Martial Normal: A character cannot upload
Benefit: To find tracks or follow Arts, base attack bonus +6. ranks for more than two different skills
them for one mile requires a Survival Benefit: During your action, you des- at a time.
ignate an opponent no more than one

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Y
Vehicle Dodge
ou are adept at dodging attacks
while driving a vehicle.
Benefit: When you attack as a full-
round action, you can give up your regu-
lar attacks and instead make one melee
attack at your highest base attack bonus

Influences
Prerequisites: Dexterity 13, Pilot against each adjacent opponent.
(any) 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, dur-
ing your action you designate an oppos-
Windfall Y our character’s influences repre-
sent connections, standing, and
respectability in specific areas of society.
ing vehicle or a single opponent. Your
vehicle and everyone aboard it receive Y ou have received an inheritance or
otherwise gained a sizeable increase
in your wealth.
Through influence, you can gather and
find out information from contacts and
a +1 dodge bonus to Defence against acquaintances, or persuade others to do
attacks from that vehicle or opponent. Benefit: Your Wealth bonus increases you favours. What influences you pos-
You can select a new vehicle or opponent by +2. sess are generally based on your social
on any action. standing and vocation.
Influences are similar to skills. They
Vehicle Expert have a number of ranks, which add to a
die roll for influence checks. You spend

Y ou are adept at operating vehicles.


Benefit: You get a +2 bonus on
all Pilot (civilian) and Pilot (military)
points on them in a similar manner to
skills, with each class providing a dif-
ferent number of influence points to
checks. spend. They have a maximum number
of ranks that you can develop depend-
Versatile ing upon your character level. However,

Y ou know skills outside your normal your social template determines which
areas of expertise due to your ability influences you can buy (see Social Tem-
to take on new ideas. plates in Chapter 1: Character), not
Prerequisite: Intelligence 13. your character class. Influences for you
Benefit: Select two skills other than are template influences, cross-template
Fighting Technique, Scope Awareness, influences, or extra influences. Your
Scope Resilience, Scope Use (immersed), social template determines your tem-
or an occult skill. The selected skills are
always class skills for you. Table 2–70: Maximum Influence Ranks by Level
Special: You can take this feat mul- Character Level Maximum Ranks by Level
tiple times. Each time, it applies to dif- Template Influence Cross-Template Influence Extra Influence
ferent skills. 1 4 2 1
2 5 2 1/2 1 1/4
Weapon Finesse 3 6 3 1 1/2

Y
4 7 3 1/2 1 3/4
ou are especially skilled at using a
5 8 4 2
light melee weapon in a manner
6 9 4 1/2 2 1/4
that benefits as much from Dexterity as
7 10 5 2 1/2
from Strength.
8 11 5 1/2 2 3/4
Prerequisites: Base attack bonus +1.
9 12 6 3
Benefit: With any light or agile weap-
10 13 6 1/2 3 1/4
on (see Chapter 3: Equipment) that
11 14 7 3 1/2
you can use in one hand, you may use
12 15 7 1/2 3 3/4
your Dexterity modifier instead of your
13 16 8 4
Strength modifier on attack rolls.

Whirlwind Attack Table 2–71: Influence Points per Level


Class 1st Level Influence Points Influence Points at Each Additional Level

Y ou can strike nearby opponents with


an amazing, spinning melee attack.
Prerequisites: Dexterity 13, Intel-
Broker
Combatant
16
4
4
1
Enginaught 4 1
ligence 13, Combat Expertise, Dodge, Pursuer 8 2
Mobility, Spring Attack, base attack Savant 8 2
bonus +4. Scoundrel 12 3

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plate and cross-template influences, and skills, key ability scores do not modify
all other influences are extra influences. influences. However, some class abilities Influence
One influence point buys you one rank and talents affect the outcome of influ-
of a template influence, half a rank of ence checks.
Selection Methods
a cross-template influence, or a quar- Presented below are the two main
methods players can use to assign influ-
ter of a rank of an extra influence. The Acquisition ence points to their characters.
maximum ranks you can develop in any

W hen making a purchase, you can Quick-Pick Method: The quick way
one influence at a given character level is simply to choose a number of influ-
is dictated by whether the influence is add your influence ranks to any ences from the list equal to your influ-
template, cross-template, or extra. purchase check where the GM deems ence points divided by four. Remember
Influences do not represent specific the influence would enable you to have that if you are playing an alpha human
better access to the item. For instance, character, you receive 1 more choice
contacts or people from a character’s than other character races. Each tem-
past or present; background history and military influences might make acquiring
plate influence is bought with 4 ranks in
roleplaying during the game will cover weapons easier, while street influences it. Cross-template influences receive 2
these areas. Rather, influences are an could result in the acquisition of drugs ranks each. Extra influences picked gain
abstract representation of how a char- being an easier task. you 1 rank each.
Advanced Method: The advanced
acter’s upbringing, career and social sta- method involves spending your influ-
tion grant him access to different areas Etiquette ence points individually. You have a

Y
of society, the societal pressure he can ou can make an influence check to number of points to spend as listed
bring to bear to get something he wants under your character class. Remember
know the unwritten rules of partic- that if you are playing an alpha human
due to his class and profession, and the ular social situations and to avoid mak-


character, you receive 4 more influence
power, prestige, and knowledge that life ing foolish blunders during diplomacy points than other characters. Each point
experience brings him. attempts. This check can represent a buys you a full rank in a template influ-
character with knowledge of high society ence, half a rank in a cross-template
influence, or a quarter of a rank in an
etiquette and how to act in such company, extra influence. At 1st level, you cannot
or a streetwise character who knows how
Gaining to avoid ending up in the river by not say-
have more than 4 ranks in a template
influence, 2 ranks in a cross-template
Influences ing the wrong thing to a local crime lord. influence, and no more than 1 rank in an
extra influence, although these limits
The GM sets a DC in the same manner
increase as your character develops.
Y ou begin with a number of influ-
ence points dependent on your
as for a skill check; success indicates that
your character has managed to navigate


class, and gain new influence points as the social labyrinth and avoided any faux
est gossip about an aristocratic lady
you level up. pas that might have been caused by not
requires High Society.
knowing the correct etiquette.
By succeeding at an influence check
(DC 10) and spending 1d4+1 hours
Gather Information
Using passing out money (requiring an acquisi-

Influences Y ou can make an influence check


to attempt to gather information.
Information that can be acquired in this
tion check at the DC listed in Table 2–
73), buying drinks, or otherwise socialis-
ing, you can get a feel for the major news

T here are several possible uses for


influences. When you make an
influence check, roll a d20 and add the
way is restricted to the specific influ-
ence; for example, if you wanted to find
items pertaining to your area of influence
in a neighbourhood. This result assumes
that no obvious reasons exist why infor-
out about a street urchin who has gone
number of ranks your character pos- to ground, you need to use the Street mation would be withheld. The higher
sesses in that particular influence. Unlike influence, whereas to find out the lat- the check result, the better the informa-

Table 2–72: Example Etiquette DCs


Difficulty (DC) Example (Influence Used)
Very easy (0) Recognise the queen (High Society)
Easy (5) Arrange shipment of goods (Industrial)
Average (10) Fence stolen goods (Crime)
Tough (15) Gain assistance of police officers in unauthorised raid (Police)
Challenging (20) Persuade workers to stage a go-slow (Guild)
Formidable (25) Discover contents of a government bill before it is brought before parliament (Parliament)
Heroic (30) Discover an enemy agent’s safe house (Intelligence)
Superheroic (35) Convince Royal Society to let you speak instead of scheduled speaker without telling them what you want to present or showing them any scientific evidence (Academic)
Nearly impossible (40) Convince the Vatican to issue a papal bull denouncing leadership of New Reich (Church)

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tion. If the situation doesn’t require the treat someone can not only stop you
expenditure of money, no acquisition
Thwart Enemy getting what you want but can make

Y

check is necessary. Information ranges ou can use an influence check to you powerful enemies and even have
from general to protected, and the cost try to stop another character mak- legal consequences.
and DC increase accordingly for the type ing use of his influences. When another
of information you seek to gather, as giv- character makes an influence check to
en in Table 2–73. achieve something and you are aware of
General information concerns local his actions and in a position to act, you Influences
happenings, rumours, gossip, and the
like. Specific information usually relates
can make an opposed influence check.
A success means that you thwart his
Detail

L
to a particular question. Restricted infor- attempt. This ability can be used before isted below are the fifteen influenc-
mation includes facts that aren’t generally another character attempts an influence es available. Your social template
known and requires that you locate some- check, but not after, so long as you are determines whether these are available
one who has access to such information. aware that he will be making a specific to your character.
Protected information is even harder to influence check. This check usually can
come by and might involve some danger, only be made using the same influence as
either for the one asking the questions your opponent, but in some situations it
Influence Description
or the one providing the answer. There’s might make more sense to use another Format
T
a chance that someone will take note of influence. For example, Sergeant Black- he influences described below fol-
anyone asking about restricted or pro- stock has been accepting bribes from low this layout:
tected information. You can increase the the Bloomenthal Mafia, and he hears Influence Name: The name of the
amount of money used to gather infor- that a private detective is investigating influence.
mation, gaining a circumstance bonus by his actions (using her Street influence to Description: A description of what
effectively offering a bribe (although the gather information on him). Blackstock, the influence relates to.
process might entail buying more expen- a man firmly in the pocket of the mafia Templates: The social templates that
sive drinks, not necessarily offering extra and with little interest in actually polic- have template or cross-template access
money). Increase the acquisition DC by ing the streets, has no Street influence, to the influence, and at what level.
2 for each +1 circumstance bonus you but could realistically make a thwart Items/Services: A few examples of
want to add to your influence check. enemy attempt using either his Crime items or services that your influence
or Constabulary influence to bully peo- bonus can be applied to acquisition
Table 2–73: Gather ple into silence. checks for.
Information DCs
Type of Information Influence DC Acquisition DC Who´s Who Academic
C
General 10 5

I
haracters with ranks in an influ- nfluence amongst academic organisa-
Specific 15 10
ence know the proper people with tions such as the Royal Society (the
Restricted 20 15
whom to be seen with and on whom to foremost scientific society in the world),
Protected 25 20
leave an impression. This influence use the Royal Geographic Society, or the
represents your knowledge of the big Royal Medical College, and on an indi-
Standing players who move in your circles. You vidual level amongst university lectur-
can make an influence check at a DC
Y ou can use an influence check to
attempt to use your status to influ-
ence others. You can use this in place of
equal to 35 minus the target character’s
ranks in the influence to identify some-
ers, wealthy amateur scientists, inven-
tors, and suchlike.
Templates: The academic template
one based on reputation. In the Ether- has access to this influence as a template
a Diplomacy check to influence a GM
scope world, social status, connections, influence and the adventurer template
character’s opinion of you. This functions
and influence are key factors in how to may take it as a cross-template influence.
in the same manner as a normal Diplo-
approach and deal with people. Mak- Items/Services: Characters with
macy check, and is subject to the normal
ing a mistake in how you approach and Academic influence can add their influ-
circumstances in which Diplomacy can
be used (see the Diplomacy skill, above),
but the DCs are different, as indicated in Table 2–74: Standing Check Results
Table 2–74 below. As with Diplomacy, Initial Attitude New Attitude Becomes:
the target character’s opposed Resolve Hostile Unfriendly Indifferent Friendly Helpful
check resists this check. Hostile Lose by 4 or less Draw Win by 5 Win by 10 Win by 20
Unfriendly Lose by 10 Lose by 1 Draw Win by 5 Win by 20
Indifferent – Lose by 10 Lose by 1 Draw Win by 5
Friendly – – Lose by 10 Lose by 1 Draw

106
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ence bonus to acquisition checks to man, management, and proletariat


obtain such items and services as scien- templates have access to this influence
Finance
tific equipment, rare specimens, profes-
sional research, or expert analysis.
as a cross-template influence.
Items/Services: Characters with
Civic influence can add their influence
F inancial influences, possibly as a
result of a portfolio of stocks and
shares, connections with stockbrokers,
Agricultural bonus to acquisition checks to obtain or being one yourself, allow you to affect
such items and services as photographic these areas of society.

I nfluence amongst farmers and agri-


cultural landowners. You may own
farmland or work for a land owner. High
equipment, stationery items, audits, or
legal representation.
Templates: The bourgeoisie, man-
agement, and idle rich templates have
access to this influence as a cross-tem-
ranks of agricultural influence could
indicate a powerful landowner with
Constabulary plate influence.
Items/Services: Characters with
many tenant farmers.
Templates: The disenfranchised and
landed gentry templates have access to
T his influence represents power or
connections in the police force,
possibly as a result of your own police
Finance influence can add their influ-
ence bonus to acquisition checks to
obtain such items and services as secure
this influence as a template influence. rank or just knowing the right people. vaults, remote Scope points, financial
Items/Services: Characters with Templates: The constabulary tem- consultation, or insider tips.
Agricultural influence can add their plate has access to this influence as a
influence bonus to acquisition checks to template influence. The criminal tem-
obtain such items and services as farm plate has access to this influence as a
Guilds
equipment, seed crops, farm labour, or
shooting weekends.
cross-template influence.
Items/Services: Characters with
Constabulary influence can add their
C onnections to or influence in the
craftsman guilds. The guilds
sprung up after the rebellion in the
Church influence bonus to acquisition checks to 1930s was put down. The guilds have
obtain such items and services as police little power, merely offering certificates

I nfluence amongst bishops, church


wardens, vicars, priests, rabbis, or oth-
er religious representatives. This influ-
vehicles, surveillance gear, search war-
rants, or crime scene investigation.
of quality work and emphasising the
quality of the work of their members.
Templates: The craftsman template
ence can also represent connections to
individuals such as philanthropic donors
Crime has access to this influence as a template
influence. The bourgeoisie, manage-
to the church.
Templates: The professional tem-
plate can choose to have access to this
C onnections and influence in the
organised criminal underworld.
This influence does not include the
ment, and proletariat templates have
access to this influence as a cross-tem-
plate influence.
influence as a template influence or a world of petty criminals and street Items/Services: Characters with
cross-template influence. The tradesman gangs, as these are covered by the Street Guilds influence can add their influence
template has access to this influence as a influence. The Crime influence repre- bonus to acquisition checks to obtain such
cross-template influence. sents organised crime rather than those items and services as tools, basic manufac-
Items/Services: Characters with living a rough life on the streets. tured goods (tools, furniture), hallmark-
Church influence can add their influence Templates: The criminal template ing, or letters of recommendation.
bonus to acquisition checks to obtain has access to this influence as a template
such items and services as ceremonial influence. The enlisted template has
paraphernalia, religious relics, exorcisms, access to this influence as a cross-tem-
High Society
or marriages.

Civic
plate influence.
Items/Services: Characters with
crime influence can add their influence
T his represents influence in high
society and the cliques of the
upper classes, almost exclusively as a
bonus to acquisition checks to obtain result of birth.

I nfluence amongst civil servants, local


government, court officials, lawyers,
journalists, and suchlike. This influence
such items and services as illegal goods,
stolen vehicles, assaults, or the fencing
Templates: The idle rich template
has access to this influence as a template
of goods they have stolen themselves. influence. The adventurer and landed
also represents the medical profession gentry templates have access to this
and those who have influence in hospi- influence as a cross-template influence.
tals and other health-care services. Items/Services: Characters with
Templates: The tradesman tem- High Society influence can add their
plate has access to this influence as a influence bonus to acquisition checks
template influence. The professional to obtain such items and services as
template can choose to have access to fashionable clothing, townhouses,
this influence as a template influence or domestic staff, or private rooms in a
a cross-template influence. The crafts- gentleman’s club.

107
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such items and services as Scope tabs,


Industry Occult musical equipment, political speakers

T his is your influence and connec-


tions in the world of industry; you C onnections and influence amongst
the world of the occult; you might
or agitators, or street guides.

may own industries or work in them.


Templates: The bourgeoisie and
management templates have access to
this influence as a template influence.
be involved in one of the many secret
societies, the church of spiritualism, a
collector of occult artefacts and oddities,
or a journalist in an occult magazine.

Special
The craftsman and tradesman tem- Templates: The academic template
plates have access to this influence as a has access to this influence as a cross- Traits
cross-template influence. template influence.
Items/Services: Characters with
Industry influence can add their influ-
ence bonus to acquisition checks to
Items/Services: Characters with
Occult influence can add their influence
bonus to acquisition checks to obtain
T here are a number of special traits
and abilities that characters can
develop, and that creatures can bring to
obtain such items and services as indus- such items and services as occult texts, bear against the characters. This section
trial vehicles, heavy machinery, courier occult artefacts, séances, or access to describes these miscellaneous abilities
delivery, or mass transit. restricted documents. and their game effects.

Intelligence Parliamentary Blindsight and Blindsense


T his influence is taken by the spies
of the world, providing connec-
tions and influence in the world of gov-
P olitical connections and influence
in Parliament. You may be a Mem-
ber of Parliament (Representative) or a
S ome creatures have blindsight, the
extraordinary ability to use a non-
visual sense (or a combination of such
ernmental intelligence services, such as Lord (Senator), or someone with sway senses) to operate effectively without
MI5, MI6, the CIA, and others. Char- over such individuals, or you may be a vision. Such a sense could take the form
acters with this influence are players in landowner. A few ranks in this influ- of sensitivity to vibrations, acute scent,
the Great Game (see “Espionage: The ence may indicate that you are one of keen hearing, or echolocation. This
Great Game” in Chapter 5: The World the few with the vote. ability makes invisibility and conceal-
of Etherscope) Templates: The professional tem- ment irrelevant to the creature. Blind-
Templates: The officer template has plate can choose to have access to this sight operates out to a range specified in
access to this influence as a cross-tem- influence as a template influence or a the creature description.
plate influence. cross-template influence. The bourgeoi- • Blindsight never allows a creature to
Items/Services: Characters with sie, idle rich, and landed gentry tem- distinguish colour or visual contrast.
Intelligence influence can add their plates have access to this influence as a A creature cannot read with blind-
influence bonus to acquisition checks to cross-template influence. sight.
obtain such items and services as covert Items/Services: Characters with • Blinding attacks do not penalise crea-
surveillance gear, survival gear, infor- Parliamentary influence can add their tures using blindsight.
mants, or assassination. influence bonus to acquisition checks to • Deafening attacks thwart blindsight if
obtain such items and services as official it relies on hearing.
Military documentation, royal warrants, favours, • Blindsight works underwater but not
or bribes. in a vacuum.
T his influence represents military
connections, possibly as a result
of being a member of the armed forces
Street
Blindsense: Other creatures have
blindsense, a lesser ability that lets the
creature notice things it cannot see, but
yourself. Where appropriate, a charac-
ter’s ranks in this influence can equate to
their military rank, but other characters
T his influence shows connections
with street culture — the coun-
terculture, street gangs, local area
without the precision of blindsight. The
creature with blindsense usually does
not need to make Spot or Listen checks
may have ranks in this influence without knowledge, and nonorganised forms of
to notice and locate creatures within
being formally a member of the forces. crime.
range of its blindsense ability. Any
Templates: The enlisted and officer Templates: The disenfranchised
opponent the creature cannot see has
templates have access to this influence template has access to this influence as
total concealment (50% miss chance)
as a template influence. a template influence. The constabulary,
against the creature with blindsense,
Items/Services: Characters with criminal, enlisted, and proletariat tem-
and the blindsensing creature still has
Military influence can add their influ- plates have access to this influence as a
the normal miss chance when attacking
ence bonus to acquisition checks to cross-template influence.
foes that have concealment. Visibility
obtain such items and services as mili- Items/Services: Characters with
still affects the movement of a creature
tary vehicles, heavy weapons, reconnais- Street influence can add their influence
with blindsense. A creature with blind-
sance, or artillery support. bonus to acquisition checks to obtain

108
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sense is still denied its Dexterity bonus ture. Darkvision is black and white only poison gas, and the like). Gaseous crea-
to Defence against attacks from crea- (colours cannot be discerned). It does tures can’t enter water or other liquid.
tures it cannot see. not allow characters to see anything that They are incorporeal. They are affected
they could not see otherwise — invisible by winds or other forms of moving
Damage Reduction objects are still invisible, and illusions air to the extent that the wind pushes
are still visible as what they seem to be. them in the direction the wind is mov-

S ome creatures have the ability to


instantly heal damage from weapons
or to ignore blows altogether as though
Likewise, darkvision subjects a creature
to gaze attacks normally. The presence
ing. However, even the strongest wind
can’t disperse or damage a creature in
of light does not spoil darkvision. gaseous form.
they were invulnerable. Discerning a creature in gaseous form
The numerical part of a creature’s
damage reduction is the amount of hit
Fast Healing from natural mist requires a DC 15
Spot check. Creatures in gaseous form
points the creature ignores from nor-
mal attacks. Usually, a certain type of
weapon can overcome this reduction.
A creature with fast healing has the
extraordinary ability to regain hit
points at an exceptional rate. Except
attempting to hide in an area with mist,
smoke, or other gas gain a +20 circum-
stance bonus.
This information is separated from the for what is noted here, fast healing is
damage reduction number by a slash. like natural healing. At the beginning
Damage reduction may be overcome by of each of the creature’s turns, it heals
Improved Grab
special materials, by occult weapons (see
“Enchant Item” under the Imbuement
skill found in the Occult Skills section
a certain number of hit points (defined
in its description). Unlike regeneration,
fast healing does not allow a creature to
I f the creature hits with a melee
weapon, it deals normal damage
and attempts to start a grapple as a
earlier in this chapter), and certain types regrow or reattach lost body parts. Fast free action, doing so without provok-
of weapons (such as slashing or blud- healing does not restore hit points lost ing attacks of opportunity. No initial
geoning). If a dash follows the slash then from starvation, thirst, or suffocation. touch attack is required. Unless other-
the damage reduction is effective against wise stated, improved grab works only
any attack that does not ignore damage Gaseous Form against opponents at least one size cate-
reduction. Ammunition fired from an gory smaller than the creature. A Small
occult projectile weapon is treated as an
occult weapon for the purpose of over- S ome creatures have the supernatu-
ral or spell-like ability to take the
form of a cloud of vapour or gas. Crea-
or smaller creature using improved grab
does not apply its grapple modifier to its
coming damage reduction. grapple check.
Whenever damage reduction com- tures in gaseous form can’t run but can The creature has the option to con-
pletely negates the damage from an fly. A gaseous creature can move about duct the grapple normally, or simply
attack, it also negates most special effects and do the things that a cloud of gas can use the part of its body it used in the
that accompany the attack, such as inju- conceivably do, such as flow through the improved grab to hold the opponent.
ry type poison and injury type disease. crack under a door. It can’t, however, If it chooses to do the latter, it takes a
Damage reduction does not negate touch pass through solid matter. Gaseous –20 penalty on grapple checks but is
attacks, energy damage dealt along with creatures can’t attack physically or cast not considered grappled itself; the crea-
an attack, or energy drains. Nor does it spells with verbal, somatic, material, ture does not lose its Dexterity bonus
affect poisons or diseases delivered by or focus components. They lose their to Defence, still threatens an area, and
inhalation, ingestion, or contact. Energy supernatural abilities (except for the can use its remaining attacks against
attacks ignore damage reduction. supernatural ability to assume gaseous other opponents.
Sometimes damage reduction is form, of course). Each successful grapple check that
instant healing. Sometimes damage Creatures in gaseous form have the creature makes during successive
reduction represents the creature’s damage reduction 10/occult (which rounds automatically deals the damage
tough hide or body. In either case, char- is bypassed by weapons with occult given for the attack that established
acters can see that conventional attacks enchantments — see “Enchant Item” the hold.
don’t work. If a creature has damage under Imbuement skill found in the When a creature gets a hold after an
reduction from more than one source, Occult Skills section earlier in this improved grab attack, it pulls the oppo-
the two forms of damage reduction do chapter). Spells, spell-like abilities, and nent into its space. This act does not pro-
not stack. Instead, the creature gets the supernatural abilities affect them nor- voke attacks of opportunity. The crea-
benefit of the best damage reduction in mally. Creatures in gaseous form lose ture is not considered grappled while it
a given situation. all benefit of material armour (including holds the opponent, so it still threatens
natural armour), although size, Dex- adjacent squares and retains its Dexter-
terity, deflection bonuses, and armour
Darkvision bonuses from force armour still apply.
ity bonus. It can even move, provided it
can drag the opponent’s weight.

D arkvision is the extraordinary abil-


ity to see with no light source at
all, out to a range specified for the crea-
Gaseous creatures do not need to
breathe and are immune to attacks
involving breathing (horrific stench,

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+2 circumstance bonus on Listen checks, at least equal to the invisible creature’s


Incorporeality because solid objects carry sound well. Move Silently check result reveals its

S ome creatures lack physical bodies.


Such creatures are insubstantial and
can’t be touched by mundane matter or
Pinpointing an opponent from inside a
solid object uses the same rules as pin-
pointing invisible opponents (see “Invis-
presence. (A creature with no ranks in
Move Silently makes a Move Silently
check as a Dexterity check to which
energy. Likewise, they cannot manipu- ibility,” below). Incorporeal creatures are an armour check penalty applies.) A
late objects or exert physical force on inaudible unless they decide to make successful check lets a character hear
objects. However, incorporeal beings noise. Incorporeal creatures do not leave an invisible creature “over there some-
have a tangible presence that sometimes footprints and have no scent. Incorporeal where.” It’s practically impossible to
seems like a physical attack against a cor- creatures have no weight and do not set pinpoint the location of an invisible
poreal creature. off traps that are triggered by weight. creature. However, a Listen check that
Incorporeal creatures can be harmed beats the DC by 20 will pinpoint the
only by other incorporeal creatures, by Invisibility invisible creature’s location.
occult weapons (see “Enchant Item” A creature can grope about to find an
under the Imbuement skill found in the
Occult Skills section earlier in this chap- T he ability to move about unseen is
not foolproof. While they can’t be
seen, invisible creatures can be heard,
invisible creature. A character can make a
touch attack with his hands or a weapon
ter), or by occult or other supernatural into two adjacent 5-foot squares using a
effects. They are immune to all mundane smelled, or felt. standard action. If an invisible target is in
attack forms. They are not burned by Invisibility makes a creature unde- the designated area, there is a 50% miss
normal fires, affected by natural cold, or tectable by vision, including darkvision. chance on the touch attack. If success-
harmed by mundane acids. Even when Invisibility does not, by itself, make a ful, the groping character deals no dam-
struck by occult powers or enchanted creature immune to critical hits, but it age but has successfully pinpointed the
weapons, an incorporeal creature has a does make the creature immune to extra invisible creature’s current location. (If
50% chance to ignore any damage from damage from special attacks that do not the invisible creature moves, its location,
a corporeal source. Incorporeal creatures affect creatures immune to critical hits, obviously, is once again unknown.)
are immune to critical hits. such as sneak attacks. If an invisible creature strikes a char-
In Etherspace, these creatures are A creature can generally notice the acter, the character struck still knows
much more vulnerable. In Etherspace, presence of an active invisible creature the location of the creature that struck
all avatar attacks are considered within 30 feet with a DC 20 Spot check. him (until, of course, the invisible crea-
occult and so are only subject to the The observer gains a hunch that “some- ture moves). The only exception is if the
50% miss chance. thing’s there” but can’t see it or target it invisible creature has a reach greater
The physical attacks of incorporeal accurately with an attack. A creature than 5 feet. In this case, the struck
creatures ignore armour, even in Ether- who is holding still is very hard to notice character knows the general location of
space. Incorporeal creatures pass through (DC 30). An inanimate object, an unliv- the creature but has not pinpointed the
and operate in water as easily as they do ing creature holding still, or a completely exact location.
in air. Incorporeal creatures cannot fall or immobile creature is even harder to spot If a character tries to attack an invis-
take falling damage. Corporeal creatures (DC 40). It’s practically impossible (+20 ible creature whose location he has
cannot trip or grapple incorporeal crea- DC) to pinpoint an invisible creature’s pinpointed, he attacks normally, but
tures, or attempt to bind their weapons. location with a Spot check, and even if the invisible creature still benefits from
Incorporeal creatures move in any a character succeeds on such a check, the full concealment (and thus a 50% miss
direction (including up or down) at will. invisible creature still benefits from total chance). A particularly large and slow
They do not need to walk on the ground. concealment (50% miss chance). creature might get a smaller miss chance.
They can pass through solid objects at A creature can use hearing to find an If a character tries to attack an invisible
will, although they cannot see when their invisible creature. A character can make creature whose location he has not pin-
eyes are within solid matter. Incorporeal a Listen check for this purpose as a free pointed, have the player choose the space
creatures hiding inside solid objects get a action each round. A Listen check result where the character will direct the attack.

Table 2–75: Listen Check DCs to Detect Invisible Creatures


Invisible Creature is DC
In combat or speaking 0
Moving at half speed Move Silently check result
Moving at full speed Move Silently check result –4
Running or charging Move Silently check result –20
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15

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If the invisible creature is there, conduct attack does not disrupt concentration.
the attack normally. If the enemy’s not
Paralysis This resistance does not stack with
there, the GM rolls the miss chance as if
it were there, doesn’t let the player see the
result, and tells him that the character
S ome creatures and, it is believed,
some dark occult powers have
the ability to paralyse their victims,
the resistance that an occult effect
might provide.

has missed. That way the player doesn’t immobilising them through occult Scent
know whether the attack missed because means. Natural poisons and venoms
the enemy’s not there or because you suc-
cessfully rolled the miss chance.
can also paralyse.
A paralysed character cannot move, T his ability lets a creature detect
approaching enemies, sniff out
hidden foes, and track by sense of smell.
If an invisible character picks up a visi- speak, or take any physical action. He is
ble object, the object remains visible. One rooted to the spot, frozen and helpless. A creature with the scent ability can
could coat an invisible object with flour Not even friends can move his limbs. detect opponents by sense of smell, gen-
to at least keep track of its position (until He may take purely mental actions. erally within 30 feet. If the opponent
the flour fell off or blew away). An invis- A winged creature flying in the air at is upwind, the range is 60 feet. If it is
ible creature can pick up a small visible the time that it becomes paralyzed can- downwind, the range is 15 feet. Strong
item and hide it on his person (tucked in not flap its wings and falls. A swimmer scents, such as smoke or rotting gar-
a pocket or behind a cloak) and render it can’t swim and may drown. bage, can be detected at twice the ranges
effectively invisible. noted above. Overpowering scents, such
as skunk musk, can be detected at three
Invisible creatures leave tracks. They Regeneration times these ranges. The creature detects
can be tracked normally. Footprints in
sand, mud, or other soft surfaces can give
enemies clues to an invisible creature’s C reatures with this extraordi-
nary ability recover from wounds
quickly and can even regrow or reattach
another creature’s presence but not its
specific location. Noting the direction
of the scent is a move action. If it moves
location. An invisible creature in the
water displaces water, revealing its loca- severed body parts. Creatures with the within 5 feet of the scent’s source, the
tion. The invisible creature, however, is regeneration power will have a listed creature can pinpoint that source.
still hard to see and benefits from con- number of points per round that they A creature with the Track feat and the
cealment. A creature with the scent abil- regenerate at the start of each action. scent ability can follow tracks by smell,
ity can detect an invisible creature as it Certain attack forms, typically fire making a Survival check to find or fol-
would a visible one. and acid, deal damage to the creature low a track. The typical DC for a fresh
A creature with the Blind-Fight feat normally; that sort of damage can’t trail is 10. The DC increases or decreas-
has a better chance to hit an invisible be healed. The creature’s description es depending on how strong the quarry’s
creature. Roll the miss chance twice, and includes the details. Creatures with odour is, the number of creatures, and
he misses only if both rolls indicate a regeneration can regrow lost portions the age of the trail. For each hour that
miss. (Alternatively, make one 25% miss of their bodies and can reattach severed the trail is cold, the DC increases by 2.
chance roll rather than two 50% miss limbs or body parts. Severed parts die if The ability otherwise follows the rules
chance rolls.) A creature with blindsight they are not reattached. for the Track feat. Creatures tracking
can attack (and otherwise interact with) Regeneration does not restore hit by scent ignore the effects of surface
creatures regardless of invisibility. Since points lost from starvation, thirst, or conditions and poor visibility.
some creatures can detect or even see suffocation. Attack forms that don’t Creatures with the scent ability can
invisible creatures, it is helpful to be able deal hit point damage ignore regenera- identify familiar odours just as humans
to hide even when invisible. tion. An attack that can cause instant do familiar sights. Water, particularly
Incorporeal creatures (see above) are death only threatens the creature with running water, ruins a trail for air-
often invisible. Scent, Blind-Fight, and death if it is delivered by weapons that breathing creatures. Water-breathing
blindsight don’t help creatures find or deal it lethal damage. creatures that have the scent ability,
attack invisible, incorporeal creatures, however, can use it in the water easily.
but Spot checks and possibly Listen Resistance to Energy False, powerful odours can easily mask
other scents. The presence of such an

A
checks can help. creature with resistance to energy odour completely spoils the ability to
has the ability to ignore some dam- properly detect or identify creatures,
Low-Light Vision age of a certain type each round, but it and the base Survival DC to track

C reatures with low-light vision have does not have total immunity. becomes 20 rather than 10.
eyes that are so sensitive to light Each resistance ability is defined by
that they can see twice as far as normal what energy type it resists and how
in dim light. Low-light vision is colour many points of damage are resisted. It
vision. Creatures with low-light vision doesn’t matter whether the damage has
can see outdoors on a moonlit night as a mundane or occult source.
well as they can during the day. When resistance completely negates
the damage from an energy attack, the

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112
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Chapter III: Equipment


T his chapter provides detailed information on, and all the game rules relating to, equipment and gear. There are
the rules for determining what you able to buy — social mobility is limited, and working class characters will find
many things out of their price range. There are rules to determine how much you can actually carry about their person,
details of the different cybernaughtics that you can integrate into their body, and lists of individual items for purchase.


Encumbrance
Strength
1
2
Table 3–1: Carrying Capacity
Light Load
up to 3 lb.
up to 6 lb.
Medium Load
4–6 lb.
7–13 lb.
Heavy Load
7–10 lb.
14–20 lb.
3 up to 10 lb. 11–20 lb. 21–30 lb.

T he following rules determine how much you can carry


before it starts affecting your ability to move. Carrying
heavy sacks full of gear might slow you down if you’re not strong
4
5
6
up to 13 lb.
up to 16 lb.
up to 20 lb.
14–26 lb.
17–33 lb.
21–40 lb.
27–40 lb.
34–50 lb.
41–60 lb.
enough to manage it. These rules also cover the times you are 7 up to 23 lb. 24–46 lb. 47–70 lb.


likely to take and the distances you will be able to cover whilst 8 up to 26 lb. 27–53 lb. 54–80 lb.
trekking through the wilds. 9 up to 30 lb. 31–60 lb. 61–90 lb.
10 up to 33 lb. 34–66 lb. 67–100 lb.
11 up to 38 lb. 39–76 lb. 77–115 lb.
12 up to 43 lb. 44–86 lb. 87–130 lb.
Carrying Capacity 13 up to 50 lb. 51–100 lb. 101–150 lb.
14 up to 58 lb. 59–116 lb. 117–175 lb.

Y our carrying capacity depends directly on your Strength


score, as shown on Table 3–1: Carrying Capacity.
15
16
up to 66 lb.
up to 76 lb.
67–133 lb.
77–153 lb.
134–200 lb.
154–230 lb.
17 up to 86 lb. 87–173 lb. 174–260 lb.
Light Load 18 up to 100 lb. 101–200 lb. 201–300 lb.

I f the weight of everything you are wearing or carrying 19 up to 116 lb. 117–233 lb. 234–350 lb.
amounts to no more than your light load figure, you can 20 up to 133 lb. 134–266 lb. 267–400 lb.
move and perform any actions normally (though your speed 21 up to 153 lb. 154–306 lb. 307–460 lb.
might already be slowed by the armour you are wearing). Char- 22 up to 173 lb. 174–346 lb. 347–520 lb.
acters whose weight of gear falls in their medium load range 23 up to 200 lb. 201–400 lb. 401–600 lb.
are considered encumbered. An encumbered character’s speed 24 up to 233 lb. 234–466 lb. 467–700 lb.
is reduced as shown in Table 3–2, if you are not already slowed 25 up to 266 lb. 267–533 lb. 534–800 lb.
to that speed for some other reason. 26 up to 306 lb. 307–613 lb. 614–920 lb.
27 up to 346 lb. 347–693 lb. 694–1,040 lb.
Medium Load 28 up to 400 lb. 401–800 lb. 801–1,200 lb.
29 up to 466 lb. 467–933 lb. 934–1,400 lb.

I f you are encumbered by a medium load, you perform as if


your Dexterity modifier were no higher than +3. In addition,
you take a –3 encumbrance penalty on attack rolls and checks
+10 x4 x4 x4

involving the following skills: Balance, Climb, Escape Artist,


Table 3–2: Speed Adjustments
Hide, Jump, Move Silently, and Tumble. This encumbrance
due to Encumbrance
Base Speed Speed at Medium Load Speed at Heavy Load
penalty stacks with any armour penalty you have. If the weight
20 ft. 15 ft. 10 ft.
of your gear falls in your heavy load range, you are considered
30 ft. 20 ft. 15 ft.
heavily encumbered. A heavily encumbered character’s speed is
40 ft. 30 ft. 20 ft.
reduced to the value given in Table 3–2, if you are not already
50 ft. 40 ft. 25 ft.
slowed to that speed for some other reason.
60 ft. 50 ft. 30 ft.

Heavy Load the following skills: Balance, Climb, Escape Artist, Hide, Jump,

I f you are heavily encumbered, you perform as if your Dexter-


ity modifier were no higher than +1. In addition, you take a
–6 encumbrance penalty on attack rolls and checks involving
Move Silently, and Tumble. This encumbrance penalty stacks
with any armour penalty that may also apply. Finally, your max-
imum running speed is your speed x3 instead of speed x4.

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pounds (347–693 multiplied by 4), and


Maximum Load a heavy load of 2,776–4,160 pounds
and Daily Overland Movement). You
can hustle for one hour without prob-

T he figure at the upper end of your


heavy load range is your maximum
(694–1,040 multiplied by 4). lem. Each additional hour of hustling
requires you to make a Fortitude save
load. No character can move or perform
any other actions whilst carrying more
than your maximum load. 
Movement
(DC 5 plus the number of hours you
have been hustling). If you fail your
check, you are considered fatigued (see
Chapter 4: Combat, for more details on
Lifting and Dragging and the fatigued status). Fatigued characters
can still hustle, but a second failure on
Y ou can lift up to your maximum
load over your head. You can lift
up to double your maximum load off the
Overland the saving throw results in them becom-
ing exhausted. Exhausted characters
ground, but you can only stagger around Travel can continue to hustle, but the DC for
the Fortitude save is doubled. Failing
with it. Whilst overloaded in this way,
the save when exhausted renders you
you lose any Dexterity bonus to Defence
and can only move 5 feet per round (as
a full-round action). You can generally
E ven with technology at its high lev-
els, adventurers often find them-
selves having to face conditions that
unconscious for 1d4 hours.

push or drag along the ground up to five


times your maximum load. Favourable
conditions (smooth ground, dragging a
slick object) can double these numbers,
hamper their ability to travel at the
normal pace for their mode of trans-
portation. The following tables can be
used to judge the effect of terrain upon

Acquisition
and bad circumstances (broken ground, characters and modifiers to their jour-
pushing an object that snags) can reduce
them to one-half or less.
ney rates where appropriate; for exam-
ple, a zeppelin is going to be unaffected E very character has a Wealth bonus
that reflects your buying power — a
composite of any earnings, independent
by ground conditions but may have to
Bigger and extend its journey to go over or around a income, stocks, property, and savings.
mountain range. Your Wealth bonus serves as the basis
Smaller Creatures of the acquisition check, which is used
Hustle: You can hustle for extra

T he figures on Table 3–1: Carrying movement over long times. Hustling to purchase equipment and services for
Capacity are for Medium bipedal doubles the usual movement rates for you.
creatures. Larger bipedal creatures can an hour of travel (see Table 3–5: Hourly
carry more weight depending on size
category: Large x2, Huge x4, Gargan-
tuan x8, and Colossal x16. Smaller Overland 2nd-level combatant with Constitution
of 18 (+4 modifier), Rufus has a total For-
creatures can carry less weight depend-
ing on size category: Small x3/4, Tiny
movement examples: titude save modifier of +6. As such, your
player feels confident that Rufus can hustle
x1/2, Diminutive x1/4, and Fine x1/8. Example 1: A party is travelling for a full day without failing too many saving
through trackless jungle. Rufus Johnson, a throws and dropping unconscious.
Quadrupeds, such as horses, can carry delta human combatant, is carrying most
heavier loads than characters can. Use Example 2: A party is travelling on foot
of the party’s equipment and must hustle through the sewer network underneath
these multipliers instead of the ones to keep up with the rest of the party. They the Great Metropolis. They need to get
given above: Fine x1/4, Diminutive can cover eight miles in a given day, pro- from their base in the Salford borough to
x1/2, Tiny x3/4, Small x1, Medium vided Rufus can maintain the pace. a rendezvous point in the neighbouring
x1.5, Large x3, Huge x6, Gargantuan borough of Trafford. The party’s savant,
Rufus has Strength 15 and is carrying 180 Joshua Drake, is carrying a medium load.
x12, and Colossal x24. pounds of equipment. Rufus’s base speed The eight-mile journey should take them
is 30 feet. This is modified to 15 feet due five hours and twenty minutes.
Tremendous Strength to the heavy load he is carrying. The rest of
the party has a base speed of 30 feet. As
Joshua has a Strength of 8 and is carry-
ing 25 pounds of gear. Due to the medium
F or Strength scores not listed, find
the Strength score between 20 and
29 that has the same ones digit as the
Rufus is hustling, his movement is doubled.
The party can travel 24 miles in a day under
normal conditions, but the trackless jungle
load, the party is travelling at a base speed
of 20 ft. per round. This would normally
mean that they could travel two miles in
multiplies this by a quarter. This leaves the every hour. However, the GM rules that the
creature’s Strength score. Multiply the party travelling 8 miles per day, or 3/4 mile
figures by 4 if the creature’s Strength is paths through the sewers count as a road
per hour. After the second hour of travel, or trail through swampy conditions, reduc-
in the 30s, 16 if it’s in the 40s, 64 if it’s in Rufus must make a DC 7 Fortitude save. ing this to one and a half miles per hour
the 50s, and so on. For example, a crea- This saving throw is made every further (2 x 3/4). This means that the journey will
ture with Strength 37 has a light load hour, with the DC increasing each hour. By take five hours and twenty minutes (8 miles
the twelfth and final hour of travel in that divided by 1 1/2 miles per hour).
of up to 1,384 pounds (346 multiplied day, Rufus’s saving throw is DC 17. As a
by 4), a medium load of 1,388–2,772

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Table 3–3: Hampered


Movement Historical wage, earned by doctors, lawyers, and
civil servants, was 1,000 pounds per annum,
Condition Additional Movement Cost Information approximately 350 shillings a week. The
Difficult terrain x2 To give a rough indication as to the levels Wealth bonus represents an exponential
Obstacle, e.g. a hedge x2 of income that the different values reflect, scale of spending power and has an added
a typical farmhand (a member of the dis- inflexibility built in to represent the limits
Poor visibility x2
enfranchised social template) in the 1870s of class on potential earnings.
Impassable — Pounds, Shillings, and Pence
earned 17 shillings a week, whereas a skilled
Poor weather x2–4 craftsman earned 35. In the same period, The Wealth bonus also provides us with
it cost 23-24 shillings to feed a family of a great way of removing the complex math-
four at a basic level for a week. At the same ematics required to understand the strange
Table 3–4: Hourly and Daily monetary system that is pounds, shillings,
Overland Movement time, the upper classes were able to collect
an income of a thousand pounds or more a and pence. This monetary system was still
Base Speed Distance/Hour Distance/Day week from rents. No one in the working, in place in the UK until the 1970s, and in
10 ft. 1 mile 8 miles or even middle, classes owned property; Etherscope is still in use, and British ster-
this was the sole domain of the aristocracy. ling is the dominant currency of the world.
15 ft. 1 1/2 miles 12 miles
Whilst the best industrialists could create a A pound is made up of 20 shillings, each
20 ft. 2 miles 16 miles of which is made up of 12 pence. There are
nice steady income, it was little compared
25 ft. 2 1/2 miles 20 miles to that of the landed classes. also hapennies (half pence) and farthings
30 ft. 3 miles 24 miles The middle classes were perhaps where (quarter pence). There are other strange
35 ft. 3 1/2 miles 28 miles the largest range of incomes was seen. The names for different values and coins, such
shopkeepers, managers, and constabulary as sixpence (6 pence, or half a shilling),
40 ft. 4 miles 32 miles
were the lowest paid of this class, typi- threpenny bits (3 pence) and guineas (21
cally paying 10-15 shillings a week in rent shillings). This is far too confusing a sys-
Table 3–5: Terrain and (which would have been about 15-20% of tem to use, so an abstract purchase system
Overland Movement comes in very handy.


their income). A typical “gentleman’s”
Terrain Highway Road or Trail Trackless
Desert, sandy x1 x1/2 x1/2
Forest
Hills
x1
x1
x1
x3/4
x1/2
x1/2
The Acquisition Check
Jungle
Moor
Mountains x3/4
x1
x1
x3/4
x1
x3/4
x1/4
x3/4
x1/2
Acquiring Goods
and Services
A n acquisition check is a 1d20
roll plus your Wealth bonus
and, perhaps, an influence bonus (see
Plains x1 x1 x3/4 “Influences” in Chapter 2: Traits and
Swamp x1
Tundra, frozen x1
x3/4
x3/4
x1/2
x3/4 A cquisition checks are used to
determine what characters can
afford and what gear they might
“Restricted Items,” below, for more
details). Whilst the Wealth bonus is
fairly rigid, it can change with poor


reasonably have access to. Every management of one’s funds. It can
character has a Wealth bonus that increase as you gain Wealth, and
reflects his buying power. Every object decrease as you make particularly
and service has an acquisition DC. To taxing purchases. If you succeed on the
purchase an object, make an acquisition acquisition check, you gain the object.
Wealth Bonus check against the acquisition DC. If you fail, you can’t afford the object at
However, the availability of certain the time. If your current Wealth bonus

Y our Wealth bonus is determined


by your starting social template. A
character from a working class template
products is restricted to specific groups,
as represented by influences. It is also
possible to acquire goods through
is equal to or greater than the DC, you
automatically succeed. If you strain
your resources to purchase an item
will have a low starting Wealth score dubious or criminal means. Sometimes (see Taking 20 below), your Wealth
and those from upper class backgrounds you may legitimately be given certain bonus drops one point. Some items
will have a vast amount of Wealth at equipment, such as an army unit being are more readily available in different
their disposal. The social class system equipped with rifles and armour. These social subcultures. Others, like black
is an absolute of the Etherscope game circumstances are represented by adding market goods, might require special
setting, as it was in the Victorian era. your influence ranks to your acquisition licences or contacts in the underworld
The power is so entrenched with those check. The acquisition system doesn’t to purchase. In such situations, at the
who have Wealth as to become almost simply represent buying an item; rather GM’s discretion, add your ranks in
impossible for anyone to rise above their it provides a unified system to represent the influence to your acquisition check
station in life. any method you may use to get hold of (round down).
the desired merchandise.

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make an acquisition check to see if you sition check (round down) and the GM
Shopping and Time have a mundane object on hand during can supply an additional bonus based on

B uying items not common in typi-


cal stores generally takes a number
of hours equal to the acquisition DC of
character generation or between adven-
tures — only during play. Depending on
the situation, the GM can rule that a cer-
how appropriate or necessary the item is
to the mission, and how much the mis-
sion itself is in the interests of the organi-


the object or service, reflecting the time tain mundane object is not available; for sation. These bonuses are summarised in
needed to locate the wanted materials an object to be obtainable, you must be in Table 3–6: Requisition Modifiers.
and close the deal. Acquiring common a place where the object logically would
items, such as food, basic hardware sup- be. For example, a character at home may
plies, and the like requires negligible easily be able to find a garden or house-
time. Buying an object with a restriction hold tool… but not a v-prop pistol. Increasing
rating increases the time needed to make Wealth
purchases by 150%. Restricted Items
Taking 10 and 20 S ome items are difficult to get without
access to certain special markets. This
I t is difficult, if not impossible, to
increase your Wealth bonus without
serious hard work. To represent this, the
Y ou can usually take 10 or take 20
when making an acquisition check.
Taking 10 represents spending a long
difficulty is represented by your influ-
ences. For example, Scope tabs are read-
ily available on the street, but are hard to
only way to increase your Wealth score
is through the use of the Windfall feat,
which increases your Wealth bonus by
time to make sure you have tried all shops come by for the middle and upper class-
2. This usually represents a period of
and found the cheapest item available. es. Such items are hard for such people
hard work or successful trading, and so
This doubles the time needed to make to acquire without knowing a dealer on
the GM should be careful to make sure
the purchase. Taking 20 represents also the streets (represented by having some
that the player has spent an appropriate
spending time to stretch your financial ranks in the Street influence). Likewise,
amount of down time to achieve this.
resources as much as possible, taking Scope equipment is restricted for those
However, the Windfall may just be a
out loans, pawning items, and calling in of privileged positions (although some
family inheritance.
favours. As a result, this quadruples the are still available on the street). If an item
time taken to purchase the item. Also, is classed as restricted, it will list influ-
there is a penalty for spending beyond
your means, as done by taking 20. (Roll-
ing a natural 20 means you’ve found an
absolute steal and so does not affect your
ences in which you must have at least 1/4
of a rank to be able to purchase. Restrict-
ed items always have a higher acquisition
DC, and characters will always apply

Concealed
Wealth bonus.) Whenever you takes 20
on an acquisition check, your Wealth
their influence to the check. Weapons
bonus decreases by one point. This is Table 3–6: Requisition
Modifiers
and Objects
the primary way in which your Wealth

I
bonus can decrease. Modifier Description Check Bonus t’s assumed that, when attempting to
Item is: conceal a weap­on or other object, you
On-hand Objects Irrelevant to the mission +0 are wearing appropriate clothing.

T
Useful for the mission +4
o account for the mundane and Drawing a concealed weapon is more
Necessary for the mission +8
innocuous objects that most people difficult than drawing a regularly hol-
Mission is:
have amongst their possessions — and stered weapon, and normally requires
Outside the interests of the organisation +0
not force every character to specifically an attack action. Keeping the weapon in
Associated with the interests of the organisation +4
purchase such objects in order to employ an easier-to-draw position makes con-
Following the interests of the organisation +8
them — use the following rules. With cealing it more difficult.
Critical to the interests of the organisation +12
the GM’s permission, you can make an
acquisition check to see if you have a Sleight of Hand Checks
mundane object on hand, as long as the
object has a acquisition DC of lower than
Requisitioning Equipment
T o conceal a weapon or other object,
make a Sleight of Hand check. A
your Wealth bonus (the GM determines
the acquisition DC for an object that’s
not mentioned in this chapter, using
I t is possible for you to use your posi-
tion in a given organisation to attempt
to requisition equipment for a mission.
character concealing an object before he
heads out into public can usually take
10 unless he is rushed, trying to con-
similarly priced objects as a guide). The This is particularly useful for those with
ceal it when others might see, or under
acquisition check works the same as for the Military or Crime influences. To
other unusual constraints. The Sleight
buying the object, except that you take a make this acquisition check, you do not
of Hand skill can be used untrained in
–10 penalty on the check, and you can’t add your Wealth bonus, but you add
these instances, but you must take 10.
take 10 or take 20. Obviously, you can’t your ranks in the influence to your acqui-

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Size and Concealment Spotting piercing (some simple ranged weapons),


or slashing (most swords, a whip). Some
Concealable Armour
T he object’s size affects the check creatures or characters are resistant or

C
result, as shown on Table 3–7: oncealable armour can be worn immune to some forms of damage.
Concealing Weapons and Objects. The under clothing if the wearer wants Range Increment: Any attack at less
type of holster used or clothing worn, it to go unnoticed. Don’t use the modi- than this distance is not penalized for
and any attempt to make a weapon easi- fiers from Table 3–7 when wearing range. However, each full range incre-
er to draw, can also affect the check. concealable armour. Instead, anyone ment causes a cumulative –2 penalty on
attempting to notice the armour must the attack roll. Ranged weapons have
Spotting make a DC 30 Spot check. a maximum range of ten range incre-
Concealed Objects ments, except for thrown weapons,

N oticing a concealed weapon or


other object requires a Spot check.
The DC varies: If you made a roll when
concealing an object, the DC of the Spot
Weapons
 which have a maximum range of five
range increments.
Rate of Fire (ROF): Some ranged
weapons have a rate of fire of 1, which
simply means they can be employed once
check to notice the object is the same as
your Sleight of Hand check result (an
and Armour per round and then must be reloaded or
replaced. Firearms, which operate through

T
opposed check, in other words). If you he following sections detail the many different forms of internal mecha-


took 10 on your Sleight of Hand check, weapons and armour available in nisms, have varying rates of fire. The three
use the formula: Etherscope. possible rates of fire for handguns, long-
Spot DC = your Sleight of Hand arms, and heavy weapons are single shot,
skill modifier (including modifiers from semiautomatic, and automatic.
Table 3–7: Concealing Weapons and Single Shot: A weapon with the single
Objects) + 10 Weapons shot rate of fire requires the user to man-
An observer attempting to spot a con- ually operate the action (the mechanism
cealed object receives a –1 penalty for
every 10 feet between him and you, and
a –5 penalty if distracted.
T he weapons covered here are grouped
into three categories based on their
general utility: ranged weapons, explosives
that feeds and cocks the weapon) between
each shot. Pump shotguns and bolt-action
rifles are examples of firearms with single
Patting someone down for a hidden and splash weapons, and melee weapons. shot rates of fire. A weapon with the sin-
weapon requires a similar check. How-
ever, the skill employed is Search, and the Ranged Weapons
searcher gets a +4 circumstance bonus for Weapon Size
the hands-on act of frisking the target.
Some devices may also offer bonuses under
R anged weapons fall into four general
groups: handguns, longarms, heavy
weapons, and other ranged weapons
Category
certain circumstances (etheric emission Size categories for weapons and other
such as crossbows. When using a ranged objects are defined differently from
detectors offer a bonus to Search checks the size categories for creatures. The
weapon, apply your Dexterity modifier to
to find ethertech devices, for example). relationship between a weapon’s size
the attack roll. Handguns and longarms
and that of its wielder defines whether
are personal firearms. A personal firearm it can be used one-handed, if it requires
Table 3–7: Concealing is any firearm designed to be carried and two hands, and if it’s a light weapon. For
Weapons and Objects used by a single person. Medium characters, a Medium or small-
Ranged weapons are described by a er weapon can be used one-handed or
Condition Sleight of Hand Modifier
number of statistics, as shown on Table two-handed. A Large weapon requires
Size of weapon or object two hands. A Huge weapon requires
Fine +12 3–8: Ranged Weapons. two hands and a bipod or other mount.
Diminutive +8 Acquisition DC: This is the DC for an A Small or smaller weapon is considered
Tiny +4 acquisition check to acquire the weapon. a light weapon. It can be used one-
Damage: The damage the weapon handed and, as a light weapon, is easier
Small +0
deals on a successful hit. to use in your off hand (see the Attack-
Medium –4 ing with Two Weapons rules in Chap-
Large –8 Critical: The threat range for a criti- ter 4: Combat for more details). For a
Huge or larger can’t conceal cal hit. If the threat is confirmed, a gamma human (Small size category), a
Clothing is tight or small –4 weapon deals double damage on a criti- Small weapon can be used one-handed
cal hit (roll damage twice, as if hitting or two-handed. A Medium weapon
Clothing is especially loose or bulky +2
the target two times). requires two hands. A Large weapon
Clothing is specifically modified for concealing object +2 requires two hands and support, whilst a
Weapon is carried in concealed holster +4 Damage Type: Ranged weapon dam- Huge weapon cannot be used at all. For
Weapon can be drawn normally –2 age is classified according to type: ballistic such characters, a weapon must be Tiny
Weapon can be drawn as free action with Quick Draw feat –4 (all firearms), energy (of a specific type), to count as a light weapon.

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gle shot rate of fire can only fire one shot Internal: Some weapons keep their
per attack, even if the user has a feat or ammunition in an internal space, which Reloading
other ability that normally allow more must be loaded by hand. This is the case Firearms
than one shot per attack. with most shotguns, as well as some rifles.
Semiautomatic (S): Most firearms have Linked: Some v-prop weapons use Reloading a firearm with an already-
filled box magazine or speed loader is
the semiautomatic rate of fire. These linked ammunition. The bullets are a move action. Refilling a box maga-
firearms feed and cock themselves with chained together with small metal clips, zine or a speed loader, or reloading
each shot. A semiautomatic weapon fires forming a belt. Typically, a belt holds a revolver without a speed loader or
one shot per attack (effectively acting as a 50 bullets; any number of belts can be any weapon with an internal magazine,
single shot weapon), but some feats allow clipped together. In military units, as is a full-round action. Loading a belt
of linked ammunition is a full-round
characters armed with semiautomatic the gunner fires, an assistant clips new action. Linking two belts together is a
weapons to fire shots in rapid succession, ammunition belts together, keeping the move action. Refilling a power loader
getting in more than one shot per attack. weapon fed. requires one full round action for every
Automatic (A): Automatic weapons Power Loader: These magazines are belt of ammunition added.
fire a burst or stream of shots with a sin- common integrated weapon systems,
gle squeeze of the trigger. Only weapons such as with cybernaughtics or powered
with the automatic rate of fire can be set armour. These loading systems replace shell casing, and scoop the next round
on autofire or be used with feats that take linked ammunition, and function in a into the chamber. They are more com-
advantage of automatic fire. similar manner. A steam-powered sys- plex than revolvers, but nevertheless
Magazine: The weapon’s magazine tem replaces the assistant, meaning that have become increasingly popular.
capacity and type are given in this col- the gunner can go much longer between Disruption Guns: Disruption
umn. The amount of ammunition a reloads and does not require another weapons are the cutting edge of military
weapon carries, and hence how many soldier to keep the ammunition chain technology and have yet to become widely
shots it can fire before needing to be loaded. Power loaders require extra used even in military circles. These
reloaded, is determined by its magazine effort to reload, but can stock much weapons fire a tiny ether balloon vent,
capacity. How the firearm is reloaded more ammunition than a typical belt. similar to that used to keep zeppelins
depends upon its magazine type. The Size: The size category of weapon. afloat (see the technology section in
number in this entry is the magazine’s See the Weapon Size Category sidebar. Chapter 6: The Scope, for more details).
capacity in shots. The word that follows Weight: This column gives the weap- This bubble of ether penetrates deep
the number indicates the magazine type: on’s weight when fully loaded. into armour plating and burns up
box, cell, cylinder, or internal. A fourth Restriction: Influences required to anything it touches. The ether balloon
type, linked, has an unlimited capacity; acquire the item. Characters must pos- is generated by a minute vent portal
for this reason the entry does not also sess at least 1/4 rank in one of the listed which is destroyed on impact, dispersing
have a number. Weapons with a dash in influences to be able to acquire the item. the bubble in a flash of ether energy. An
this column have no magazines; they are When attempting to acquire the item, inactive disruption bullet looks like a
generally thrown weapons, or weapons you add your ranks in the influence to small metal ring. A standard percussion
that are loaded as part of the firing pro- your acquisition check (round down). cap round fires the ring from the gun,
cess (such as bows). and the trigger mechanism also touches
Box: A box magazine is any type
of magazine that can be removed and
H andguns: A handgun is a personal
firearm that can be used one-hand-
ed without penalty. This includes all pis-
the battery to the ring, activating the
balloon vent portal. When turned on, a
small bubble of ether — like a miniature
reloaded separately from the weapon.
tols and some more unusual ethertech zeppelin ether balloon — is generated
Cell: Energy weapons utilise a battery
weaponry. All handguns require the Per- from the ring, and hurtles at velocity
pack rather than any physical ammuni-
sonal Firearms Proficiency feat. Using a towards the target.
tion. As a result, they simply need a bat-
handgun without this feat imposes a –4 Grenade Launcher, Wrist-Mounted:
tery change when they run out of power.
penalty on attack rolls. Handguns can be Grenade launcher technology has been a
Cylinder: A revolver keeps its ammu-
broken down into four smaller groups: key recipient of ethertech advancements,
nition in a cylinder, which is part of the
autoloaders, disruption guns, revolvers, vastly reducing the grenade delivery
weapon and serves as the firing chamber
and v-prop pistols. system size down to something that
for each round as well. Unlike box maga-
Ranged weapons that use box maga- can straps to the forearm. Such wrist-
zines, cylinders can’t be removed, and
zines come with one full magazine. mounted weapons can be used even
they must be reloaded by hand. How-
Autoloaders: Also known as “auto- when using a weapon in the hand of the
ever, most revolvers can be reloaded with
matics,” these weapons feature remov- arm to which the grenade launcher is
a speed loader. Using a speed loader is
able box magazines, and some models attached. As part of a full-round action,
much like inserting a box magazine into
hold quite a lot of ammunition. They you can make an additional attack with
a weapon. Without a speed loader, a fire-
work by using the energy of a shot fired the grenade launcher at your highest
arm with a cylinder magazine must be
to throw back a slide, eject the shot’s base attack, as if fighting with two
loaded by hand.

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weapons (usual penalties apply; see


Chapter 4: Combat).
Revolvers: Revolvers are relatively
simple firearms that store several rounds
(usually six) in a revolving cylinder.
As the trigger is pulled, the cylinder
revolves to bring the next bullet in line
with the barrel.
V-Prop Pistol: V-prop weaponry uses a
high calibre round, propelled by a min-
ute vent portal at the base of the bullet.
Such bullets do not explode from the
weapon, but rather accelerate towards
their target after leaving the barrel. This
seriously reduces the recoil, allowing for
much higher calibre bullets to be used
in smaller weapons. Such weaponry has
become the mainstay of high-tech com-
bat troops.
Longarms: Longarms are personal
firearms that require two hands to be
fired without penalty. This group includes
autoguns, disruption rifles, hunting and
sniper rifles, shotguns and higher calibre
Table 3–8: Ranged Weapons
Weapon Acquisition DC Damage Critical Damage Type Range Increment ROF Magazine Size Weight Restriction
Handguns (require the Personal Firearms Proficiency Feat)
Disruption Pistol, standard 27 2d6 20 x3 Energy (ether) 40 S 20 box plus cell 500 T 2 lb. Military
Disruption Pistol, large 29 2d8 20 x3 Energy (ether) 50 S 15 box plus cell 400 S 3 lb. Military
Grenade Launcher, wrist-mount 21 – (see Table 3–11) 20 – 50 single 4 box or power loader T 2 lb. Military, Street
Pistol, small 18 2d4 20 Ballistic 30 S 10 box T 1 lb. Crime, Constabulary, Intelligence
Pistol, standard 20 2d6 20 Ballistic 40 S 16 box S 3 lb. Crime, Constabulary, Intelligence, Military
Pistol, large 22 2d8 20 Ballistic 40 S 12 box M 4 lb. Intelligence, Military
Revolver, pepperbox 17 2d4 20 Ballistic 20 S 5 cyl. T 1 lb. High Society, Street
Revolver, standard 19 2d6 20 Ballistic 30 S 7 cyl. S 2 lb. Crime, Intelligence, Military, Street
Revolver, large 21 2d8 20 Ballistic 30 S 6 cyl. M 3 lb. Military
V-Prop Pistol 25 2d10 20 Ballistic 60 S 10 box plus cell 350 M 5 lb. Military
Longarms (require the Personal Firearms Proficiency Feat)
Autogun, standard 19 2d10 20 Ballistic 120 A 30 box L 12 lb. Crime, Military
Autogun, large 23 2d12 20 Ballistic 150 A Linked or power loader H 22 lb. Military
Disruption Rifle, standard 31 2d10 20 x3 Energy (ether) 100 S 15 box plus cell 300 L 8 lb. Military
Disruption Rifle, large 33 2d12 20 x3 Energy (ether) 120 S 12 box plus cell 200 L 10 lb. Military
Grenade Launcher, rifle-mount 23 – (see Table 3–11) 20 – 90 single 10 box or power loader – 3 lb. Military
Rifle, standard 18 2d8 20 Ballistic 120 single 7 int L 9 lb. Crime, Military
Rifle, hunting 20 2d10 20 Ballistic 150 single 5 int L 11 lb. Agriculture, High Society
Rifle, sniper 28 2d12 20 Ballistic 240 S 20 box H 35 lb. Intelligence, Military
Shotgun, 12 gauge 17 2d8 20 Ballistic 40 single varies L 11 lb. Agriculture, Military
Shotgun, 10 gauge 19 2d10 20 Ballistic 40 single varies L 11 lb. Agriculture, Military
V-Prop Rifle, standard 27 2d10 20 Ballistic 150 S 24 box plus cell 350 L 12 lb. Military
V-Prop Rifle, large 29 2d12 20 Ballistic 180 S 24 box plus cell 250 L 14 lb. Military
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Compound Bow (Archery) 25 1d8 20 Piercing 40 1 – L 10 lb. Academic, High Society
Crossbow (Simple) 27 1d10 20 Piercing 40 1 1 int M 9 lb. Academic
Ventgun (no feat) 22 3d6 – Energy (fire) – 1 200 cell L 8 lb. Crime, Military
Javelin (Exotic) 16 1d6 20 Piercing 30 1 – M 4 lb. High Society
Whip (Exotic) 14 1d2 20 Slashing 15 1 – S 4 lb. Agriculture, Street

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v-prop weaponry. The basic longarm is counts as a handgun, but reduces the ture caught in the line of flame can make
the rifle, a category that includes both range increment to 10 ft. a DC 15 Reflex save to take half damage.
hunting rifles and sniper rifles. Most Other Ranged Weapons: Ranged Creatures with cover get a bonus on their
rifles are autoloaders, and they function weapons that are not firearms include Reflex saves. Any creature or flammable
internally in a manner similar to auto- such diverse objects as crossbows, javelins, object that takes damage from a vent gun
loader pistols. Some models are oper- and vent guns. The feat that provides pro- catches on fire, taking 1d6 points of fire
ated manually, however, with the user ficiency with these weapons, as indicated damage each subsequent round until the
having to work a bolt or lever between on Table 3–8: Ranged Weapons. flames are extinguished. A fire engulfing
each shot. Heavier calibre v-prop weap- Compound Bow: Bow hunting remains a single creature or object can be doused
ons and larger versions of the disruption a popular sport in North America, and or smothered as a full-round action. A
weapon system are also available. target archery is a common pastime of vent gun can shoot approximately 200
All longarms are covered by the Per- the aristocracy of Europe. Your Strength times before the battery is depleted.
sonal Firearms Proficiency feat. Longarms modifier applies to damage rolls made Javelin: This light, flexible spear built
are not well suited to close combat. You when using this weapon. for throwing can be used in melee, but
take a –4 penalty on the attack roll when Crossbow: A crossbow requires two since it’s not designed for it, characters
firing at an adjacent target, and provoke hands to use. Pulling a lever draws the using it in this manner are always consid-
an attack of opportunity as normal. bow. Loading a crossbow is a move action ered nonproficient and take a –4 penalty
Autoguns: Autoguns are heavy rifles that provokes attacks of opportunity. on their melee attack rolls.
designed for military use and feature Vent Gun: Vent guns were among the Whip: Whips deal a small amount of
automatic as well as semiautomatic fire. first ethertech weapons made. A vent lethal damage. Although you don’t “fire”
Grenade Launcher, Rifle-Mounted: gun consists of a large vent portal (see the weapon, treat a whip as a ranged
Another advance of the grenade the technology section in Chapter 6: The weapon with a maximum range of 15 feet
launcher has been to attach the launcher Scope, for more details) and a high-pres- and no range penalties. Because a whip
to a standard-issue military rifle. Such sure air pump. As the air hits the vent, can wrap around an enemy’s leg or other
weapons are large, but are more accurate it burns, with the momentum carrying limb, you can make a trip attack with it
and have a larger box magazine than the flames up to ten yards out from the by succeeding at a ranged touch attack.
their wrist-mounted counterparts. gun. The weapon shoots a 5-foot-wide, You do not provoke an attack of oppor-
When taking a full-round action, you 30-foot-long line of flame that deals 3d6 tunity when using a whip in this way.
can make an additional attack with points of fire damage to all creatures If your trip attempt fails, you can drop
the grenade launcher at their highest and objects in its path. No attack roll is the whip to avoid being tripped. When
base attack bonus, as if fighting with necessary, and thus no feat is needed to using a whip, you get a +2 bonus on your
two weapons (usual penalties apply, see operate the weapon effectively. Any crea- opposed attack roll when attempting to
Chapter 4: Combat). disarm an opponent (including the roll to
Shotguns: Shotguns are large-bore keep from being disarmed if you fail to
weapons that primarily fire shells full disarm the opponent).
of small projectiles. They tend to
be powerful, but only at short Ammunition
range. Reduce shotgun dam-
age by 1 point for every
range increment of the A mmunition for firearms
and other ranged weap-
ons is covered on Table
attack (minimum 1 dam-
3–9: Ammunition.
age). There are two types
of shotgun: barrel-load- Battery Packs: Battery
ers and pump-action. packs are used with ener-
The magazine depends gy weapons or those with
upon which type you ethertech components.
choose. Pump-action The number of shots
shotguns usually have these allow depends upon
internal magazines, the type of weapon used.
whereas barrel-loaders The number of shots listed
are single shot, or two for cell reload weapons is
internal for a double-barrel the number of shots that
gun. Pump-action shotguns weapon type can fire before
add +1 to the acquisition DC. you need to load a new cell.
Shotguns can also have the end of Disruption Rounds: These
the barrels sawn off. This reduces the rounds are disruption weaponry
weapon size to Medium and the weapon ammunition. The calibre of the ring

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Table 3–9: Ammunition


Ammunition Type Acquisition DC Quantity Restriction Detonating
Battery Packs 2 1 –
Disruption Rounds Military
Explosives
Light (2d6) 15 20 All explosives must be detonated.
Small (2d8) 16 20
Some, such as grenades, include built-
in detonators — pulling the pin on a
Standard (2d10) 17 50 grenade is a free action. Others require
Heavy (2d12) 18 50 timers or other devices to set them off.
Standard Rounds Agriculture, Crime, High Society, Intelligence, Military, Street Detonators are covered in the “Weapon
Light (2d4) 5 20 Accessories” section below.
Small (2d6) 6 20
Standard (2d8) 7 50 Explosives
Heavy (2d10) 8 50 and Weapon
Superheavy (2d12) 9 50
Explosive Rounds +10 10 Military
Proficiencies
Hollow Rounds +3 As above Crime, Street Explosives and splash weapons require
V-Prop Rounds Military
no feat to use with proficiency unless
they are fired or propelled from some
Pistol 10 20 sort of launcher or other device, in which
Rifle 12 50 case the appropriate Weapon Proficien-
Heavy Rifle 14 50 cy feat for the launcher is necessary to
Shotgun Buckshot Agriculture, Military avoid the –4 nonproficient penalty.
10-gauge buckshot 6 10
12-gauge buckshot 5 10
Arrow 8 12 Academic, High Society be thrown or set off in place, depending
Crossbow bolt 7 12 Academic on the type of explosive device. Dynamite
and hand grenades are examples of these
Table 3–10: Ammunition Weights weapons. A splash weapon is a projectile
Weight per Number of Rounds that bursts on impact, spewing its con-
Damage 10 20 30 40 50 100 tents over an area and damaging any crea-
2d4 0.5 lb. 0.5 lb. 0.5 lb. 0.5 lb. 1.0 lb. 1.5 lb. ture or object within that area. Generally,
2d6 0.5 lb. 0.5 lb. 0.5 lb. 1.0 lb. 1.0 lb. 2.0 lb. creatures directly hit by splash weapons
2d8 0.5 lb. 0.5 lb. 0.5 lb. 1.0 lb. 1.0 lb. 2.0 lb. take the most damage, whilst those nearby
2d10 0.5 lb. 1.0 lb. 1.0 lb. 1.5 lb. 1.5 lb. 3.0 lb. take less damage. Splash weapons usually
2d12 1.0 lb. 2.0 lb. 3.0 lb. 4.0 lb. 5.0 lb. 10.0 lb. must be thrown to have effect.
Explosives and splash weapons are
determines the velocity of the shot and rel causing the weapon to jam until the described by a number of statistics, as
the damage it deals on impact. exploded round is cleared (a full-round shown on Tables 3–11 and 3–12.
Standard Round: These are typical action) and dealing its standard dam- Acquisition DC: This is the DC for an
bullets. age to the gun. The hollow nature of this acquisition check to acquire the weapon.
Hollow Rounds: Hollow rounds are round makes it equally ineffective against Damage/Direct Hit Damage: The
cast etherium that look the same as characters wearing armour. Those wear- primary damage dealt by the weapon. For
ordinary bullets, but are lighter due ing non-bullet-proof armours may apply explosives, the Damage column shows
to their hollow nature. These rounds their equipment bonus to defence when the damage dealt to all creatures within
spread on impact, dealing an addition- attacked by a gun firing explosive rounds. the explosive’s burst radius. For splash
al die of damage, but are less effective Ammunition Weight: To determine weapons, the Direct Hit Damage column
against armoured opponents. Characters how much a loaded magazine weighs, is used for a target directly struck by the
wearing non-bullet-proof armours (see consult Table 3–10 below, rounding the weapon.
“Armour,” below) may apply their equip- number of rounds in the magazine up. Damage Type: Damage from explo-
ment bonus to defence when attacked by Shotgun shells are a little heavier; use the sives and splash weapons is classified
a gun firing hollow rounds. weight value for one damage step higher. according to type: energy (of a specific
Explosive Rounds: These rounds are type) or slashing. Some creatures or char-
acters are resistant or immune to some
similar to hollow rounds, but have an Explosives and forms of damage.
explosive chemical filling the space. On
impact, the bullet explodes. Such rounds
Splash Weapons Burst Radius/Splash Damage: For

T
deal an additional 2d6 points of fire dam- hese weapons explode or burst, explosives, the burst radius is the area
age on impact, but on a natural 1 on the dealing damage to creatures or affected by the explosive. All creatures
attack roll, the bullet detonates in the bar- objects within an area. Explosives can or objects within the burst radius take

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Table 3–11: Grenades and Explosives


Weapon Acquisition DC Damage Damage Type Burst Radius Reflex DC Range Increment Size Weight Restriction
Grenades
Coal Gas Bomb 4 2d6 + 1d4 Energy (fire) and slashing 10 ft. 15 10 S 2 lb. –
Fragmentation, launcher-calibre 17 3d6 Slashing 10 ft. 15 – T 1 lb. Military
Fragmentation, thrown 15 4d6 Slashing 20 ft. 15 10 T 1 lb. Military
Smoke 12 – – See text – 10 S 2 lb. Constabulary, Crime, Military
Thermite 19 6d6 Energy (fire) 5 ft. 12 10 S 2 lb. Military
White Phosphorous 19 2d6 Energy (fire) 20 ft. 12 10 S 2 lb. Military
Vent Burner, launcher-calibre 24 6d6 Energy (ether) 5 ft. 12 – T 1 lb. Military
Vent Burner, thrown 22 8d6 Energy (ether) 10 ft. 12 10 S 1 lb. Military
Explosives
Dynamite 10 2d6 Energy (concussion) 5 ft. 15 10 T 1 lb. Crime, Industry
Det cord 15 2d6 Energy (concussion) See text 12 – M 2 lb. Crime, Constabulary, Industry
Plastic explosive 16 4d6 Energy (concussion) 10 ft. 18 – S 1 lb. Crime, Industry, Military

Table 3–12: Splash Weapons


Weapon Acquisition DC Direct Hit Damage Splash Damage Critical Damage Type Range Increment Size Weight Restriction
Acid, mild 3 1d6 1 20 Energy (acid) 10 T 1 lb. Industry
Acid, battery 2 2d6 1d3 20 Energy (acid) 10 S 2 lb. –
Molotov Cocktail 4 1d6 1 20 Energy (fire) 10 S 1 lb. Industry
Oil Lamp 2 1d4 1 20 Energy (fire) 10 S 1 lb. –

damage from the explosive. For splash Coal Gas Bomb: This simple make- Smoke: Military and police forces
weapons, all creatures within 5 feet of the shift grenade was first used in the Brit- use these weapons to create temporary
weapon’s impact point take splash dam- ish uprisings of 1937. A glass bottle is concealment. On the round when it is
age equal to the amount shown in this filled at pressure with coal gas, which thrown, a smoke grenade fills the four
column. is then capped with a special bottle squares around it with smoke. On the
Reflex DC: Any creature caught within top made of metal and flint. When following round, it fills all squares with-
the burst radius of an explosive may make the bomb impacts, the flint hits the in 10 feet, and on the third round it fills
a Reflex save against the DC given in this metal and causes the pressurised gas to all squares within 15 feet. The smoke
column for half damage. explode. The explosion deals 2d6 points obscures all sight. Any creature within
Range Increment: If the weapon can of fire damage and 1d4 points of slashing the area has total concealment (attacks
be thrown, its range increment is shown damage to all within the area of effect. suffer a 50% miss chance, and the attacker
in this column. Explosives with no range However, these bombs are notoriously can’t use sight to locate the target). It dis-
increment must be set in place before unreliable, and fail 50% of the time. A perses after 10 rounds, although a moder-
being detonated (see the Munitions skill). coal gas bomb can be made by hand and ate wind (11+ mph) disperses the smoke
Size: The size category of the grenade counts as a simple explosive for an Engi- in 4 rounds and a strong wind (21+ mph)
or explosive. See the Weapon Size Cat- neer (chemical) skill check. disperses it in 1 round. Smoke grenades
egory rules above. Fragmentation, Launcher-Calibre: This are available in several colours, including
Weight: This column gives the weap- small explosive device must be fired from white, red, yellow, green, and purple. As
on’s weight. a grenade launcher. It sprays shrapnel in such, they can be used as signal devices.
Restriction: Influences required to all directions when it explodes. The frag- Thermite: Thermite does not technical-
acquire the item. Characters must possess mentation grenade has a minimum range ly explode. Instead, it creates intense heat
at least 1/4 rank in one of the listed influ- of 40 feet. If fired at a target closer than meant to burn or melt through an object
ences to be able to acquire the item. When 40 feet away, it does not have enough upon which the grenade is set. Military
attempting to acquire the item, you add time to arm and does not explode. The forces use thermite grenades to quickly
your ranks in this influence to your acqui- acquisition DC is for a magazine box destroy key pieces of equipment.
sition check (round down). for a wrist-mounted launcher (holding White Phosphorus: White phosphorus
4 grenades); the larger magazines for grenades use an explosive charge to dis-
G renades: There are a variety of
grenades available in the Ether-
scope world and are all widely used in
rifle-mounted launchers (holding 10 gre-
nades) have an acquisition DC of 18.
tribute burning phosphorus across the
burst radius. Any target that takes damage
Fragmentation, Thrown: The most from a white phosphorus grenade takes an
military operations. Unless otherwise
common military grenade, this is a small additional 1d6 points of fire damage in the
noted, the acquisition DC given is for a
explosive device that sprays shrapnel in all following round and risks catching on fire
box of 6 grenades.
directions when it explodes. (unless they make a Reflex save DC 15).

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In addition, a white phosphorous grenade half. The information on the table rep- of ceramic, metal, or glass (depending on
creates a cloud of smoke. Treat a white resents a 50-foot length. A length of det the substance it has to hold), with a tight
phosphorus grenade as a smoke grenade cord can be spread out to pass through stopper, and holds about 1 pint of liquid.
(see above), except that it only fills squares up to ten 5-foot squares. When this is the This entry represents any mild caustic
within 5 feet of the explosion point. case, it deals the indicated damage to all substance. Acid may be purchased in
Vent Burner, Launcher-Calibre: This creatures in each 5-foot square through many places, including hardware stores.
small explosive device must be fired from which it passes. It can also be doubled up; Acid, Battery: In the Etherscope world,
a grenade launcher. On impact, a series of for each additional 5 feet of cord within a batteries are common, and often utilise
vent portals on the outside of the grenade single 5-foot square, increase the damage strong sulphuric acid. Battery acid bombs
activate, consuming all matter in the sur- by +1d6 to a maximum increase of +4d6. are a common weapon of street gangs giv-
rounding area and spewing out heat. After Det cord requires a detonator to set it off. en the ready availability of such items.
two or three seconds, the vent portals con- It is considered to be a simple explosive for Molotov Cocktail: A Molotov cocktail
sume each other, and the grenade burns the purpose of using an Engineer (chemi- is a flask containing a flammable liquid,
out. The acquisition DC is for a magazine cal) check to manufacture it. plugged with a rag. A Molotov cocktail is
box for a wrist-mounted launcher (hold- Dynamite: Perhaps one of the most easily made by hand (Engineer (chemical)
ing 4 grenades); the larger magazines for common and straightforward explosives, check DC 10 or Intelligence check DC
rifle-mounted launchers (holding 10 gre- dynamite is stable under normal condi- 15). The acquisition DC given is for the
nades) have an acquisition DC of 25. tions. A stick of dynamite requires a fuse components. To use it, the rag must first
Vent Burner, Thrown: This grenade or detonator to set it off. Additional sticks be lit, requiring a move action (and a light-
works in the same manner as the launch- can be set off at the same time if they are er or other source of flame). The cocktail
er. It is cubic in shape, with a vent portal within the burst radius of the first stick, detonates in 2 rounds, or on impact with
ring on each side of the cube. increasing the damage and burst radius a solid object, whichever comes first. A
Explosives: The explosives below are of the explosion. Each additional stick target that takes a direct hit is dealt an
found in the Etherscope world. They increases the damage by +1d6 (maxi- additional 1d6 points of fire damage in the
require detonating devices, as described mum 10d6) and the burst radius by 5 following round and risks catching on fire
above. feet (maximum 20 feet). It’s possible to (unless they make a Reflex save DC 15).
Plastic Explosive: So-called “plastic” wire together several sticks of dynamite Oil Lamp: A less deliberate version of
explosives resemble slabs of wax. Hard and for even greater explosive effect. Doing the Molotov cocktail, simple oil-burning
translucent when cold, these explosives so requires a Munitions check (DC 10 + lamps can be thrown as splash weapons,
warm up when kneaded, and then can be 1 per stick). If you succeed on the check, but are not very effective.
coaxed to take various shapes. The infor- the damage or the burst radius of the
mation on the table represents a 1-pound explosion increases by 50% (your choice). Melee Weapons
block. Additional blocks can be wired Dynamite is sold in boxes of 12 sticks. It is
together, increasing the damage and burst
radius; each additional block increases the
considered to be a simple explosive for the
purpose of using an Engineer (chemical) M elee weapons are used in close
combat, and they are generally
amongst the simplest types of weapons.
damage by +2d6 and the burst radius by 2 check to manufacture it. To set off dyna-
The feat that provides proficiency with
feet, and requires a Munitions check (DC mite using a fuse, the fuse must first be
these weapons varies from weapon to
15) to link them. Although the damage lit, requiring a move action (and a lighter
weapon; some are considered simple
statistics on the table represent a 1-pound or other source of flame). The amount of
weapons (covered by the Simple Weap-
block, plastic explosive is usually acquired time until the dynamite explodes depends
ons Proficiency feat); skilled fencers use
in 4-pound packages. The acquisition on the length of the fuse — a fuse can be
some (Fencing Proficiency feat); others
DC given represents a package of four 1- cut short enough for the dynamite to det-
are archaic (requiring one of the Archaic
pound blocks. Plastic explosive requires onate in the same round (allowing it to be
Weapons Proficiency feats, depending
a detonator to set off. It is considered to used much like a grenade), or long enough
upon their cultural origin) or exotic
be a moderate explosive for the purpose to take several minutes to detonate. Cut-
(Exotic Melee Weapon Proficiency).
of using an Engineer (chemical) check to ting the fuse to the appropriate length
Your Strength modifier is added to a
manufacture it. requires a move action.
melee weapon’s attack roll and dam-
Det Cord: Det cord is an explosive in Splash Weapons: Many splash weap-
age roll. Some characters are experts at
a rope-like form. Technically, det cord ons, such as Molotov cocktails, are essen-
fighting with two weapons at a time (see
doesn’t explode — but it burns so fast tially homemade devices (improvised
the Two-Weapon Fighting feat).
(4,000 yards per second) that it might explosives). The acquisition DC given in
as well be exploding. Normally used to Table 3–12 reflects the typical cost of the Melee weapons are described by a
string multiple explosive charges together necessary components. See the Engineer number of statistics, as shown on Table
for simultaneous detonation (allowing a (chemical) skill for details on making 3–13: Melee Weapons.
single detonator to set them all off), det improvised explosives. Acquisition DC: This is the DC
cord can also be looped around a tree Acid, Mild: You can throw a flask of acid for an acquisition check to acquire the
or post or other object to cut it neatly in as a grenade-like weapon. A flask is made weapon.

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Table 3–13: Melee Weapons


Weapon Acquisition DC Damage Critical Damage Type Range Increment Size Weight Restriction
Simple Weapons (require the Simple Weapons Proficiency feat)
Brass knuckles 5 +1 20 Bludgeoning – T 1 lb. Crime, Street
Cleaver 5 1d6 19–20 Slashing – S 2 lb.
Club 4 1d6 20 Bludgeoning 10 M 3 lb.
Cricket bat u 6 1d6 19–20 Bludgeoning – M 3 lb.
Knife 7 1d4 19–20 Piercing 10 T 1 lb.
Pickaxe u 2 1d6 20/x4 Piercing – M 6 lb. Agriculture, Industry
Pistol whip g – 1d4 20 Bludgeoning – S –
Rifle butt g – 1d6 20 Bludgeoning – L –
Sap n 2 1d6 20 Bludgeoning – S 3 lb. Crime, Street
Sledgehammer u 6 1d8 20/x3 Bludgeoning – M 8 lb. Agriculture, Industry
Truncheon b 8 1d4 19–20 Bludgeoning – S 2 lb. Constabulary
Fencing Weapons (require the Fencing Proficiency feat)
Cavalry sabre a 17 1d6 18-20 Slashing – M 3 lb. Military
Epee a 16 1d6 18–20 Piercing – M 3 lb. Academic, High Society
Foil a 14 1d4 18–20 Piercing – S 2 lb. Academic, High Society
Machete 5 1d6 19–20 Slashing – S 2 lb. –
Main gauche b 15 1d4 19-20 Piercing – S 2 lb. Academic, High Society
Rapier 18 1d8 19–20 Piercing – M 4 lb. Academic, High Society
Sword cane a 21 1d4 18–20 Piercing – S 3 lb. High Society
European Archaic Weapons (require the Archaic Weapons Proficiency (Europe) feat)
Battleaxe 22 1d8 20/x3 Slashing – M 7 lb. Academic
Bayonet, fixed d 3 1d6/1d6 20 Piercing/ Bludgeoning – L – Military
Claymore u 19 1d10 19–20 Slashing – M 10 lb. Academic
Flail bt 23 1d8 20 Bludgeoning – M 5 lb. Academic
Glaive r 26 1d10 20/x3 Slashing – L 15 lb. Academic
Guisarme brt 26 2d4 20/x3 Slashing – L 15 lb. Academic
Halberd st 26 1d10 20/x3 Piercing / Slashing – L 15 lb. Academic
Hand axe 2 1d6 20/x3 Slashing – S 5 lb. Agriculture
Longsword 21 1d8 19–20 Slashing – M 4 lb. Academic
Ranseur br 26 2d4 20/x3 Piercing – L 15 lb. Academic
Smallsword 19 1d6 19–20 Slashing – S 3 lb. Academic
Spear rs 15 1d12 20 Piercing – L 10 lb. Academic
Chinese Archaic Weapons (require the Archaic Weapons Proficiency (China) feat)
Battleaxe 22 1d8 20/x3 Slashing – M 5 lb. See text
Butterfly knife, joined 24 1d6 19–20 Slashing – S 2 lb. See text
Butterfly knife, separated – 1d4 19–20 Slashing 10 T 2 lb. See text
Butterfly sword, joined 25 1d8 19–20 Slashing – M 5 lb. See text
Butterfly sword, separated – 1d6 19–20 Slashing – S 5 lb. See text
Hook sword b 23 1d6 19–20 Slashing – M 4 lb. See text
Longsword 20 1d8 19–20 Slashing – M 4 lb. See text
Sai b 18 1d4 19–20 Piercing/Bludgeoning – S 1 lb. See text
Shuriken 18 1d2 20 Piercing 20 T .5 lb. See text
Three-section staff bdt 14 1d6/1d6 19–20 Bludgeoning – L 3 lb. See text
Japanese Archaic Weapons (Require the Archaic Weapons Proficiency ( Japan) feat)
Bo staff b 8 1d4 19–20 Bludgeoning – S 2 lb. See text
Kama 18 1d6 20/x4 Piercing – M 2 lb. See text
Katana u 32 1d10 19–20 Slashing – M 6 lb. See text
Naginata r 29 1d10 19–20 Slashing – L 4 lb. See text
Nunchaku 12 1d6 20 Bludgeoning – S 2 lb. See text
Sai b 17 1d4 19–20 Piercing/Bludgeoning – S 2 lb. See text
Shuriken 18 1d2 20 Piercing 20 T .5 lb. See text
Tonfa 8 1d4 19–20 Bludgeoning – M 2 lb. See text
Wakizashi 30 1d6 19–20 Slashing – S 4 lb. See text
Exotic Weapons (each requires an individual Exotic Melee Weapon Proficiency feat)
Chain abdrt 2 1d6/1d6 20 Bludgeoning – L 5 lb. Industry
Steam saw 23 3d6 20 Slashing – L 10 lb. Agriculture
a This weapon counts as agile and has advantages to its use (see below). b This weapon grants its wielder a +4 bonus on bind checks.
d This weapon is a double weapon (see below). g This attack represents using the butt of a ranged weapon as a melee attack.
n This weapon deals nonlethal damage (see below). r This weapon has a reach of 10 feet (see below).
s This weapon can be set against a charge (see below). t This weapon can be used to make trip attacks (see below).
u This weapon is s unwieldy and has restrictions on its use (see below).

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Damage: The damage the weapon and hold weapons in combat. Such weap- hands without the nonproficient penalty.
deals on a successful hit. ons count as one size category larger for However, using the weapon in one hand
Critical: The threat range for a critical bind checks and as such gain a +4 bonus incurs the nonproficient penalty. To use it
hit. If the threat is confirmed, a weapon on such checks. one-handed without penalty requires an
deals double damage on a critical hit (roll Double Weapons: Each end of a dou- Exotic Melee Weapon Proficiency feat to
damage twice, as if hitting the target two ble weapon is designed for striking oppo- be taken for the specific weapon.
times). nents. As such, skilled combatants can
Damage Type: Melee weapon damage use it to make quick successive attacks. Simple Melee Weapons
is classified according to type: bludgeon- A double weapon has two damage scores
ing (weapons with a blunt striking sur-
face), energy (of a specific type), piercing
listed, often of different damage types and
critical threat ranges. You can fight with G enerally inexpensive and light in
weight, simple weapons get the job
done nevertheless.
(weapons with a sharp point), and slash- a double weapon as if fighting with two
ing (weapons with an edged blade). Some weapons, but if you do, you incur all the Brass Knuckles: These pieces of
creatures or characters are resistant or normal attack penalties associated with moulded metal fit over the outside of
immune to some forms of damage. fighting with two weapons, just as if you your fingers and allow you to deal lethal
Range Increment: Melee weapons were using a one-handed weapon and a damage with an unarmed strike instead
that are designed to be thrown can be light weapon. When wielding a double of nonlethal damage. A strike with
used to make ranged attacks. As such, weapon in one hand, you can’t use it as brass knuckles is otherwise considered
they have a range increment just as other a double weapon — only one end of the an unarmed attack. When used with
ranged weapons do — but the maximum weapon can be used in any given round. the Brawl feat, brass knuckles increase
range for a thrown weapon is five range Nonlethal Weapons: These weapons the base damage dealt by an unarmed
increments instead of ten. Any attack at deal nonlethal damage, but can be used to strike by +1 and the damage is consid-
less than the given range increment is not deal lethal damage if the wielder takes a ered lethal. The cost and weight given
penalized for range. However, each full –4 penalty to hit. are for a single item.
range increment causes a cumulative –2 Reach Weapons: Reach weapons can Cleaver: Heavy kitchen knives can
penalty on the attack roll. strike opponents 10 feet away, but not be snatched up for use as weapons in
Size: The size category of the weapon. adjacent foes. homes and restaurants.
See the Weapon Size Category rules Set Against a Charge: If you use a Club: Almost anything can be used
above. ready action to set such a weapon against as a club. This entry represents the
Weight: This column gives the weap- a charge, you deal double damage on a wooden nightsticks sometimes carried
on’s weight. successful hit against a charging charac- by police forces.
Restriction: Influences required to ter. See Readying Actions in Chapter 4: Cricket Bat: The cricket bat is built for
acquire the item. Characters must pos- Combat, for more details. attacking a ball and can be easily adapted
sess at least 1/4 rank in one of the listed Trip Weapons: You can also use such a to attacking people. Its thin edge and
influences to be able to acquire the item. weapon to make trip attacks. If your trip weapon-like weighting make it almost
When attempting to acquire the item, attempt fails, you can drop the weapon like a wooden sword. The size and shape
you add your ranks in your influence to to avoid being tripped. Without such make it ideal for wielding two handed,
your acquisition check (round down). a weapon, you can make unarmed trip but skilled characters can learn to use it
attacks, but they may result in you being in one hand. This weapon is unwieldy
(see above).
Special Weapon Rules tripped. See Trip Attacks in Chapter 4:
Knife: This category of weapon
Combat, for more details.
M any weapons in Table 3–13 have
special rules that affect how they
can be used in combat.
Unwieldy Weapons: Unwieldy weap-
ons are heavy and difficult to use efficient-
includes hunting knives, switchblades,
and bayonets (when not attached to
rifles). Knives are agile weapons (see
ly without proper training. Characters not
Agile Weapons: Agile weapons are normally capable of using weapons of the above).
swifter and easier to manipulate than size category as the listed weapon with Pickaxe: Mine and agricultural work-
those of the same size category. The one hand can use the weapon as a two- ers often use steel pickaxes in their work.
wielder can use these weapons with the handed weapon as normal, taking the –4 With a simple sharpening of the point,
Weapon Finesse feat even if they are not nonproficient penalty if they do not have these can be turned into deadly weapons.
light weapons, provided that the wielder the feat. Characters normally capable of This weapon is unwieldy (see above).
can use the weapon in one hand. using this size of weapon as a one-handed Pistol Whip: Using a pistol as a melee
Binding Weapons: Some weapons weapon have additional restrictions on its weapon can deal greater damage than
are constricted for their ability to trap use. Without the listed feat, the weapon attacking unarmed. No weight or acqui-
another weapon. They may have a chain- can only be used with two hands, and sition DC is given for this weapon, since
like element that can wrap around an with the usual –4 nonproficient penalty. both vary depending on the pistol used.
opponent’s weapon, or other elements of With the listed Weapon Proficiency Feat, Rifle Butt: The butt of a rifle can be
design that make it better able to catch such characters can use the weapon in two used as an impromptu club.

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Sap: This weapon, essentially a smaller prise those armed with a heavier sword.
version of a club, deals nonlethal damage Foils are classed as agile weapons. Fencing Swords
instead of lethal damage. Machete: This somewhat crude blade and the Rapier
Sledgehammer: As with the pickaxe, is used primarily for clearing the jungle
this industrial tool, used often by con- undergrowth or other noncombat uses. Players of d20 System games will be
familiar with the rapier, and may find
struction and shipyard workers, can be However, it is nicely weighted and has a the alternative take on the weapon in
turned to combat use. This weapon is keen blade that can cut through flesh a lot this book unusual. Firstly, it represents a
unwieldy (see above). easier than it does thick wooden branch- more historically accurate rapier, which
Truncheon: This small baton is used es. was a heavier sword than that represent-
effectively by the British police forces Main Gauche: The main gauche is a ed in other d20 System games. Histori-
cally, the rapier was a sword that gained
around the world. Its advantage in close specialist dagger used in fencing for par- prominence in the late medieval period
quarters at disarming and disabling rying and disarming opponents. It has a as the levels of armour worn declined
opponents has made it the weapon of heavy hilt, which offers additional pro- and swordsmen realised that using the
choice for the constabulary. Truncheons tection. This weapon is often used to point of the blade rather than the side
are often used to attack weapons, and it attack weapons, and counts as a binding became a more effective strategy. The
rapier was later eclipsed by the epee as
counts as a binding weapon (see above). weapon (see above). Using the Off-Hand the premier fighting weapon. The sec-
You can use a truncheon to inflict nonle- Parry feat, the main gauche grants you a ond reason is that, in order to create a
thal damage without suffering the usual +2 bonus to Defence, rather than the +1 better variety of weapons available to
-4 penalty to do so. bonus a light weapon normally offers. fencers, the rapier, epee, and foil are
Rapier: This is the heaviest and most presented as three separate blades. As
such the rapier, being the heaviest of the
Fencing Weapons primitive of the fencing swords. It is a thick three, has been afforded a better dam-
medieval sword developed for thrusting age category at the expense of finesse.
I n the Etherscope world, fencing is a
strong European tradition, and one
of the most popular sports of the upper
attacks, rather than the slashing attacks
of the longsword.
Sword Cane: This is a lightweight, con- weapon and a light weapon.
classes. It is particularly common in the cealed sword, similar to a foil, that hides Claymore: This weapon is still popular
New Reich, where the student fraterni- its blade in the shaft of a walking stick or amongst the aristocracy of the Scottish
ties of its many universities are allowed umbrella. Because of this special construc- Highlands. It is too large to use in one
to wear fencing swords. The students are tion, a sword cane is always considered hand without special training. This weap-
even legally allowed to duel in the streets, to be concealed; it is only noticed with a on is unwieldy.
although concerns are beginning to be Spot check (DC 18). Note, however that Flail: A flail consists of a shaft with
raised over the deaths this occasionally it is the blade within that is concealed, not one or more weighted and spiked chains
leads to. Fencing weapons are usually a the walking stick or umbrella itself. Sword at one end. These chains can be wrapped
range of swords of varying weights and canes are classed as an agile weapon. around an opponent’s weapon, providing
are often finely crafted blades with ornate
an advantage when attacking another’s
handles.
Cavalry Sabre: The cavalry is still an
European Archaic weapon; as such, this weapon counts as a
important part of warfare in Etherscope, Melee Weapons binding weapon (see above).
Glaive: The glaive is a polearm with a

M
although its wielders fight from the backs ost of these weapons deal dam- single-edged straight blade. The glaive is a
of steam-powered cavalry engines, known age by means of a blade or a sharp reach weapon (see above).
as chargers, as opposed to more tradition- point. Some of them are moderately Guisarme: A guisarme is similar to the
al horses. The sabre utilises the benefits expensive, reflecting their archaic nature glaive, but has a hooked end curving away
of modern forging and advancements in in modern-day society. from the blade. The guisarme is a binding
sword design alongside a more traditional Battle Axe: This weapon is a basic axe weapon, a reach weapon, and a trip weap-
slashing blade which enables an easier designed for personal combat. on (see above).
attacking action whilst mounted. The cav- Bayonet (Fixed): The statistics given Halberd: The halberd is a shorter pole-
alry sabre is an agile weapon. describe a bayonet fixed at the end of a lon- arm with an axe-like blade for standard
Epee: The epee is the premier fighting garm with an appropriate mount. With use, but also has a spear-like point at the
weapon of the fencing masters; light and the bayonet fixed, the longarm becomes a end which can be used to set against a
quick, and stronger than the foil, it proves double weapon — club-like at one end and charge. The halberd is a trip weapon (see
a useful weapon to duellists throughout spear-like at the other. The added weight above).
the world. The epee is classed as an agile of the gun provides an additional force to Hand Axe: This type of weapon is
weapon. the power of the blade. You can fight with often used by frontiersman to chop wood
Foil: A lighter version of the epee often it as if fighting with two weapons, but if for fires and for basic carpentry. However,
used to train young fencers in the art of you do so, you incur all the normal attack it can easily be turned to combat.
swordplay. However, the use of this weap- penalties associated with fighting with Longsword: The common weapon of
on by a dedicated master can often sur- two weapons, as if using a one-handed the Middle Ages represents a wide range

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of single-handed slashing bladed swords. Japanese


Ranseur: The ranseur is a polearm,
Archaic Weapons Oriental Weapons
with a triple-pronged end. The ranseur is The restrictions on acquiring weapons
a binding weapon and a reach weapon (see
above).
Smallsword: This weapon represents
T hese weapons are those favoured by
Japanese warriors. Some are the sim-
ple weapons used by the peasant martial
from oriental cultures depend upon the
type of campaign in which you play. If
the GM is running a game set in an urban
the lighter range of swords contemporary setting, such as the Great Metropolis,
artists, whilst others are symbols of status he needs to decide which immigrant
to the longsword. and owned by the samurai class. populations are found in the city. The
Spear: A simple spear has a sharp Bo Staff: A bo staff is a similar weapon Great Metropolis is known for its Chi-
point, used for stabbing opponents and to the truncheon — a small stick which nese population, whereas the cities of
holding them off at the same time. can be used to great effect for disarming the American Pacific, including South
America, attract Japanese immigrants.
opponents. However, it is used by Japanese Dutch cities, such as Amsterdam, have
Chinese warriors in a different manner to British a number of Indonesian immigrants
Archaic Weapons constables; they often fight with two bo from their East Indies territories. In
such games, these weapons are likely
staffs simultaneously. This weapon counts

T hese weapons are available to those


skilled in Chinese fighting styles.
Battleaxe: Known as the fu, the Chi-
as a binding weapon (see above).
Kama: This weapon consists of a short
available on the street (and thus require
the Street influence), as many have
been smuggled in. In other games, you
shaft with a spike held at right angles to may play in lands where such weapons
nese battleaxe is slightly lighter than its the shaft. It is similar to a pick axe in its are available to those with Academic
European counterpart, but no less deadly. effectiveness, but is much better weighted and High Society influences, as with
Butterfly Knife: A butterfly knife has for combat. the European archaic weapons. Some
a short but wide blade and is often used weapons may be still in use by the mili-
Katana: This weapon is designed to tary in the country, whilst others are
in a pair. The distinguishing characteristic be used as a two-handed blade, but the simple agricultural weapons which can
of this weapon, however, is the ability to fine balance of the blade means that it be turned to war. The GM should adjust
nest two blades alongside each other, thus can easily be used in one hand by those the restrictions appropriately.
increasing the weight of the blade and the with additional training. This weapon is
damage it can cause. Butterfly knives are classed as unwieldy. opponent. The chain can be used either
bought in pairs and can be used either as Naginata: This is a Japanese polearm as a double weapon or as a reach weapon
one single, heavier weapon, or two sepa- used by the samurai. The naginata has a (see above for the specific rules for each of
rate lighter ones. The acquisition DC rep- narrow curved blade, similar to a sabre, at these options). In addition, unlike other
resents the cost of two butterfly knives. the end of a long staff. The naginata is a weapons with reach, the wielder can use
Butterfly Sword: This is the larger reach weapon. it against an adjacent foe. In this case, you
version of the butterfly knife. Butterfly Nunchaku: This weapon is made from can only use one end of the chain effective-
swords are bought in pairs and can be two small batons joined by a short chain. ly; you can’t use it as a double weapon. The
used either as one single heavier weapon, Tonfa: The tonfa is a larger version of chain is also an agile weapon, a binding
or two separate lighter ones. the bo staff and is now used by American weapon, and a trip weapon (see above).
Hook Sword: The gou is a hook-shaped police forces. Steam Saw: These steam-powered
sword, curving away from the wielder, Wakizashi: This is the short blade saws are often used to cut through fences
which is made more deadly for its ability used by the samurai in the event that they or wood. They are sometimes pressed into


to disarm opponents. This weapon counts become disarmed of their katana. It is also service as weapons by those with a slip-
as a binding weapon (see above). the weapon used by a samurai to commit ping grasp on reality.
Longsword: This common Chinese ritual suicide.
sword is called a do and is similar to many
European weapons. Exotic Melee Weapons
Sai: This weapon, called the check in Armour
China, is almost identical to the sai of
M ost exotic weapons are either
atypical in form or improved varia-
Japan. It is a deadly weapon and very use-
ful for disarming opponents. This weapon
counts as a binding weapon (see above).
tions of other melee weapons. Because
each exotic weapon is unique in how it is
B ody armour comes in a variety of
shapes and sizes, providing varying
degrees of coverage and varying heavi-
Shuriken: These tiny throwing stars are manipulated and employed, a separate ness of materials. Three feats cover pro-
common to Japanese and Chinese history. Exotic Melee Weapon Proficiency feat is ficiency in the use of armour: Armour
Three-Section Staff: This versatile required for each one in order to avoid the Proficiency (light), Armour Proficiency
weapon is one of the hardest of traditional –4 nonproficiency penalty. (archaic), and Armour Proficiency (tac-
Chinese weapons to master. The three- Chain: This is a simple chain with tical). Powered armours are essentially
section staff is a binding weapon, a trip weighted ends. It can be whirled quickly, vehicles and are considered in more
weapon, and a double weapon (see above). striking with hard blows from the weights. detail in the Vehicles section of this
One end can also be swung to entangle an chapter, below.

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Table 3–14: Armour


Armour Acquisition DC Type Equipment Bonus Bullet-proof Maximum Dex Bonus Armour Penalty Speed Weight Restriction
Proficient Nonproficient
Light Armour (requires the Armour Proficiency (light) feat)
Leather jacket 8 Impromptu +1 +1 No +8 –0 30 4 lb. –
Light undercover shirt 13 Concealable +2 +1 Yes +7 –0 30 2 lb. Constabulary
Scopers’ leathers* 12 Tactical +3 +1 No +6 –0 30 10 lb Street
Undercover vest 14 Concealable +3 +1 Yes +5 –2 30 3 lb. Constabulary
Archaic Armour (requires the Armour Proficiency (archaic) feat)
Leather armour 22 Archaic +2 +1 No +6 –0 30 15 lb. Academic
Chainmail shirt 28 Archaic +5 +2 No +2 –5 20 40 lb. Academic
Plate mail 33 Archaic +8 +3 No +1 -6 20 50 lb. Academic, High Society
Tactical Armour (require the Armour Proficiency (tactical) feat)
Concealable vest 15 Concealable +4 +2 Yes +4 –3 25 4 lb. Constabulary
Light-duty vest 16 Tactical +5 +2 Yes +3 –4 25 8 lb. Constabulary, Military
Tactical vest 17 Tactical +6 +2 Yes +2 –5 25 10 lb. Constabulary, Military
Tactical piston armour 18 Piston +7 +3 Yes +5 –2 30 – Military
Heavy piston armour 19 Piston +9 +3 Yes +4 –3 30 – Military
* This armour is only a Scope program and is not available to characters outside of the Scope.

Armour is described by a number to the wearer’s Defence. Characters who Restriction: Influences required to
of statistics, as shown on Table 3–14: have the appropriate Armour Proficiency acquire the item. Characters must pos-
Armour. feat can add the larger proficient bonus. sess at least 1/4 rank in one of the listed
Acquisition DC: This is the acqui- The nonproficient bonus shows the maxi- influences to be able to acquire the item.
sition DC for an acquisition check to mum amount of the armour’s equipment When attempting to acquire the item,
acquire the armour. bonus that can be applied to the wearer’s you add your ranks in this influence to
Type: Armour comes in five types: Defence when he does not have the appro- your acquisition check (round down).
archaic, concealable, impromptu, pis- priate feat.
ton, and tactical. Archaic armour is Bullet-proof: Some armour provides Light Armours
old-fashioned armour, such as medieval better protection against modern firearms.
chainmail and plate mail. Conceal-
able armour is modern body armour
Wearing armour that is not bullet-proof
does not gain you the equipment bonus L ight armours are found a number
of places in the Etherscope world.
From military skirmishers to street
designed to fit underneath regular cloth- to your Defence score against attacks
punks and the police, all who might find
ing. It can be worn for extended periods that deal ballistic damage. Bullet-proof
themselves in a scrap understand the
of time without fatiguing the wearer. armours apply their equipment bonus
benefits of some level of protection.
Impromptu armour includes items that against all attacks.
provide protection even though they Maximum Dex Bonus: This num- Leather Jacket: This armour is
weren’t designed for that purpose, such ber is the maximum Dexterity bonus to represented by a heavy leather jacket. A
as a leather biker’s jackets and sports Defence that this type of armour allows. number of other impromptu armours,
pads. Piston armour is large whole-body Heavier armour limits mobility, reducing such as football pads or a baseball
armour powered by small, steam-pow- your ability to avoid attacks. Even if your catcher’s pads, offer similar protection
ered pistons that would otherwise be Dexterity bonus drops to +0 because of and game statistics.
impractically heavy. Piston armour is the armour, you are not considered to have Light Undercover Shirt: Designed
battlefield armour of elite troops. Tactical lost your Dexterity bonus. for deep undercover work in which it’s
armour is modern body armour that fits Armour Penalty: The heavier or bulk- critical that the wearer not appear to be
over clothing and can’t be easily concealed. ier the armour, the more it affects cer- armed or armoured, this garment con-
Its weight and bulk make it impractical to tain skills. This penalty applies to checks sists of a T-shirt with a band of light
wear all the time, and it’s generally only involving the skills Balance, Climb, Escape protective material sewn in around the
donned when a specific dangerous con- Artist, Hide, Jump, Move Silently, Sleight lower torso.
frontation is likely. Because it’s worn over of Hand, and Tumble. Scopers’ Leathers: Scope riders have
clothing in tactical situations, tactical and Speed: Medium and heavy armour developed a special program to protect
piston armour often have pockets, clips, slows you down. The number in this their Etherspace avatars whilst retaining
and attachment points for carrying weap- column is your speed whilst in armour, their flexibility of movement. This full
ons, grenades, ammunition, torches, first assuming your base speed is 30 feet (the suit of “armour” has become something
aid kits, and other items. normal speed for human beings). of a uniform amongst Scope riders. The
Equipment Bonus: The protective Weight: This column gives the look is not dissimilar to a classically tai-
value of the armour. These bonuses add armour’s weight. lored dinner suit, but with the jacket but-

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toned right up to the collar. The “leather” clothing. Whilst it may go unnoticed by a 100 pounds of cargo.
material is a strange fabric that is tough quick glance, it is usually visible to anyone Cargo: The amount of cargo the vehicle
like leather, yet flows like silk. Its body- looking closely for it, granting a +4 bonus is designed to carry in pounds. Many vehi-
hugging lines and black material make it on Spot checks to notice the armour. cles can carry extra passengers instead of
a stylish outfit. Scopers’ leathers cannot Light-Duty Vest: A lightweight tactical cargo, but doing so is usually a cramped,
be made using conventional materials vest designed for extended use by riot police uncomfortable, and unsafe experience for
and only exists in the Scope. and forces on alert for potential attack, this those passengers. As a rule of thumb, one
Undercover Vest: Covering a larger armour sacrifices a degree of protection additional passenger can be carried for
area of the torso, this vest provides better for a modicum of comfort — at least com- each 250 pounds of unused cargo capac-
protection than the light undercover shirt pared to other tactical body armours. ity. A ton is approximately 2,000 lb.
— but it’s also more easily noticed. It’s Tactical Vest: The standard body Pull: This indicates the number of
best used when the armour should remain armour for police tactical units, this similar sized units the vehicle can pull, if
unseen but the wearer doesn’t expect to vest provides full-torso protection in the attached. Each unit represents another
face much scrutiny, granting a +2 bonus toughest flexible protective materials vehicle of the same size category. A fully
on Spot checks to notice the armour. available. loaded unit counts as two units. Vehicles
Tactical Piston Armour: Tactical pis- can pull more units of a smaller size, or
Archaic Armours ton armour is a fairly heavy suit of armour, fewer units of a larger size. For every size
protecting the torso, head, and vital points category it is larger than the pulling vehi-
T he armours listed below are all
archaic armours that are highly
effective in close quarters, but weak
on the limbs with etherium alloy plates,
powered by pistons to lighten the load of its
cle, double its effective unit value in terms
of its cost to pull. For smaller vehicles to
use. The weight of piston armour does not be pulled, double the number of units
against ballistic damage. count towards your maximum carry load. that can be pulled for each size category
Leather Armour: This archaic Heavy Piston Armour: Heavy piston the vehicle is below the size of the pull-
armour consists of a breastplate made armour is often used by cavalry troops ing vehicle. For example, a steam wagon
of thick, lacquered leather, along with who require a heavy armament without can pull two fully loaded wagons and one
softer leather coverings for other parts of increasing their bulk or adding too much empty one (fully loaded count as two units
the body. weight and reducing their chargers’ speed. each, the empty one counts as one).
Chainmail Shirt: This medieval-era The armour consists of etherium alloy Initiative: The modifier added to the
armour is a long shirt made of interlock- plates that cover the entire body. The driver’s or pilot’s initiative check when
ing metal rings, with a layer of padding weight of piston armour does not count operating the vehicle.
underneath. It’s heavy, making it uncom- towards your maximum carry load. Manoeuvre: The modifier added to
fortable to wear for long periods of time. any Pilot (civilian or military) checks


Plate Mail: This medieval-era armour attempted with the vehicle.
consists of metal plates that cover the Top Speed: The maximum number of
entire body. It’s heavy and cumbersome squares the vehicle can cover in 1 round
compared to most modern armour, but
it does provide a great deal of protec-
Vehicles at character scale (with the number of
squares at chase scale in parentheses).
tion. Suits of such armour are often seen
standing in the hallways of stately homes
or museums.
T his section covers a range of vehicles
for use in your game. They are cre-
ated with all relevant statistics for use in
This is the fastest the vehicle can move.
Defence: The vehicle’s Defence. This is
a modifier to your existing Defence score
the vehicle combat system found in Chap- for powered armour.
Tactical Armours ter 4: Combat. Hardness: The vehicle’s hardness. Sub-

T actical armours are the heavier per- Vehicles are described by a number of tract this number from any damage dealt
sonal armours of Etherscope world. statistics, as shown on Table 3–15. to the vehicle.
Whilst not the hulking powered armour Acquisition DC: This is the DC for an Hit Points: The vehicle’s full normal
of attack forces, these lighter versions acquisition check to acquire the vehicle. hit points.
enable maximum manoeuvrability in Crew: The standard number of crew. Size: Vehicle size categories are defined
a heavy suit of armour. Some are light- In most cases, only one person is needed in the same manner as creature size cat-
weight etherium weave materials, whilst to drive the vehicle; other crew members egories (see Chapter 4: Combat for more
others are small-scale powered armour serve as gunners or co-pilots. details).
with steam-powered pistons to lighten the Passengers: The number of passen- Restriction: Influences required to
load of the armour on you. gers (in addition to the crew) the vehicle acquire the vehicle. Characters must pos-
Concealable Vest: Standard issue is designed to carry. Vehicles that carry sess at least 1/4 rank in one of the listed
in many police forces, this vest provides passengers can use that space to carry influences to be able to acquire the item.
maximum protection in a garment that additional cargo when passengers aren’t When attempting to acquire the item, you
can be worn all day long under regular present. Each unused passenger slot add your rank in this influence to your
allows the vehicle to carry an additional acquisition check (round down).

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Table 3–15: Vehicle Statistics


Name Acquisition DC Crew Pass Cargo Pull Init Manoeuvre Top Speed Defence Hardness Hit Points Size Restriction
Air Vehicles
Autogyro 32 1 3 50 lb. 1 –2 –2 200(20) 8 5 40 H Constabulary, Industrial
Cargo zeppelin, small 44 4 0 60 tons 1 –8 –8 60 (6) 2 3 176 C Industry
Reconnaissance zeppelin 52 2 0 176 lb. 1 –4 –6 700 (70) 6 7 82 G Military
Zepcar 28 1 4 212 lb. 1 –2 –4 150 (15) 8 7 44 H
Land Vehicles
Charger 37 1 0 65 lb. 1 +1 –1 150 (10) 9 15 33 L Military
Steam carriage 26 1 3 150 lb. 1 –1 –3 100 (10) 9 10 28 L
Service van 24 1 2 1.5 tons 1 –2 –4 100 (10) 8 10 55 H
Steam wagon 35 1 2 18 tons 5 –6 –6 56 (5) 6 10 100 G Industry
Steam locomotive 42 2 – – 35 –6 –6 250 (25) 6 10 124 G Industry, Parliament
– Passenger carriage 21 – 16 – – – – – 6 10 196 G Industry, Parliament
– Cargo carriage 15 – – 32 tons – – – – 6 10 110 G Industry
Water Vehicles
Steam launch 28 2 3 250 lb. 1 –3 –3 75(5) 8 8 30 H

A utogyro: With their main body


located underneath a rotating blade,
these vehicles carry few crew or cargo.
(civilian) skill. The Civilian Vehicle Opera-
tion (air) feat is required to avoid the –4
nonproficient penalty to such skill checks.
the nose of the vehicle whilst the powerful
ether jet engines that provide its thrust are
found to the rear on each side. The recon-
They typically have a cylindrical fuselage A small cargo zeppelin is 8 squares wide, naissance zeppelin is also unusual in that
with a smaller propeller at the front and a 84 squares long, occupies 2 squares in chase it has wings, designed to offer stability and
larger “lift” propeller overhead. For addi- scale, and provides three-quarters cover. steering rather than lift. This vehicle can
tional manoeuvrability, more recent mod- Reconnaissance Zeppelin: Recon- be piloted using the Pilot (military) skill.
els utilise two or three smaller lift propel- naissance zeppelins are the most common The Military Vehicle Operation (air) feat
lers. Autogyro are small and incredibly military zeppelin in use. These are fairly is required to avoid the –4 nonproficient
agile and are able to take off or land almost small two-person vehicles that have been penalty to such skill checks. A reconnais-
anywhere, making them ideal for moving designed for optimal speed and manoeu- sance zeppelin is 3 squares wide, 5 squares
around the busy cityscapes of the Ether- vrability in a zeppelin. The balloon is long, and provides three-quarters cover.
scope world. The autogyro is thus popu- flattened and the gondola is built around Charger: The charger has become the
lar with constabularies and corporations rather than underneath. The cockpit sits at main shock attack vehicle of modern war-
alike who need to get to a crime scene or fare. This fast and powerful tank replaced
meeting without worrying about traffic or the horse as the cavalry adapted to mod-
landing zones. This vehicle can be piloted ern technologies. The charger is about
using the Pilot (civilian) skill. The eight feet wide and about twice as long
Civilian Vehicle Operation (auto- with two large tracks at each side
gyros) feat is required to avoid which drive it forward. The rider
the –4 nonproficient penalty sits at the head of the vehicle,
to such skill checks. Auto- raised above the tracks, and
gyros are 2 squares wide, 7 he can swing his sabre with-
squares long, and provide out the vehicle getting
three-quarters cover. in the way of his blows.
Cargo Zeppelin, The vehicle is also armed
small: An icon of the with a standard auto-
Etherscope world, the gun, mounted in a fixed
cargo zeppelin is an forward-facing position.
unmatched workhorse. This weapon can be used
From military lifters to effectively only with auto-
transcontinental traders, fire (4d10 damage, 10x10
these giants of the skies area, Reflex save half, DC
keep the lifeblood of trade 15), as the rider does not
and industry flowing, especial- have adequate control of the
ly in the New Reich and its colo- gun to aim it properly. It cannot
nies. This vehicle represents one of be used to strafe or with burst fire.
the smallest such vehicles in operation. This vehicle can be piloted using the
This vehicle can be piloted using the Pilot Pilot (military) skill. The Military Vehicle

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Operation (land) feat is required to avoid er small and service goods across the city (civilian) skill. No Civilian Vehicle Oper-
the –4 nonproficient penalty to such skill 24 hours a day. Service vans are similar to ation feat is required. A steam wagon is 2
checks. A charger is 2 squares wide, 4 steam carriages in appearance, often being squares wide and 5 squares long. It pro-
squares long, and provides half cover. built from the same chassis design. The vides three-quarters cover in the cab and
Steam Carriage: These relatively small difference is a lack of style and passenger total cover in the rear.
vehicles are the most common form of space, replaced by a large box for carry- Steam Locomotive: The signature
vehicle travel available. The basic design ing as much cargo as the frame will allow. vehicle of steam technology, locomotives
has evolved from the simple motorised These vehicles are usually driven by spe- power industry and leisure alike. From
horse carriages they replaced. Now they cialist enginaughts. These vans carry the the monorails of the Great Cities of the
have flowing lines and sit much closer to insignia of their company, but these are world to the transport networks that span
the road. The separate boiler and steam usually faded or obscured by the dirt and the vast wildernesses, steam locomotives
engine affects all steam carriage designs, pollution of the city streets. This vehicle can be found bringing civilisation and
with large sections of the vehicle required can be piloted using the Pilot (civilian) industrialisation along the route of their
to house these critical components. Steam skill. No Civilian Vehicle Operation feat iron rails. They can pull a large number of
carriages form the backbone of public is required. A service van is 2 squares carriages, which could carry passengers or
transportation in many cities, with ranks wide, 4 squares long, and provides three- cargo. This vehicle can be piloted using the
of cabs often set up for them to queue quarters cover. Pilot (civilian) skill. The Civilian Vehicle
whilst awaiting hire. Likewise, many Steam Wagon: If goods move on the Operation (land) feat is required to avoid
wealthier private citizens and officials own roads, then they are likely carried in a the –4 nonproficient penalty to such skill
their own steam carriages. Many models steam wagon. Although many models checks. A steam locomotive is 4 squares
exist to fit a variety of roles, increasing exist, these vehicles are massive and are wide, 12 squares long, and provides nine-
the vehicles’ popularity and proliferation. the kings of the road. The power and tenths cover
This vehicle can be piloted using the Pilot production rates of industry mean these Steam Launch: A ubiquitous sea ves-
(civilian) skill. No Civilian Vehicle Oper- behemoths can often be seen travel- sel, these small personnel carriers service
ation feat is required. A steam carriage is 2 ling between factories and warehouses both the merchant and military navies of
squares wide, 2 squares long, and provides — although they are rarely seen outside the world’s powers. These vehicles appear
three-quarters cover. of urban environments, as overland travel as little more than boats. Many civilians
Service Van: Another common form is dominated by sea, air, and rail freight. use these vehicles to transport them-
of transport, these wheeled vehicles deliv- This vehicle can be piloted using the Pilot selves to and from their work or pleasure

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Table 3–16: Powered Armour


Powered Armour Type Acquisition DC Cargo Attack Strength Unarmed Damage Init Manoeuvre* Movement Defence Hardness Size Restriction
Personal 32 25 lb. –1 22 1d6+6 –1 –1 +10 ft –1 22 L Military
Reconnaissance 34 16 lb. 0 18 1d4+4 0 0 +20 ft 0 15 M Military
Support 38 42 lb. –1 26 1d6+8 –3 –1 +0 ft –1 30 L Military
* Characters who have the Armour Proficiency (powered) do not make manoeuvre checks.

vessels. In addition, steam launches are a The statistics for powered armour, damage that beats the hardness of the
common sight on larger bodies of water, including typical weapon systems, are suit is inflicted on the pilot. In effect, the
functioning as small pleasure craft. This shown on Table 3–16: Powered Armour. power armour’s hardness rating reduces
vehicle can be piloted using the Pilot Acquisition DC: This is the DC all damage dealt to you from a successful
(military) or Pilot (civilian) skill. The for an acquisition check to acquire the hit by the amount listed.
Civilian Vehicle Operation (powered powered armour. The acquisition DC Size: Vehicle size categories are
boats) feat is required to avoid the –4 includes the cost of the armour’s built-in defined in the same manner as creature
nonproficient penalty to Pilot (civilian) weapons systems. size categories (see Chapter 4: Combat
skill checks. No Military Vehicle Opera- Cargo: The amount of cargo the for more details).
tion feat is required for characters using powered armour is designed to carry in Restriction: Influences required to
Pilot (military). A steam launch is 2 pounds. acquire the item. Characters must pos-
squares wide, four squares long, and pro- Attack: This is the size modifier to any sess at least 1/4 rank in one of the listed
vides half cover. attacks made by you whilst in the pow- influences to be able to acquire the item.
Zepcar: Zepcars come in a variety of ered armour. Note that Small characters When attempting to acquire the item,
shapes and styles, but are largely defined wearing such armour take an additional you add your rank in this influence to
by their ether-balloon. The more stylish –1 penalty to their attacks. your acquisition check (round down).
vehicles try to hide the balloon within Strength: Powered armour has a
the sleek lines, whereas the more func-
tional vehicles simply have it attached
Strength score, which represents the
power of the machine and how this can
P ersonal Powered Armour: This
armour is the mainstay of many
armed missions. It turns the soldier into
to the top of the cabin roof. Apart from affect the damage and lifting power of
a massive fighting machine, bulking him
the ether-balloon, the other components the wearer. Powered armours are con-
up to over 10 feet tall and arming him with
of a zepcar include a cabin, for the pilot sidered characters for determining lift
powerful weapons that cannot normally
and passengers, a high-power steam and carry weights (see Encumbrance
be used by a mobile fighting force. This
engine, and usually separate single-drive earlier in this chapter for more details).
personal suit is a fairly typical standard
and two or four steering propellers. The The suit’s Strength score replaces your
used by most militaries. It comes with
top sports zepcars, however, replace the ability score, even if your Strength score
an attached large autogun (2d12 ballistic
propellers with two powerful etherjet is higher.
damage, 20/x2, 150 ft. range increment,
engines, which provide much greater Unarmed Damage: This is the basic
powerloader magazine, Huge weapon).
power and manoeuvrability. damage that you can deal with a melee
This weapon is shoulder mounted and
(For more about zepcar technology, attack while wearing the armour. This
controlled by a look-and-shoot control
see Chapter 6: The Scope, “Science and damage is not added to any attacks with


system in the pilot’s helmet, leaving the
Technology,” Technology, Zeppelin- melee weapons wielded while wear-
unit’s hands free for other tasks.
Tech and Zepcars.) ing the armour, although you gain the
Reconnaissance Powered Armour:
damage bonus for the armour’s effective
This suit of armour is only a little
Strength, as described above.
heavier than a suit of the heaviest piston
Initiative: The modifier added to the
Powered driver’s or pilot’s initiative check when in
armours, yet it is just big enough to utilise
true powered armour technology. This
Armour the armour.
suit stands eight feet tall and is built for
Manoeuvre: The modifier added to
speed and manoeuvrability. It typically
P owered armours are a special type of
vehicle — massive walking machines,
following the movements of their pilot as
any Pilot (civilian or military) checks
attempted whilst in the armour.
Movement: The amount, in feet, by
comes armed with a hunting rifle (2d10
ballistic damage, 20/x2, 150 ft. range
increment, 5 internal magazine, Large
if they were wearing a suit of armour. which your base movement increases.
weapon) and bayonet (double weapon,
They range in size from suits only a little Defence: The armour’s Defence. This
1d6 piercing/1d6 bludgeoning dam-
larger than the heaviest piston armour to is a modifier to your existing Defence
age, Large weapon). It can wield these
towering forms over fifteen feet high. score.
in one hand, and has a second arm free
Powered armours come with weapon Hardness: The armour’s hardness.
for unarmed attacks or both arms free
systems built in. They are not capable of Subtract this number from any damage
for other tasks if the rifle is stored on the
picking up and using other weapons, as dealt to the armour. Powered armour
unit’s back mount for this purpose.
dextrous manipulation is very limited. does not have hit points of its own. Any

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Support Powered Armour: This consideration of the purchase of the item. Characters can integrate apps of two
super-heavy suit of armour stands elev- Sometimes this may represent a gift, or size classes higher than their own size.
en feet tall and dominates the battle that your character was the victim of an Thus a Medium character can integrate
field. These are less manoeuvrable and industrial accident. More mundanely, it up to Huge apps, whereas a Small char-


most commonly used to hold regions of could represent your character saving up acter can take up to Large apps. The
a battlefield. Other than its increased over a long period of time for the item. usual rules for item concealment apply
size and armour, a support suit is armed to cybernaughtic apps (see “Concealing
in the same manner as the personal Weapons and Objects” in this chapter).
powered armour. Huge apps can be concealed, but take a
Classifying –12 penalty on the check. Implants are,
Cybernaughtics

Cybernaughtics A ll cybernaughtics are classified
according to two main criteria.
by their nature, much harder to spot.
Implants receive a +8 bonus on conceal-
ment checks.
Some cybernaughtic upgrades provide
Cybernaughtics are in general referred a modifier to the size of the app. Such

C ybernaughtics is the technology to as “apps,” an abbreviation of “appli- modifiers increase the size category of
involving grafting steam-tech and cation.” However, they are more spe- the app by the given number. Therefore,
ethertech equipment onto the human cifically referred to as “attachments” or a Medium app that has a size +1 upgrade
body, and connecting it to the nervous “implants,” depending upon whether becomes a Large app.
system for control. Cybernaughtics has they are applied externally or internally,
enabled the military and industry to respectively. Cybernaughtics are also Tailor-made
make more able soldiers and workers, classified by a grade, a rough indication Gamma Apps
whilst becoming a fad for the upper class- of their quality and availability.
es to express their fashion sense through
the attachment of fine, designer cyber- Attachment or Implant M ost of the time, gamma humans
who go down the cybernaugh-
tics route acquire standard-sized apps,
naughtics. Unlike other pieces of equip-
ment, cybernaughtics do not require an
acquisition check. You must take a feat to
C ybernaughtics are most often referred
to on the basis of whether they
are internal or external. Internal cyber-
which appear overly large on them.
However, it is possible to acquire cyber-
acquire cybernaughtics, which includes naughtics that have been tailor-made
naughtics are integrated for their smaller frames. Such apps have
under the skin, replac- an automatic –1 size modifier, making
ing or improving the them one size class smaller.
performance of biologi-
cal organs. Such cyber- Table 3–17: Attachment Size
naughtics are known as and Defence Bonuses
implants. Cybernaugh- Attachment Size Defence Bonus
tics grafted externally, Tiny or smaller +0
often replacing a limb or Small +1
other external organ of Medium +2
the body, are known as Large +3
attachments. Huge +4

Size Defending with


E ach cybernaughtic
app has a size sta-
an Attachment
tistic. Sizes of cyber-
naughtic apps are classi-
fied in the same manner
C ybernaughtic attachments can be
used to defend you, being thrown in
the way of oncoming blows or missiles.
as weapon sizes. How- When you want to use an attachment
ever, you do not have in this manner, you gain an equipment
to hold and wield your bonus to your Defence based on the
attachment in the same attachment’s size score. These bonuses
manner as a weapon, are listed in Table 3–17: Attachment
and you can integrate Size and Defence Bonuses. However,
apps that are of sizes should the attack in question miss by a
normally too large to be margin equal to or less than this bonus
wielded by you. to defence, the attack is deemed to have

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hit the attachment and it may take dam- accidents, thus minimising the impact Attachments
age (see below). This ability cannot be such accidents can have on the efficiency
used with implants, as these are internal of the workforce. Industrial grade apps and Damage
and cannot be used to block an attack.

Grade
are built with economy in mind, using
the cheapest materials and wasting no
expense on styling or optimising the
C ybernaughtic attachments can sus-
tain damage. Damage can occur
if you uses the attachment to block an
size. As such, they are larger than other attack, or if the attacker deliberately
T here are four different grades of
cybernaughtic apps that classify the
different uses and qualities of implants
cybernaughtics — their size is increased
by one category. Industrial grade attach-
targets your attachment. Cybernaugh-
tic attachments may be targeted as
ments are built to last and can cope with a if they were weapons wielded by you
and attachments. The four grades are number of knocks. They have a hardness using them. Whilst they cannot be “dis-
aesthetic, industrial, military, and street. of 8 and 10 hit points per size class (see armed,” they can be struck in order to
The game effects of these grades are sum- below). Industrial grade cybernaughtics damage the attachment. See the bind
marised in Table 3–18. are only available to characters with at rules in Chapter 4: Combat. As with all
Aesthetic: Aesthetic grade cyber- least 1/4 rank in the Agriculture, Con- objects, cybernaughtic attachments have
naughtics are the toys of the elite. They stabulary, or Industry influence. a hardness and hit points, which indicate
are chosen for their fine crafting and Military: Military grade cybernaugh- how they take damage. The hardness of
artistic elegance. Whilst they offer little tics are built for combat. They are not the attachment is determined by the
extra in functionality, they make up sleek or stylish, but are state-of-the-art grade, whilst the number of hit points
for it in beauty and elegance. Aesthetic technology and built to be able to sustain is determined by its size. See Table
grade cybernaughtics are grafted by damage in a warfare situation. Military 3–18 for details of grade, hardness,
skilled doctors and are not as invasive grade attachments have a hardness of 10 and hit points. An attachment can be
as other apps. As such, the tolerance of and 8 hit points per size class (see below). repaired with an Engineer (mechanical)
an aesthetic grade cybernaughtic app is Military grade cybernaughtics are only skill check in the same manner as any
considered one lower and the minimum available to characters with at least 1/4 object. For example, Alice has an indus-
Constitution score required is also two rank in the Military influence. trial grade cybernaughtic arm. This is
points lower (see below for more detail Street: Street grade attachments are a Large attachment. As it is industrial


on tolerance and minimum Constitu- designed to go unnoticed. These are the grade, it has a hardness of 8 and 40 hp,
tion requirements). Whilst built to be illegal black-market apps that are used due to its size.
noticed, aesthetic grade apps are sleek by Scope riders and street mercenaries
and designed to follow the natural lines alike. Such cybernaughtics are invari-
of the human body, and thus are more ably grafted in place by an unskilled,
readily concealed then other cybernaugh- backstreet doctor with no formal train- Cybernaughtic
tic attachments, providing a +2 bonus on
any concealment checks.
ing. As a result, the tolerance of a street
grade cybernaughtic app is considered
Purchase Points
Aesthetic grade attachments are
T
one point higher and the minimum Con- o represent the time and effort
weak and not designed to endure dam- stitution requirement two points higher.
age. They have a hardness of 6 and 6 hit required to graft cybernaughtics,
Street grade attachments have a hard- and for you to train yourself to use the
points per size class (see below). Aesthet- ness of 8 and 8 hit points per size class.
ic grade cybernaughtics are only available new app, every cybernaughtic app your
They are built to go unnoticed and are character gains requires a feat, talent, or
to characters with at least 1/4 rank in the much smaller than other apps — their
High Society or Intelligence influence. class feature. Cybernaughtic purchase
size is reduced by one category. Street points, or CPPs, dictate how quickly
Industrial: Industrial grade cyber- grade cybernaughtics are only available
naughtics are tools to enable the worker you can develop your cybernaughtics
to characters with at least 1/4 rank in the as you grow with experience. Minor
to better perform his job. They are often Crime or Street influence.
used to replace limbs lost to industrial apps — which cost 1 CPP — are rela-
tively easy to install, and as such only

Table 3–18: Grades of Cybernaughtic App


Grade Tolerance Minimum Con Size Hardness Attachment Hit Points (by size) Concealment Restriction
Tiny* Small Medium Large Huge
Aesthetic –1** –2 – 6 6 12 18 24 30 +2 High Society, Intelligence
Industrial 0 0 +1 category 8 10 20 30 40 50 – Agriculture, Constabulary, Industry
Military 0 0 – 10 8 16 24 32 40 – Military
Street +1 +2 –1 category 8 8 16 24 32 40 – Crime, Street
* Sizes smaller than Tiny halve this score for each category they are smaller than Tiny. Diminutive attachments are at 1/2 hp. Fine attachments are at 1/4 hp.
** Tolerances of 1 or lower are halved, thus an aesthetic app with a tolerance of 1/2 becomes tolerance 1/4.

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Table 3–19: Cybernaughtic Apps


Name Type Cost Tolerance Minimum Con Size Effect
Cybernaughtic arm Attachment 2 2 15 M +2 Str.
– Additional power Upgrade +1 +1 +2 +1 +2 Str (+4 total)
– Basic grip hand Upgrade +0 +0 +0 – +2 grapple and to avoid disarm; no fine manipulation
– Fingered hand Upgrade +1 +1 +2 – +2 Climb, grapple, and to avoid disarm
– Integrated weapon system Upgrade +1 +1 +2 varies Proficient with weapon, draw as free action, cannot be disarmed
Basic grip hand Attachment 1 0 11 S +2 grapple and to avoid disarm; no fine manipulation
Fingered hand Attachment 1 1 13 S +2 Climb, grapple, and to avoid disarm
– Retractable webbing upgrade +1 +0 +0 – +4 Swim checks, +10 ft. base movement for calculating swim speed
Cybernaughtic eye Attachment 1 1/2 11 T +1 to hit with ranged attacks over 30 ft.
– Low-light vision Upgrade +1 +1/2 +0 – Low-light vision ability
– Darkvision Upgrade +1 +1/2 +0 – Darkvision ability
Cybernaughtic eye Implant 1 1 11 T +1 to hit with ranged attacks over 30 ft.
– Low-light vision Upgrade +1 +1 +0 – Low-light vision ability
– Darkvision Upgrade +1 +1 +0 – Darkvision ability
Cybernaughtic leg Attachment 2 2 15 L +5 ft movement, +4 to Con checks and Fort saves related to continuing excessive
movement over a long period, and 1d6 damage from kick attacks
– Additional power Upgrade +1 +1 +2 +1 Movement bonus +5 ft. (+10 ft. total), +1 to hit with kick attacks
– Foot webbing Upgrade +1 +0 +0 – Swim at full movement rate, +4 to Swim checks
Dermal plating Attachment 2 2 15 H Damage Reduction 2/–
Subdermal plating Implant 3 3 17 H Damage Reduction 2/–.
Motor neuron accelerators Implant 3 3 17 F Dex +2
– Greater accelerators Upgrade +1 +1 +2 – Dex +2 (+4 total)
Scope jack Implant 1 0 11 S Jack in to any Scope point

require one feat. Larger apps are more can be saved, allowing you to buy bigger
invasive and often require a combina- apps. However, all feats, talents, and abil-
Upgrades
tion of multiple feats, talents, and class
features to be able to have them grafted
to your character.
ities that grant more than 1 CPP do not
allow you to buy minor cybernaughtics
— these abilities are suppose to help you
M ajor cybernaughtic apps can be
upgraded gradually as you inte-
grate new and improved systems into an
get bigger an more powerful apps, not to existing arm, leg, or other cybernaughtic
Minor buy lots of smaller ones. (To get minor app. As you are buying an increase to a
Cybernaughtic Apps cybernaughtics, you need to take the major app, you are able to spend 1 CPP
Minor Cybernaughtic App feat.) Thus on an individual upgrade with CPPs

M inor cybernaughtic apps always


have a purchase cost of 1. These are
an enginaught with Constitution 18 and
the Improved Tolerance talent at 1st level
saved or gained from talents, feats, or
abilities that specify major cybernaugh-


small, largely noninvasive apps that pro- could choose the Major Cybernaughtic tic apps only. Full details on integrating
vide a slight bonus to you that is the equiv- App feat at 2nd level and save the points, upgrades are described below.
alent of a feat. Characters can purchase then at 3rd level choose the Enginaught
these apps at the simple price of a Minor Cybernaughtic App talent and gain a
Cybernaughtic App feat, or 1 CPP. cybernaughtic app with a CPP cost of
5. Saved points do not have to be spent Tolerance
Major all at once, either. Should you follow the
Cybernaughtic Apps example described above, but choose to
take a 4-point-cost app at 3rd level with T olerance is the most important
statistic of a cybernaughtic app.

C ybernaughtic apps are more inva-


sive and provide larger bonuses, and
they require a larger number of CPPs
the Enginaught Cybernaughtic App tal-
ent, you would still have 1 point saved for
Tolerance represents how invasive the
procedure is to install the app and how
much it affects your continued health.
a future app, although remember that
to acquire them. There are a number of this point can’t be spent on a 1-CPP-cost All cybernaughtic apps have a toler-
ways to collect these points: the Major minor app. ance score in the range of 1/2 to 5. With
Cybernaughtic App feat provides 2 modifiers to this based on grade, the
points, the combatant and enginaught total range of tolerance scores is 1/4 to
basic classes have talents that provide 6. Your character cannot have cyber-
them with 2 and 3 CPPs, and a number naughtics of a total tolerance score
of advanced classes provide additional greater than their Constitution score.
points. Cybernaughtic purchase points

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Healing and cybernaughtic surgery and quickly develop


a mastery of their new app.

Tolerance To graft a cybernaughtic app requires sur- Cybernaughtic
gery. Whilst the use of the Feat to purchase
Characters with a large number of apps find
that their cybernaughtics begin to affect their the app suggests that the surgery is always Apps
ability to heal and recover from injury, as their successful, the standard recovery times from a
metabolism and physical health has been
affected by the invasive surgery required to
graft the apps. This has the following game
surgery check are still required to aid recovery
(see “Surgery” under Knowledge (medicine)
in the Skills section of Chapter 2: Traits). In
B elow is a selection of cybernaughtic
apps and their game effects. These
details are also summarised in Table
effects: addition, you take a hit point loss equal to the
tolerance of the app multiplied by your char- 3–19. Each cybernaughtic app entry has
• The total tolerance (rounded up) of all your
apps is added to the DC of any Knowledge acter level. However, you are never reduced the following subheadings:
(medicine) checks made to treat you. below 1 hp by this operation. The time you Name: Indicates the name of the app.
• Recovery of hit points is also affected by your take to recover from this hit point damage is Type: States whether the app is an
total tolerance. Subtract your Constitution also the time it takes for you to master the
new app. Until you have recovered to full hit attachment, implant, or upgrade.
modifier from the total tolerance of all your Description: A rough description of
cybernaughtic apps. This number is then points, the new app is useless.
subtracted from the number of hit points what the app look like and what it does.
you would gain from natural recovery, to a Upgrades Cost: The cost of the app in CPPs.
minimum of 1 hit point per day. Tolerance: The app’s tolerance score.
• The effectiveness of surgery and healing Each app can also have upgrades. Each
upgrade has a cost and tolerance, which are Minimum Con: The minimum Con-
draughts are also reduced. Double the stitution score required to take the app.
healing penalty calculated for natural recov- added to the total cost and tolerance of the
ery when applying to healing from surgery app itself. Upgrades can usually be added to Size: The app’s size category
or supernatural healing potions (see the a cybernaughtic app sometime after the app Effect: Details the game effects of the
Occult Skills section of Chapter 2: Traits), has been integrated, but the GM may rule app. As most cybernaughtic apps provide
to a minimum of 1 hit point per die rolled. that some cannot. He may make this decision
if an upgrade includes systems that require equipment bonuses to a variety of differ-
an increase in the neural connections, and ent traits and checks, numerical modifiers
Optional Rule: it is too complex to re-graft the neural con- do not stack unless otherwise specified.
nections after the app has been installed.
Cybernaughtic Upgrades are listed after each app’s entry
For example, a character with two cyber-
naughtic arms does not get a +4 bonus to
Graft Surgery


below. The tolerance, cost, minimum Con-
stitution, and size modifiers of the upgrade strength unless one of the arms also has
This is an optional rule system to increase are added to the basic statistics of the app. the additional power upgrade.
the realism of the surgery required to install Modifiers to tolerance due to the grade of
a cybernaughtic app, but many may prefer to the app are applied after the total tolerance
ignore this system and get on with playing the of the app has been calculated.


game, allowing PCs to swiftly recover from
Cybernaughtic
Arm
cybernaughtic app as if he had a Consti-
tution score of 17. Constitution damage [Attachment]
Minimum
T
has no effect on your ability to integrate he cybernaughtic arm is perhaps
Constitution these apps, and so does not cause you to
die if you take too much Constitution
the most commonly seen app in
the world at large. They range from

E very cybernaughtic app has a mini- damage. However, if you suffer the more heavy industrial utility arms, which
mum Constitution score that you permanent Constitution drain, you are include a range of tools and heavy
must possess in order to take the app. at severe risk of death until you can have pounding hammers to fine delicately
For example, if you have a Constitution apps removed. You must instantly make crafted designer arms, designed to be
of 10, you are limited to 10 points of tol- a dying save as if you had been reduced as much a fashion statement as they are
erance on all your apps. If attempts are to 0 hit points (See “Death, Dying, and a physical improvement. Military and
made to graft a cybernaughtic app which Healing” in Chapter 4: Combat for more street cybernaughtic arms often have
would break this rule, you will die in the details). You can not recover beyond integrated weapons systems.
operation. However, there are a num- Stable until a surgery check is made to Cost: 2
ber of classes that improve your ability remove enough tolerance points worth of Tolerance: 2
to integrate cybernaughtics, improving cybernaughtic apps that your new Con- Minimum Con: 15
your Constitution score in order to meet stitution score can deal with (see “Sur- Size: Medium
these minimum requirements. Thus an gery” under Knowledge (medicine) in the Effect: The cybernaughtic arm pro-
Enginaught with the Improved Toler- Skills section of Chapter 2: Traits). vides you with a +2 bonus to Strength.
ance talent and a Constitution score of Street grade cybernaughtic arms do not
15 would be able to take an individual gain the usual –1 modifier to size, but do

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gain a +2 bonus on concealment checks. lation that you can perform with your Cost: +1
The Strength bonus to attack and dam- hand; however, the hand is stronger than Tolerance: +1
age rolls only applies to attacks made a normal hand, providing the same +2 Minimum Con: +2
with the cybernaughtic arm. A cyber- bonus to grapple and disarm rolls, and Size: variable
naughtic arm deals 1d4 points of blud- also a +2 bonus to Climb skill checks. Effect: With this upgrade, you select
geoning damage, threatens a critical hit Special: This upgrade can be pur- one Tiny weapon. Should you choose, you
on a 20, and deals double damage on a chased on its own as an attachment with may have the weapon concealable within
critical hit. This is an armed attack. The cost 1, tolerance 1, size Small, and mini- the hand. You do not need to be proficient
basic cybernaughtic arm comes with a mum Constitution of 13. with the weapon to use it effectively, as it
basic grip hand (see below). is as natural as using your own hand. The
If you have two cybernaughtic arms, the Upgrade: Integrated weapon can be drawn with a free action.
bonuses to Strength stack (+4 bonus). Weapon System (Arm) Upgrade:
Upgrade: Additional Power
W ith this upgrade, you have a
readily activated weapon system
Retractable Webbing
T his upgrade simply increases the
strength of the arm.
Cost: +1
stored within the arm. The weapon is
normally located around the forearm Y our hand attachment has retract-
able webbing, providing you with a
or wrist region, is concealed within great advantage when swimming.
Tolerance: +1 the compartment, and activates with a Cost: +1
Minimum Con: +2 thought. Tolerance: +0
Size: +1 Size category Cost: +1 Minimum Con: +0
Effect: Your Strength bonus from the Tolerance: +1 Size: No change
arm is increased to +4. Minimum Con: +2 Effect: This upgrade provides you with
Size: Variable a +4 equipment bonus to all Swim skill
Upgrade: Basic Grip Hand Effect: With this upgrade, you choose checks and an increased swim movement.

T his hand has a simple opposed grip one weapon. If you choose a Small or Your base movement is considered 10
clasp that can be used to perform Tiny weapon, it can be concealed within feet higher for determining swim move-
rudimentary tasks of manual dexterity the arm. If you choose a Medium weapon, ment rates.
only. This attachment looks like a clasp, the app’s size increases by one size catego- Special: These modifiers will stack
made up of four hinged joints, each ry. Medium weapons may be concealed if with equipment bonuses gained from
approximately two-by-three inches. the arm is Huge (including the increase other equipment or cybernaughtic apps
Cost: +0 from this upgrade). You may also choose that are associated with another part of


Tolerance: +0 a Large weapon. This increases the size of the body, such as diving fins or cyber-
Minimum Con: +0 the arm by two categories and allows the naughtic leg upgrades.
Size: No change weapon to be operated with one hand.
Effect: This hand does not allow A Large weapon, however, can never be
concealed within the arm. You can inte-
you to perform acts which require fine
manipulation, such as Sleight of Hand grate a weapon of equal size to your arm Cybernaughtic
skill checks, but does confer a further if you forgo the use of a hand. This is Eye
+2 bonus to grapple checks and to rolls obviously a major disadvantage and you
made to avoid being disarmed. will be penalised on many activities due [Attachment/Implant]
to only having one hand — GMs should
Special: This upgrade can be pur-
chased on its own as an attachment with
cost 1, tolerance 0, size Small, and mini-
apply penalties, usually of a –4 magni-
tude, whenever they deem it appropri-
C ybernaughtic eyes are commonly
found in the world of Etherscope.
Basic cybernaughtic eyes provide a tar-
mum Constitution of 11. ate. You do not need to be proficient
geting facility, whilst others provide you
with the weapon to use it effectively as
with the ability to see in different con-
it is as natural to you as using your own
Upgrade: Fingered Hand hand. If the weapon is concealed, it can
ditions. Targeting systems provide you
with a neuro-responsive optical zoom,
T
hand.
his hand has finely crafted fingers
and is as dexterous as your natural
be drawn with a free action.

Upgrade: Integrated
cross-hairs, and distance calculation
readouts. Eye implants are the finest of
discrete cybernaughtic tech, implanting
Cost: +1
Tolerance: +1
Weapon System (Hand) a sensitive device into the retina.
Cost: 1
Minimum Con: +2
Size: No change
Effect: The fingered hand provides
T his upgrade follows the same prin-
ciple as the arm-mounted equiva-
lent, but stores the weapon within the
Tolerance: 1/2 (1 for implant)
Minimum Con: 11
Size: Tiny
you with all the abilities of fine manipu- cybernaughtic hand.

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Effect: A basic targeter eye provides


you with a +1 bonus to hit with all
ranged attacks. Cybernaughtic
 Martial Arts feat, you can increase the
damage of one of your attacks in the
round by two dice classes (1d4 becomes
1d8, etc.). Characters without the
Upgrade: Low-Light Vision Leg Combat Martial Arts feat can make an
attack with their cybernaughtic leg as
T his upgrade allows you to see in
low-light conditions.
[Attachment] a full-round action. Such attacks deal

Cost: +1
Tolerance: +1/2 (+1 for implant)
C ybernaughtic legs are common in
the military, where leg amputa-
tions often result from mines and other
1d6 points of bludgeoning damage,
threaten a critical hit on a 20, and deal
double damage on a critical hit. This is
Minimum Con: +0 an armed attack.
explosions. Further, they have become
Size: No change If you have two cybernaughtic legs,
popular amongst young athletic mem-
Effect: This provides you with the low- the bonuses to movement and to the
bers of the aristocracy for the advantage
light vision ability, doubling the distance Constitution check and Fortitude sav-
they can give them in races (although a
you can see from a given light source (see ing throw described above stack (+10
debate is currently raging as to the legit-
“Low-Light Vision” in the Other Traits and +8 bonuses, respectively).
imacy of this tactic).
section of Chapter 2: Traits).
Cost: 2
Tolerance: 2 Upgrade: Additional
Upgrade: Darkvision Minimum Con: 15 Power
T his upgrade allows you to see in
completely lightless conditions.
Cost: +1
Size: Large
Effect: A cybernaughtic leg provides
you with a +5-foot bonus to your move- T his upgrade simply increases the
strength of the leg.
Tolerance: +1/2 (+1 for implant) ment and a +4 bonus on Constitution Cost: +1
Minimum Con: +0 checks and Fortitude saving throws Tolerance: +1
Size: No change related to excessive movement over a Minimum Con: +2
Effect: This provides you with the long period, such as running or a forced Size: +1 size category
Darkvision ability, with a range of 60 feet march. The cybernaughtic leg can also Effect: Your movement bonus from
(see “Darkvision” in the Other Traits sec- be used in melee combat. Characters the leg is increased to +10 feet. Attacks
tion of Chapter 2: Traits). with the Combat Martial Arts feat are with the leg are made at a +1 bonus to
much more effective with kick attacks hit and +2 to damage.
and benefit greatly from having a cyber-
naughtic leg. If you have the Combat Upgrade: Foot Webbing
Y our foot can spread wide and
stretch webbing across your elon-
gated toes.
Cost: +1
Tolerance: +0
Minimum Con: +0
Size: No change
Effect: This makes you an excellent
swimmer, allowing you to move at your
normal movement rate on a success-
ful Swim check. It also provides a +4
equipment bonus to Swim checks.
Special: These modifiers will stack
with equipment bonuses gained from
other equipment or cybernaughtic apps
that are associated with another part of
the body, such as cybernaughtic hand
upgrades.

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Dermal/
 Object
Bags and Boxes
Table 3–20: General Equipment
Acquisition DC Size Weight Restriction

Subdermal Briefcase
Day pack
15
5
Medium
Small
2 lb.
2 lb.


Plating Gladstone bag 16 Medium 2 lb. —
Handbag 17 Small 1 lb. —
[Attachment/Implant] Patrol box 18 Medium 4 lb. Constabulary, Street

D
Range pack
ermal plating is another common
Oversized 9 Medium 3 lb. —
attachment amongst the military
Standard 7 Small 2 lb. —
and street mercenaries. It massively
Trunk
increases your ability to resist damage
10 lb. capacity 10 Medium 5 lb. —
and stand up to attacks. Even the upper
40 lb. Capacity 11 Large 10 lb. —
classes have taken to sub-dermal implant 75 lb. capacity 12 Large 15 lb. —
plates with intricate ridge designs which Clothing
show through under the skin. Sub-der- Clothing outfit
mal plating implants are also common Blue collar 12 Medium 3 lb.
amongst the criminal fraternity in order Business 15 Medium 3 lb. —
to hide their unlicensed cybernaughtics. Fashion 20 Medium 2 lb. —
Cost: 2 Formal 25 Medium 4 lb.
Tolerance: 2 (3 for implant) Uniform 9 Medium 4 lb. Constabulary, Military
Minimum Con: 15 (17 for implant) Coats
Size: Huge Fine coat 22 Medium 2 lb.
Effect: The basic dermal plating Jacket 13 Medium 2 lb. —
package provides you with damage Overcoat 13 Medium 3 lb. —
reduction 2/–. This stacks with damage Thick overcoat 14 Medium 3 lb. —
reduction gained from character class Photojournalist’s vest 18 Medium 1 lb. —
features and talents. Dermal plating Tool belt 4 Small 2 lb. Guild, Industry
ignores the normal rules for attachments Ethertech Equipment
being used to block blows, but the Huge Camera 27 Small 2 lb. Constabulary, Guild, Intelligence
size category is still used for concealment Film 5 Dim — Constabulary, Guild, Intelligence
checks (see rules for concealing Ethercomm device 32 Dim — —
cybernaughtic apps above, and the Scope point


“Concealing Weapons and Objects” Wall portal 32 Large 10 lb. —
section earlier in this chapter). Portable 33 Medium 5 lb. Constabulary, Intelligence, Street
Ethertech audio recorder 20 Tiny 1 lb. Constabulary, Intelligence, Street
Surveillance Gear
Ethercomm calling-card defeater 25 Tiny 1 lb. Constabulary, Intelligence, Street
Motor Neuron Ethercomm interceptor 43 Tiny 0.5 lb. Constabulary, Intelligence

Accelerators Professional Equipment


Bolt cutter 6 Medium 5 lb. Constabulary, Crime, Industry
[Implant] Caltrops (25) 5 Small 2 lb. —
Chemical kit 28 Medium 6 lb. Civic, Industry

M otor neuron accelerators are


artificial synapses that provide a
direct link between the brain and the
Disguise kit
Duct tape
24
3
Medium
Tiny
5 lb.
1 lb.
Crime, High Society, Intelligence

Ethertech tool kit
muscles, connecting via a microscopic Basic 14 Large 12 lb. Industry
Scope vent. These allow neural signals Deluxe 24 Huge 33 lb. Industry
to bypass the multiple synapses required Evidence kit
to send a single signal, thus speeding up Basic 18 Medium 6 lb. Constabulary
reactions significantly. Deluxe 22 Medium 8 lb. Constabulary, Intelligence
Cost: 3 Fake ID See text Fine — Crime, Intelligence, Street
Tolerance: 3 First aid kit 5 Small 3 lb. —
Minimum Con: 17 Forgery kit 22 Small 3 lb. Crime, High Society, Street
Size: Fine
Effect: You gain a +2 equipment bonus
to your Dexterity ability score. CONTINUED

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Object Acquisition DC Size Weight Restriction


Handcuffs
Upgrade:
Steel 7 Tiny 1 lb. Constabulary Greater Accelerators
T
Zip-tie (25) 6 Dim 0.5 lb. —
his upgrade simply increases the
Instrument, keyboard 32 Large 12 lb. —
speed at which the accelerators
Instrument, percussion 34 Huge 50 lb. —
Instrument, stringed 33 Large 7 lb. —
work, providing a greater boost to Dex-
Instrument, wind 28 Tiny 1 lb. —
terity.
Lockpicks
Cost: +1
Car opening kit 16 Tiny 1 lb. Crime, Street Tolerance: +1
Lockpick set 19 Tiny 1 lb. Civic, Crime, Street Minimum Con: +2
Lock release gun 22 Tiny 0.5 lb. Civic, Crime Size: No change
Effect: Your equipment bonus to


Mechanical tool kit
Basic 14 Large 22 lb. Industry Dexterity from the accelerators is
Deluxe 24 Huge 45 lb. Industry increased to +4.
Medical kit 15 Medium 5 lb. Civic, Military
Multipurpose tool kit 19 Tiny 0.5 lb. Industry
Munitions kit
Patterner
25 Medium 5 lb. Crime, Military
Scope Jack
Jack-attachment 22 Small 2 lb. Civic, Intelligence, Street
[Implant]
Skull-net 30 Small 3 lb. Civic, Intelligence, Street
Pharmacist kit
Search-and-rescue kit
Scope tab patterns
25
22
Medium
Medium
6 lb.
7 lb.
Civic
Military S cope jacks are the implant of choice
for the Scope riders of the Great
Metropolis and other cities. Many don’t
Domestic city 36 — — High Society trust Scope tabs, and prefer the addi-
Other city 22 — — Intelligence, Street tional control of jacking in with a Scope
Pleasure domains 15 — — High Society, Street jack implant.
Knowledge upload 21 — — Street Cost: 1
Fighting technique upload 23 — — Street Tolerance: 1/2
Other skill upload 18 — — Street Minimum Con: 11
Spike strip 23 Huge 22 lb. Constabulary, Crime Size: Small
Surgery kit 16 Medium 5 lb. Civic, Military Effect: Scope jacks allow you to fully
Survival Gear immerse yourself within the Scope by
Backpack 6 Medium 3 lb. — simply plugging into a Scope point. This
Binoculars is an alternative and more reliable meth-
Standard 17 Small 2 lb. Constabulary, Military od of immersing yourself into the Ether-
Rangefinding 25 Small 3 lb. Military scope than taking a Scope tab. (For more
Ethertech 26 Small 4 lb. Military details on Scope immersion, see Chapter
Chemical light sticks (5) 12 Tiny 1 lb. — 6: The Scope.)
Climbing gear 11 Large 10 lb. Crime, Military
Compass
Flash goggles
Gas mask
Map
Road atlas
15
15
13

4
Dim
Tiny
Small

Tiny
0.5 lb.
2 lb.
5 lb.

1 lb.

Industry, Military



General
Tactical map
Mesh vest
23
8
Tiny
Medium
0.5 lb.
7 lb.
Military
Military
Equipment
T
Portable stove 9 Tiny 1 lb. —
his section covers the wide variety
Rope (150 ft.) 5 Large 12 lb. Crime, Industry, Military
of general gear available to adven-
Sleeping bag 9 Medium 4 lb. —
turers of all sorts.
Tent, Canvas
Many of the objects in this section are
2-person 11 Large 20 lb. —
ethertech items and so have a small por-
4-person 12 Large 38 lb. —
8-person 13 Huge 50 lb. —
tal to Etherspace that enables it to inter-
Tent, lightweight
act with its ethertech components. These
2-person 21 Medium 4 lb. —
portals need a small electric power sup-
4-person 22 Medium 7 lb. —
ply to keep open, which is, for a portable
8-person 23 Large 10 lb. — device, supplied in the form of a battery
cell. Any device that requires batteries
CONTINUED

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Object Acquisition DC Size Weight Restriction


large amount of paper space. The bag can
Torch
hold up to 12 pounds of equipment and
Penlight 13 Dim 0.5 lb. —
has a lock similar to that on the briefcase.
Standard 14 Tiny 1 lb. —
Handbag: Handbags provide another
Battery flood 16 Small 2 lb. Constabulary, Military
way to carry 2 pounds of equipment. The
Trail rations (12) 3 Tiny 1 lb. —
acquisition DC shown is for a basic bag;
Weapon Accessories
high-fashion purses can increase the DC
Box magazine 14 Tiny 0.5 lb. Crime, Military
by as much as 5.
Detonator
Patrol Box: Originally developed for
Blasting cap 14 Tiny 0.5 lb. Crime, Intelligence
use by police officers, this portable file
Ether controlled 20 Tiny 0.5 lb. Military
cabinet has found favour with Scope rid-
Timed 17 Tiny 0.5 lb. Military
ers. This hard-sided briefcase takes up the
Wired 16 Tiny 1 lb. Industry, Military
Holster
passenger seat of a car and provides easy
Hip 5 Tiny 1 lb. Constabulary, Military
access to files, storage for a portable Scope
Concealed carry 5 Tiny 0.5 lb. Constabulary, Crime, Intelligence, Street
point, and a writing surface. It holds 5
Illuminator 17 Tiny 0.5 lb. Military
pounds worth of equipment and has an
Laser sight 25 Tiny 0.5 lb. Military average lock (Engineer (mechanical) DC
Scope 25; break DC 15).
Standard 21 Tiny 0.5 lb. Crime, Military Range Pack: This lightweight black bag
Ethertech 28 Small 3 lb. Intelligence, Military has a spacious inner compartment capable
Speed loader 13 Tiny 0.5 lb. Crime, Military, Street of holding roughly 8 pounds of gear and
Suppressor can hold an additional 4 pounds in six zip-
Pistol 27 Tiny 1 lb. Crime, Intelligence pered external compartments. The larger
Rifle 29 Small 4 lb. Crime, Intelligence version holds 12 pounds of equipment in
the internal compartment and another 6
pounds in the zippered external pouches.
comes with them. As a general rule, ignore of your size category or smaller.
A range pack easily holds several pistols,
battery life — assume that you (and your Weight: This column gives the item’s
and the larger version can hold disassem-
antagonists) are smart enough to recharge weight.
bled rifles.
or replace your batteries between adven- Restriction: Influences required to
Trunk: A trunk is a reinforced box
tures, and that the batteries last as long as acquire the item (if any). Characters
for carrying large amounts of clothing or
needed during adventures. If battery life must possess at least 1/4 rank in one of
equipment. Wing-style clamps keep it
is important in the game, roll 1d20 every the listed influences to be able to acquire
from opening accidentally.
time a battery-operated item is used. On the item. When attempting to acquire the
a result of 1, the batteries are dead and item, you add your rank in this influence
the object is useless. New batteries have to your acquisition check (round down). Clothing

 T
a acquisition DC of 2 and can be changed he items described here represent
as a move action. Bags and Boxes general clothing types, or unusual
outfits that you might need to purchase.

Equipment
W ith the wide variety of equip-
ment available to Etherscope
adventurers, it’s often critical to have
To some extent, clothing choice is based
on character concept, but perhaps a big-
ger factor is your social status. It’s gener-
something to store the equipment in or
Tables carry it around in.
ally assumed that you own a reasonable
wardrobe of the sorts of clothes that fit
Briefcase: A briefcase can carry up to

E quipment is described by a num- your station and profession. Sometimes,


5 pounds worth of gear. A briefcase can
ber of statistics, as shown on Table however, you might need something out
be locked, but its cheap lock is not very
3–20: General Equipment. of the ordinary. When that’s the case,
secure (Engineer (mechanical) DC 20;
Acquisition DC: This is the DC for you will have to purchase it like any other
break DC 10).
an acquisition check to acquire the item. piece of gear. Clothes have two effects on
Day Pack: This is a small backpack, the
This number reflects the base price and game mechanics: one on Disguise checks,
sort often used by students to carry their
availability of the item. and one on Sleight of Hand checks. First,
books around, or by outdoor enthusiasts
Size: The size category of a piece of clothing is part of a disguise. See the Dis-
on short hikes. It holds 8 pounds of gear
equipment helps to determine how easy guise skill description for more on how
and fits comfortably over one or both
that object is to conceal, and it also indi- appropriate dress affects Disguise checks.
shoulders.
cates whether using the object requires Clothes also help to hide firearms, body
Gladstone Bag: This is the classic
one hand or two. In general, you only armour, and small objects. Tightly tai-
doctor’s bag, with space for a full surgery
need one hand to use any object that is lored clothing imposes a penalty on an
kit and diagnostic equipment as well as a

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attempt to conceal an object; clothing pur- the upper body, its length and style vary seen. In the Etherscope world, photog-
posely tailored to conceal objects provides according to fashion and use. raphy is a profession, with few amateurs
a bonus. See the Concealed Weapons and Overcoat: This is a warm coat worn over owning their own cameras. There are no
Objects section earlier in this chapter. a suit jacket or indoor clothing. cameras which simply allow “snaps” to
Clothing Outfit: An outfit of cloth- Thick Overcoat: This winter coat grants be taken by the untrained photographer.
ing represents everything you need to the wearer a +2 equipment bonus on For- As such, all cameras of the Etherscope
dress a part: pants or skirt, shirt, under- titude saves made to resist the effects of world can accept different lenses and take
garments, appropriate shoes or boots, cold weather (see Chapter 4: Combat). the highest-quality pictures. A camera is
socks or stockings, and any necessary Photographer’s Vest: Made of cotton needed to use the photography aspect of
belt or suspenders. The clothes you wear with mesh panels to keep the wearer cool, the Creative Art skill. The film used in
do not count against the weight limit for the photojournalist’s vest has numerous a camera must be developed using the
encumbrance. obvious — and hidden — pockets. It Engineer (chemical) skill.
Blue Collar: This is the standard rough counts as loose and bulky clothing when Film: The medium upon which photo-
clothes worn by the working classes. Made used to conceal Small or smaller objects, graphs are stored, film comes in a variety
from sturdy wools and linens, they are and also grants the “specially modified to of sizes and speeds. The acquisition DC
built to last and are often repaired rather conceal object” bonus when used to con- represents the cost of a roll of 24 expo-
than replaced. ceal Tiny or smaller objects. See “Con- sures of professional quality film.
Business: A business outfit generally cealed Weapons and Objects” earlier in Ethercomm Device: This ethertech
includes a jacket or blazer, and it tends this chapter. communications device comes as a circu-
to look sharp and well groomed without Tool Belt: This sturdy leather belt has lar hand-held device of wood and polished
being overly formal. numerous pockets and loops for tools, brass or silver plate. Ethercomm devices
Fashion: Fashion clothes are those nails, pencils, and other necessities for are designed to have a similar appearance
worn by the well-to-do who have money repair and construction work, mak- to a pocket watch, but are usually a lit-
to burn on some minor luxuries. This is ing it easy to keep about tle larger. The main body of
now the domain of the upper and middle 10 pounds of items on the device is a miniature
classes as these clothes are priced far out hand. The pockets Scope-point style
of the range of the ordinary working class are open, however, portal. A metal
person. The styles of clothes considered and items can eas- dial surrounds
fashionable change from year to year. ily fall out if the the portal which
They are always made from high-quality belt is tipped. is turned through
material and cut to elegant lines, but the combinations in
physical aspects they accentuate, and the Ethertech order to connect to
colours in which they are found, vary with other ethercomm
the latest fashion.
Devices device users. Ether-
Formal: From a little black dress to a ful-
ly appointed evening suit, formal clothes
are appropriate for “black tie” occasions.
R ules for oper-
ating Scope
points appear under
comm devices con-
nect through a nation’s
Scope system and as
Special creations, particularly for women, the Scope Use skill. such can only be used to
can have acquisition DCs much higher Other devices are operat- contact recipients who have
than shown on the table. ed without requiring a specific ethercomm devices operated by
Uniform: From the delivery boy to skill use. Whilst there are some the same nation. However, the range
senior Air Force officer, people on the job devices in the Etherscope world is weak, and they must be used with-
tend to wear uniforms — making such that may appear more electrical in a mile of an ethercomm station,
clothing an essential part of some disguis- than “ethertech,” these items are
es, since a uniform inclines people to trust combined due to their similarity
the wearer. in the mindset of the average
Coats: In addition to keeping you warm Etherscope world person.
and dry, coats and jackets provide addi- Ethertech devices themselves
tional concealment for things you may could not exist without electri-
be carrying (they often qualify as loose or cal components, but there are no
bulky clothing; see “Concealed Weapons true electronics — items with circuit
and Objects” earlier in this chapter). boards and the like; ethertech devices
Fine Coat: This is a high fashion acces- are the Etherscope alternative. (More
sory, but to all other intents and purposes details about ether technologies can be
functions as either a jacket or overcoat, found in Chapter 6: The Scope.)
depending upon the style of the item. Camera: Still cameras let you
Jacket: An outer garment worn on capture a record of what you’ve

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of playing cards) Professional Equipment


can record up to
eight hours of audio
and can be con- T his category covers a wide variety
of specialized equipment used by
professionals in adventure-related fields.
nected to a Scope
point to down- Some objects contain the tools necessary
load the recording. to use certain skills optimally. Without
Ethertech audio the use of these items, often referred
recorders don’t have to as kits, skill checks made with these
extremely sensi- skills take a –4 penalty. Skills and the
tive microphones; kits they are associated with are listed in
they only pick up Table 3–21. See the descriptions of the
sounds within 10 kits for additional details. Note that kits
feet. As with por- should be restocked periodically (acqui-
table Scope points, sition DC 5 less than the original acqui-
these devices are sition DC) and that some skills, by their
restricted to police nature, require a piece of equipment to
and intelligence use, make a given skill check.
but have become Bolt Cutter: An exceptionally heavy
much sought-after wire cutter, a bolt cutter can snip through
contraband. padlocks or chain-link fences. Using a
bolt cutter requires a Strength check
Surveillance (DC 10).
Caltrops: Caltrops are four-pronged
Gear iron spikes designed so that one prong is

K eeping an eye
on suspects or
tracking the moves
pointing up when the caltrop rests on a
surface. You scatter caltrops on the ground
to injure opponents, or at least slow them
which are often signposted on street cor- of potential enemies is a crucial part down. One bag of twenty-five caltrops
ners. Ethercomm devices open a direct of the job of the police and intelligence covers a single 5-foot square. Each time a
portal from one area of Prime Reality services in the Etherscope game. All of creature moves through a square contain-
space to another, hence allowing audio these devices are restricted to Constab- ing caltrops at any rate greater than half
and visual communication. Ethercomm ulary and Intelligence influences, but speed, or each round a creature spends
devices send a visual “calling card” to the some are widely used by criminals or fighting in such an area, the caltrops make
recipient, which appears on the screen as have become available on the street. a touch attack roll (base attack bonus +0).
the device is being called. An ethercomm Ethercomm Calling-Card Defeater: A caltrop deals 1 point of damage on a
device uses a battery that lasts for 24 When an ethercomm call contains a caller successful hit, and the injury reduces foot
hours before it must be recharged. ID defeater, ethercomm devices attempt- speed to half normal (a successful Knowl-
Scope Point: A Scope point is a cir- ing to connect with that device show up edge (medicine) check, DC 15, or one
cular glass window surrounded by elec- as “anonymous” or “unavailable” on the day’s rest removes this penalty). A charg-
tromagnets which open a portal into receiving ethercomm unit. Such a call can ing or running creature must immediately
Etherspace. They open up to a specific still be traced as normal, however. stop if it steps on a caltrop. See the avoid
Wall domain (see Chapter 6: The Scope Ethercomm Interceptor: About the hazard stunt for the effect of caltrops on
for more details). size of a small briefcase, an ethercomm vehicles in Chapter 4: Combat.
Wall Mounted: Bulky but powerful, interceptor can detect and monitor an Chemical Kit: A portable laboratory
these machines are common on the walls ethercomm conversation within a 5-mile for use with the Engineer (chemical) skill,
of the well-to-do and are used in industry. area by listening in on the ethercomm a chemical kit includes the tools and com-
Portable: Slim, lightweight, and por- service’s own transmitters. Intercepting ponents necessary for mixing and analys-
table, portable Scope points have most of the calls of a particular device requires an ing acids, bases, explosives, toxic gases,
the functions of the wall-mounted vari- Engineer (ethertech) check (DC 35); if the and other chemical compounds.
ety. These are legally available only to the user knows the identity code of the ether- Disguise Kit: This kit contains every-
police and intelligence officers. However, comm device in question, the DC drops thing needed to use the Disguise skill,
they have become available on the street by 10. Obviously, the device must be in use including makeup, brushes, mirrors, wigs,
and make great tools for Scope riders who for someone to intercept the call. An ether- and other accoutrements. It doesn’t con-
need to move about to avoid being caught. comm interceptor cannot be used to inter- tain clothing or uniforms, however.
Ethertech Audio Recorder: These cept ground-line connections. Duct Tape: The usefulness of duct tape
tiny recorders (about the size of a deck is limited only by your imagination. Duct

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tape can support up to 200 pounds indefi- lab. Without an evidence kit, you
nitely or up to 300 pounds for 1d6 rounds. take a –4 penalty to use the col-
If bound with duct tape, you must make a lect evidence option of the Inves-
Strength or Escape Artist check (DC 20) tigate skill.
to free yourself. One roll provides 70 feet Basic: A basic evidence kit
of tape, 2 inches wide. includes clean containers, labels, gloves,
Ethertech Tool Kit: This collection tweezers, swabs, and other items to gath- with a range of inks and paints, typeface
of hand tools and small parts typically er bits of physical evidence and prevent proofs, and chemicals to artificially age
includes a variety of pliers, drivers, cut- them from becoming contaminated. documents. Depending on the item to be
ting devices, fasteners, and power tools. It Deluxe: A deluxe kit includes all the forged, you might need legal documents
also contains a special device for remotely materials in a basic kit, plus supplies for or other items not included in the kit.
checking and correcting the ethertech sys- analysing narcotic substances at the scene Handcuffs: Handcuffs are restraints
tems that are stored in the Scope. and for gathering more esoteric forms designed to lock two limbs — normally
Basic: This small kit allows you to of physical evidence such as casts and the wrists — of a prisoner together.
make repair checks with the Engineer moulds of footprints or vehicle tracks, as They fit any Medium or Small human
(Ethertech) skill on ethertech devices well as chemical residues and organic flu- or other creature that has an appropri-
without penalty. ids. It also contains the necessary dusts, ate body structure.
Deluxe: This kit consists of a number sprays, brushes, adhesives, and cards to Steel: These heavy-duty cuffs have
of specialised diagnostic and repair tools gather fingerprints. It grants a +2 equip- hardness 10, 10 hit points, a break DC of
as well as thousands of spare parts. It ment bonus on Investigate checks under 30, and require an Engineer (mechanical)
grants a +2 equipment bonus on repair appropriate circumstances (whenever check (DC 25) or Escape Artist check
checks with the Engineer (ethertech) the GM rules that the equipment in the (DC 35) to remove without the key.
skill on ethertech devices and allows you kit can be of use in the current situa- Zip-Tie: These are single-use dispos-
to make any Engineer (ethertech) checks tion). Using a deluxe kit to analyse a pos- able handcuffs, which are often made sim-
without penalty. sible narcotic substance or basic chemical ply from heavy-duty cable ties. They have
Evidence Kits: Law-enforcement requires an Engineer (chemical) check hardness 0, 4 hit points, and a break DC
agencies around the world use generally (DC 15). In this case, the +2 equipment of 25. They can only be removed by cut-
the same tools to gather evidence. Hav- bonus does not apply. ting them off (Engineer (mechanical) and
ing an evidence kit does not grant access Fake ID: Purchasing a falsified identi- Escape Artist checks automatically fail).
to a law enforcement agency’s crime lab; ty papers from a black market source can Instrument, Keyboard: A piano or
it merely assists in the proper gathering produce mixed results, depending on the similar instrument, necessary in order
and storing of evidence for use by such a skill of the forger. Typically, a forger has to use the Perform (keyboard instru-
1 to 4 ranks in the Forgery skill, with a ment) skill.
Table 3–21: Skills and +1 ability modifier. When you purchase Instrument, Percussion: A set of
Professional Equipment a fake ID, the GM secretly makes a Forg- drums or similar instrument, necessary
Skill Associated Item ery check for the forger, which serves in order to use the Perform (percussion
Climb Climbing gear as the DC for the opposed check when instrument) skill.
Engineer (chemical) Chemical kit someone inspects the fake ID. The acqui- Instrument, Stringed: A fiddle or
Engineer (ethertech) Ethertech tool kit sition DC of a fake ID is 10 + the forger’s cello, or similar instrument, necessary in
Engineer (mechanical) Mechanical tool kit ranks in the Forgery skill. order to use the Perform (stringed instru-
Lockpick set First Aid Kit: Available at most ment) skill.
Lock release gun chemists and the services’ surplus stores, Instrument, Wind: A flute or clari-
Vehicle opening kit this kit contains enough supplies (and net, or similar instrument, necessary in
Engineer (pharmaceutical) Pharmacist kit simple instructions for their use) to treat order to use the Perform (wind instru-
Engineer (structural) Mechanical tool kit an injury before transporting the injured ment) skill.
Engineer (any) Multipurpose tool kit person to a medical professional. With a Lockpick Set: A lockpick set includes
Disguise Disguise kit first aid kit, you can help a dazed, uncon- picks and tension bars for opening locks
Forgery Forgery kit scious, or stunned character by making a operated by standard keys. A lockpick set
Investigate Evidence kit Knowledge (medicine) check (DC 15). A allows you to make Engineer (mechani-
Knowledge (medicine) First aid kit first aid kit can be used only once. Skill cal) checks to open mechanical locks
Medical kit checks made without a first aid kit incur (deadbolts, tumbler locks, and so forth)
Surgery kit a -4 penalty. without penalty.
Munitions Munitions kit Forgery Kit: This kit contains every- Lock Release Gun: This small, pistol-
Perform (keyboards) Instrument, keyboard thing needed to use the Forgery skill to like device automatically disables cheap
Perform (percussion) Instrument, percussion prepare forged items. This usually incor- and average mechanical locks operated by
Perform (stringed) Instrument, stringed porates a camera, photograph develop- standard keys (no Engineer (mechanical)
Perform (wind) Instrument, wind ment equipment, pens and paintbrushes check necessary).

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Mechanical Tool Kit: This collection Scope display portal on the front for dis- of the strip by a 10-foot-long cord), the
of hand tools and small parts typically playing the results of the process. To the spikes extend. Each time a creature moves
includes a variety of pliers, drivers, cutting box is attached the “reader” that comes in through a square containing an activated
devices, fasteners, and power tools. one of two forms: spike strip at any rate greater than half
Basic: This kit, which fits in a portable Jack-attach: The jack-attach reader has speed, or each round a creature spends
toolbox, allows you to make repair checks a two-way plug/socket at the end of the fighting in such an area, the spike strip
using the Engineer (mechanical) skill, for cable that connects it to the patterner makes a touch attack roll (base attack
mechanical devices, without penalty. box. This can be used as a socket for bonus +0). The strip deals 2 points of
Deluxe: This kit fills a good-sized shop Scope jack plugs found on a Scope point, damage on a successful hit, and the injury
cabinet. It includes a broad variety of spe- which are used to connect Scope jacks reduces foot speed to half normal (a suc-
cialised hand tools and a selection of high- for Etherscope immersion, or as a plug to cessful Knowledge (medicine) check, DC
quality power tools. It grants a +2 equip- attach directly into a Scope jack implant 15, or one day’s rest removes this penalty).
ment bonus on repair checks using the (see Scope immersion in Chapter 6: The Wheeled vehicles passing over the strip
Engineer (mechanical) skill, for mechanical Scope, and the “Scope jack implant” in are automatically hit — although vehicles
devices, and allows you to make all other the cybernaughtics section earlier in this equipped with puncture-resistant tires are
Engineer (mechanical) or Engineer (struc- chapter for more information). not affected.
tural) checks without penalty. Skull-net: The skull-net reader, a fine Surgery Kit: About the size of a small
Medical Kit: About the size of a large web of wires and sensors, is placed over backpack, this kit contains the instru-
tackle box, this is the sort of kit com- the head of the person you wish to take ments needed for rudimentary emergen-
monly carried by military medics. It a reading from. As such it is more useful cy surgery. A surgery kit is used when
contains a wide variety of medical sup- for creating upload tabs than Scope tabs performing surgery (see the Knowledge
plies and equipment. A medical kit can as it cannot be used to connect to the (medicine) skill). Anyone who performs
be used to treat a dazed, unconscious, or Etherscope (see the Engineer (pharma- surgery without a surgery kit takes a –4
stunned character, to provide long-term ceutical) skill in Chapter 2: Traits for penalty on the Knowledge (medicine)
care, to restore hit points, to treat a dis- more information on engineering Scope check. This penalty is in addition to the
eased or poisoned character, or to stabi- tabs and upload tabs). –4 penalty that applies if you do not
lize a dying character (see the Knowledge Pharmacist Kit: A portable pharma- have the Surgery feat.
(medicine) skill in Chapter 2: Traits). cy for use with the Engineer (pharma- Vehicle Opening Kit: This set of odd-
Skill checks made without a medical kit ceutical) skill, a pharmacist kit includes shaped flat metal bars can be slipped
take a –4 penalty. everything needed to prepare, preserve, into the window seam of a vehicle door
Multipurpose Tool Kit: This device compound, analyse, and dispense to trip the lock. The DC of an Engineer
contains several different screwdrivers, medicinal drugs. (mechanical) check to accomplish this
a knife blade or two, can opener, bottle Search-and-Rescue Kit: This waist varies with the quality of the lock; see
opener, file, short ruler, scissors, twee- pack contains a first aid kit, a compass, the skill description.
zers, and wire cutters. The whole thing waterproof matches, a lightweight “space”
unfolds into a handy pair of pliers. A blanket, a standard flashlight, 50 feet of Survival Gear
multipurpose tool kit can lessen the pen- durable nylon rope, two smoke grenades,
alty for making any repair check, Engi-
neer (mechanical), Engineer (ethertech),
and one signal flare.
Scope Tab Patterns: Scope tab pat- S urvival gear helps characters keep
themselves alive in the great outdoors.
Backpack: This is a good-sized back-
or Engineer (structural) checks without terns are recipes for creating Scope tabs
appropriate tools to –2 instead of the and upload tabs. The acquisition DC var- pack, made of tough canvas. It has one
normal –4. The tool is useful for certain ies depending upon how difficult the par- or two central sections, as well as several
tasks, as determined by the GM, but may ticular type of pattern is to get hold of. See exterior pockets and straps for attach-
not be useful in all situations. “Scope Tabs” in the Lifestyle Items section ing tents, bedrolls, or other gear. It can
Munitions Kit: This kit contains every- below for more information on different carry up to 60 pounds of gear. A back-
thing needed to use the Munitions skill types of Scope tabs and their availability. pack gives you a +1 equipment bonus to
to set detonators, wire explosive devices, Spike Strip: This device is designed Strength for the purpose of determin-
and disarm explosive devices. Detonators to help the police end wheeled-vehicle ing carrying capacity.
must be purchased separately. chases. The strip comes rolled in a spool Binoculars: Binoculars are useful for
Patterner: Patterners are devices that about the size of a small suitcase. Deploy watching opponents, wild game, and
enable the user to collect a read-out of it by rolling it across a roadway, where it sporting events from a long distance.
the specific brain chemistry in order to lies like a flat, segmented belt. You can roll Standard: Standard binoculars reduce
create a pattern for making Scope tabs it out onto the road without entering the the range penalty for Spot checks to
(see the Engineer (pharmaceutical) skill lane of traffic. Until the strip is activated, –1 for every 50 feet (instead of –1 for
in Chapter 2: Traits for full details on the spikes do not protrude, and cars can every 10 feet). Using binoculars for Spot
using these devices). A patterner is a pass safely over it. When you activate it checks takes five times as long as mak-
small, usually wooden, box with a small (via a control device attached to the end ing the check unaided.

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Rangefinding: In addition to the benefit Tactical Map: A tactical map covers Standard: This heavy metal flashlight
of standard binoculars, rangefinding bin- a small area — usually a few miles on a projects a beam 30 feet long and 15 feet
oculars include an ethertech readout that side — in exacting detail. Generally, every across at its end.
indicates the exact distance to the object building is represented, along with all Battery Flood: Practically a hand-held
on which they are focused. roads, trails, and areas of vegetation. Tac- spotlight, this item projects a bright beam
Ethertech: Ethertech binoculars func- tical maps are not available for all areas, 100 feet long and 50 feet across at its end.
tion the same as standard binoculars in and, though inexpensive, they generally Trail Rations: Trail rations come in a
normal light. In darkness, however, users have to be acquired from military sources. number of commercial options. They all
looking through them see as if they had Mesh Vest: This is a lightweight vest provide the necessary energy and nutri-
the darkvision ability granted by night- with a series of pockets for items such as tion for survival. The acquisition DC
vision goggles. a compass, spare ammunition magazines, given is for a case of 12 meals.
Chemical Light Stick: This disposable pressure bandages, and an ethercomm
plastic stick, when activated by bending device, along with loops for attaching Weapon Accessories
and cracking an interior barrier between grenades, knives, or tools. It can hold
two chemicals, uses the resulting chemi-
cal reaction to create light for 6 hours. It
up to 40 pounds of equipment. A mesh
vest provides a +2 equipment bonus to A s if Etherscope weapons weren’t
dangerous enough, a number of
accessories can increase their utility or
illuminates an area only 5 feet in radius. Strength for the purpose of determining
efficiency.
Once activated, it can’t be turned off or carrying capacity.
reused. The listed acquisition DC is for a Portable Stove: This small stove works Box Magazine: For weapons that use
pack of 5 sticks. on kerosene or white gasoline, and can box magazines, you can purchase extras.
Climbing Gear: This encompasses all easily be broken down and carried for Loading these extra magazines ahead of
of the tools and equipment that climbing backpacking. time and keeping them in a handy place
enthusiasts use to make climbing easier Rope: Climbing rope can support up to makes it easy to reload a weapon in com-
and, in some cases, possible, including 1,000 pounds. bat. The price listed is for empty maga-
ropes, pulleys, helmet and pads, gloves, Sleeping Bag: This lightweight sleep- zines.
spikes, chocks, ascenders, pitons, a hand ing bag rolls up compactly. It can keep you Detonator: A detonator activates an
axe, and a harness. It takes 10 minutes to warm even in severe weather and can also explosive, causing it to explode. The device
remove the gear from its pack and outfit double as a stretcher in an emergency. consists of an etherically activated blasting
it for use. Use this gear with the Climb Tent: A tent keeps you warm and dry cap and some sort of device that delivers
skill. in severe weather, providing a +2 equip- the etheric charge to set off the blasting
Compass: A compass relies on the ment bonus on Fortitude saves against the cap. Connecting a detonator to an explo-
Earth’s magnetic field to determine the effects of cold weather. Traditional tents sive requires a Munitions check (DC 15).
direction of magnetic north. A compass are made from canvas with heavy wooden Failure means that the explosive fails to go
grants its user a +2 equipment bonus on poles. Whilst most readily available tents off as planned. Failure by 5 or more means
Navigate checks. have etherium poles to ease the weight the explosive goes off as the detonator is
Flash Goggles: These eye coverings load somewhat, they are still cumbersome being installed.
provide total protection against blind- and only useful to the hardiest of wilder- Blasting Cap: This is a detonator with-
ing light. Whilst developed by the steel ness adventurers. More recent plastics out a built-in controller. It can be wired
and etherium industry, they have become technologies have seen the introduction of into any ethertech device, such as a light
widely used by the military. high-quality lightweight tents. These are switch or a vehicle’s ignition switch, with
Gas Mask: This apparatus covers the currently widely used by the American an Engineer (ethertech) check (DC 10).
face and connects to a chemical air filter military who developed the material, but When the ethertech device is activated,
canister to protect the lungs and eyes from British spies discovered the formula and the detonator goes off.
toxic gases. It provides total protection sold it to the Ottomans, who now provide Ether Controlled: This device consists
from eye and lung irritants. The filter can- the British and New Reich militaries with of two parts: the detonator itself and the
ister lasts for 12 hours of use. Changing a their own lightweight tents. activation device. The activation device is
filter is a move action. The acquisition DC Torch: Torches, also known as flash- an ethertech item about the size of a deck
for one extra filter canister is 6. lights, come in a wide variety of sizes and of cards, with an antenna, a safety, and
Map: Whilst a compass can help you quality levels. Those covered here are an activation switch. When the switch is
find your way through the wilderness, a professional, heavy-duty models, rugged toggled, the activation device sends a sig-
map can tell you where you are going and enough to withstand the rigours of adven- nal to the detonator by ethercomm signal,
what to expect when you get there. turing. Torches negate penalties for dark- setting it off. It has a range of 500 feet.
Road Atlas: Road atlases are available ness within their illuminated areas. Timed: This is an ethertech or clock-
for all British cities, and most in the USA Penlight: This small flashlight can be work timer connected to the detonator.
and New Reich, showing all major roads. carried on a key ring. It projects a beam Like an alarm clock, it can be set to go off
It is usually only possible to buy maps for of light 10 feet long and 5 feet wide at its at a particular time.
the region that you are currently in. end. Wired: This is the simplest form of deto-

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nator. The blasting cap connects by a wire all the bullets at once (see “Reloading Fire- Table 3–22: Lifestyle Items
Item Acquisition DC Restriction
to an activation device, usually a small pis- arms” above).
Housing
tol-grip device that the user squeezes. The Suppressor: A suppressor fits on the Working class housing
detonator comes with 100 feet of wire, end of a firearm, capturing the gases trav- Coffin flat 12 —
but longer lengths can be spliced in with elling at supersonic speed that propel a Family flat 13 —
a Munitions check (DC 10). bullet as it is fired. This eliminates the Two-up-two-down 14 —
Holster: Holsters are generally avail- noise from the bullet’s firing, dramatically Middle class housing
Large house 20 —
able for all Medium or smaller firearms. reducing the sound the weapon makes Shop-and-flat 18 Civic
Hip: This holster holds the weapon when it is used. For handguns, the only Upper class housing
in an easily accessed — and easily seen sound is the mechanical action of the Quality address 28 —
— location. weapon (Listen check, DC 15, to notice). Stately home 45 High Society
Concealed Carry: A concealed carry hol- For longarms, the supersonic speed of Entertainment
Music hall ticket 2 —
ster is designed to help keep a weapon out the bullet itself still makes noise. How- Opera ticket 20 High Society
of sight (see the Concealed Weapons and ever, it’s difficult to tell where the sound Picture house ticket 3 —
Objects section earlier in this chapter). In is coming from, requiring a Listen check Sporting event ticket 3 —
most cases, this is a shoulder holster (the (DC 15) to locate the source of the gun- Theatre ticket 12 —
weapon fits under the wearer’s armpit, fire. Modifying a weapon to accept a sup- Meals
Exclusive restaurant 9 High Society
presumably beneath a jacket). Small or pressor requires an Engineer (mechanical) Public house meal 4 —
Tiny weapons can be carried in waistband check (DC 15). Once a weapon has been Standard restaurant 7 —
holsters (often placed inside the wearer’s modified in this manner, a suppressor can Takeaway 2 —
waistband against the back). Tiny weap- be attached or removed as a move action. Transportation
ons can also be carried in ankle or boot Suppressors cannot be used on revolvers, Air fare
Continental 27 —
holsters. shotguns or v-prop weapons. A suppres- Intercontinental 32 —
Illuminator: An illuminator is a small sor purchased for one weapon can be used Cab fare 8 —
torch (flashlight) that mounts to a firearm, for any other weapon that fires the same Rail travel
freeing up one of the user’s hands. It func- calibre of ammunition. Local 4 —
tions as a standard torch. Continental, luxury 22 High Society


Continental, second class 14 —
Laser Sight: This small laser mounts Sea crossing
on a firearm, and projects a tiny red dot on Continental, luxury 26 High Society
the weapon’s target. A laser sight grants
a +1 equipment bonus on all attack rolls Lifestyle Continental, steerage
Intercontinental, luxury
18
31
Intercontinental, steerage 23

High Society

made against targets no farther than 30
Vehicle rental
feet away. However, a laser sight can’t be
used outdoors during the daytime.
Scope: A scope is a sighting device that
L ifestyle items include travel expens-
es, entertainment and meals beyond
the ordinary, and housing, for those
Luxury
Service wheeled van
Steam carriage
22
12
13



makes it easier to hit targets at long range. characters interested in buying a home Zepcar 14 —
However, although a scope magnifies the Lodging
rather than renting. Lifestyle items,
Boarding house 13 —
image of the target, it has a very limited their acquisition DC, and their influ- Guest house 19 —
field of view, making it difficult to use. ence restriction (if any) are shown in Upscale hotel 31 —
Standard: A standard scope increases Table 3–22. Scope Tabs
the range increment for a ranged weapon Trip tabs
by one-half (multiply by 1.5). However, Housing Black Trip
Domestic city
13
29
Street
High Society
to use a scope, you must spend an attack

H ousing in Etherscope is almost Other city 15 Intelligence, Street


action acquiring your target. If you change Pleasure domains 2 High Society, Street
targets or otherwise lose sight of the tar- entirely rented properties. The Upload tabs
get, you must reacquire the target to gain power and Wealth of the aristocracy in Knowledge 14 Street
the benefit of the scope. Europe (and even in America, where there Fighting technique 15 Street
Ethertech: An ethertech scope func- are still a small few who own nearly all of Other skill 13 Street
the land) lies in their control of properties. Upload capsule
tions the same as a standard scope in Tailor-made 31 Intelligence, Street
normal light. In darkness, however, you As such, all people rent property; even the Reality drama 14 High Society, Street
see through it as if you had the darkvision wealthiest industrialists are likely to rent Scope Programs
ability. their luxury houses. Base 10 Industry, Street
Rented Accommodation: As rent- Components
Speed Loader: A speed loader holds a Complexity level 1 +1 Industry, Street
number of bullets in a ring, in a position ing is a long-term commitment, it is not Complexity level 2 +3 Industry, Street
that mirrors the chambers in a revolver appropriate to either roll a die or to take Complexity level 3 +7 Industry, Street
cylinder. Using a speed loader saves time 20 on the acquisition check. Your ability Complexity level 4 +11 Industry, Street
in reloading a revolver, since you can insert to pay rents is always counted as though Complexity level 5 +17 Industry, Street

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you were taking 10 on an acquisition no water supply in the house and a fire and all the modern conveniences that money
check. As taking 10 does not reduce your stove in one room. Most have a toilet in the can buy.
Wealth score, this provides a sustain- backyard, but some may share a single toi- Stately Home: The richest of the aris-
able level of accommodation that you can let and standpipe between an entire row. tocracy have inherited their fortune over
afford at each rent cheque. It is possible to Middle Class Housing: The contrast many generations. They have a title, as well
stretch to a higher standard of living for a between the prosperity of working and as estates that generate a very comfort-
limited period of time, and characters can middle classes is striking. Even the poor- able income. They also probably possess a
risk a die roll or take 20 to gain access to est of the middle class employ at least one large stately home as part of their fortune,
a house for a short period of time. Every live-in servant, normally a housekeeper. including many rooms, a library of quality
month, however, you must make another The middle class houses in Etherscope books, an art collection with one or two
acquisition check in order to maintain have been gradually pushed further and significant works, and much more. Unlike
rent at the property. further out of the centres of the cities most other housing, the acquisition DC
Working Class Housing: Working and their absorbed satellite towns, and of the stately home represents the price
class housing is grim, and sanitation is into pleasant but isolated suburbs. The to buy the land rather than to rent it. As
poor. Most share toilets with the rest of wealthier of the middle class simply have such, it can be bought, and usually is, by
the houses or flats in the block and those larger houses and more servants. taking 20 on an acquisition check.
lucky enough to have their own are lim- Large House: Most professionals and
ited to one at the end of their yard. Water successful tradesmen and managers can Entertainment
supply is also often communal, with a afford a large house in an attractive and
standing pipe situated at the end of each
block. Standard gas lighting is, however,
safe suburb; they will also need to employ
a staff of between four and ten people to A cquisition DCs are given for several
entertainment options. They repre-
sent the purchase of a single ticket. A pair
widely available, but the price means that successfully maintain their house. This
of tickets can be purchased together; doing
many spend longer hours in darkness to expense is included in the acquisition
so increases the acquisition DC by 2.
avoid building up a hefty bill. Normal use DC.
of gas lighting is included in the acquisi- Shop-and-flat: Many shopkeepers own Music Hall: The music hall is the
tion DC listed in Table 3–22. This DC large buildings in the high street of the bawdy house for drunken scallies and
may be reduced by 1 for every week that main retail areas of towns and cities. other ne’er-do-wells, providing the lowest
the occupants “economise” on heating, These large buildings provide them with form of entertainment. These halls put on
lighting, and other metered facilities. both the source of their business and their cabaret shows of simple songs and simpler
Coffin Flats: The situation for the work- home. The shop normally takes up the jokes and slapstick routines.
ing class has recently worsened with the ground floor, often leaving two or three Opera: The opera enjoys a highly privi-
introduction of coffin flats, a tiny apart- other floors for the residence. Such hous- leged position in the hierarchy of enter-
ment with little more than room for the ing obviously has its own sanitation and a tainments, being the exclusive domain of
bed. A typical coffin flat also has a stove decent standard of lighting throughout. the upper classes. As such, it has become
but nothing else. These are deemed suit- Upper Class Housing: The aristoc- as much a case of going to the opera to be
able for the growing single population of racy have the distinct advantage when it seen as to actually see the opera.
the Great Metropolis, where space for comes to housing. Many own their own Picture House: With the advent of
building housing is precious. Tall tower land, including a large stately home and Scope tabs and the government restric-
blocks contain thousands of coffin flats grounds. However, there also a good tions on the types of films that can be
crammed into a tiny amount of ground number of the well-to-do who feel the shown in the European countries, the
space. need to be at the centre of society. They motion picture industry has entered a
Family Flat: The demand for ground require luxury living in the heart of the period of decline. However, there is still a
space has also led to the tower principal many metropolitan centres of the world place for the picture house, which shows
being applied to family dwellings. These to ensure they are invited to the best par- government propaganda newsreels before
apartments have two or three rooms and a ties. Such places are in high demand and the latest feature. With many of the more
stove, and some also have their own water are expensive for their size. civilised members of the working classes,
supply and even a bathroom in the more Quality Address: Wealthy industrial- who would not disgrace themselves by
respectable working class communities. ists and the aristocracy alike all prefer to going to the music hall, the picture house
Two-up-two-down: This traditional live in the more fashionable areas so as to has become a regular Saturday night rit-
working class housing is gradually being make the right impression and be close ual.
phased out due to the inefficient use of to all the gossip. Houses in such quality Sporting Event Ticket: Sport in the
land it offers. The industrial cities of Brit- addresses are typically only a little larger Etherscope world is largely the domain of
ain are full of long, terraced rows of houses, than those in the suburbs, but are much the working classes. Hordes go to watch
back to back and side to side. Such houses more expensive. Eight to twenty staff the various different football matches
have two rooms on the ground floor and members are required to run the house, on a Saturday afternoon; in Britain and
two more above them, with families shar- and this expense is included in the acquisi- throughout the Empire, there is associa-
ing two rooms in a house. There is usually tion DC. These houses are equipped with tion football (soccer), rugby football, and

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cricket. In America, they have their own its fish and chips, scouse (the local stew), into two types: luxury, used by the upper
form of football, and baseball. The Ger- black pudding, and black peas. classes to traverse the world in style; and
mans are also fond of association football. steerage — Spartan accommodation in
Horse racing is popular everywhere. Some Transportation the ships’ inner bowels — used by those of
events are also the domain of the upper the working classes who leave behind the
and middle classes, such as cricket tests,
with tickets to more exclusive seating or T ravel between countries is not com-
mon in the Etherscope world.
People’s movements are hindered by a
shores of one country to seek their fortune
in another.
entry to reserved areas available for higher Vehicle Rental: The rental culture of
lack of resources, as well as xenophobia,
acquisition DCs, with some as expensive the Etherscope world has also spread
ethnocentrism, and governments fearful
as opera tickets. to the use of vehicles, with many rent-
of espionage. Usually it involves either
Theatre Ticket: From the days of ing their own delivery vans so that they
those who need to travel for business or
Shakespeare, the theatre has been the one can work for whoever has jobs going that
the very wealthy, who have the funds to
form of entertainment that all can enjoy. day. Others at the high end of the middle
make global tourism a possibility. Even
Whilst theatre tickets are still pricey for classes may treat themselves to a luxury,
then, it is rare, left generally to the adven-
a regular working class outing, they are chauffeur-driven vehicle for an evening
turous types who seek the hidden secrets
popular enough to make nice treats when at the theatre. Cab drivers also hire out
of the world’s remaining frontiers. Prices
times are good, and are frequented by their services, whether they drive steam
for long distance travel are listed as con-
both the middle and upper classes. carriages or zepcars. (See Chapter 6: The
tinental (to a place within the same con- Scope for more details about zepcars.)
tinent) or intercontinental (to somewhere
Meals in a different continent). All tickets other
Vehicle rental works along similar lines to
housing rent described above. Taking 10
S everal typical meal costs are provided.
The cost of picking up the tab for
additional diners adds +2 per person to
than steerage or cab fares are considered
to be round trips.
Air Fare: Air travel has not become
to acquire the vehicle means that you can
generally afford to keep it indefinitely, but
other than that, you will need to re-check
the acquisition DC. These are the prices a widely used medium of transport, as every week.
of eating out — characters are assumed many who travel do not need or cannot
to have enough money to buy their usual afford the increased speed this mode of
daily meals, but if they want the pleasure transport offers. Standards on most zep-
Scope Tabs
of a meal out, these are the prices they
must pay.
Exclusive Restaurant: The upper ech-
pelins are comfortable and luxurious, but
are used more by those few industrialists
who have branched out into businesses in
S cope tabs are drugs that manipulate
your mind and its relationship to
Etherspace. They can boost your skills
elons of society need their own places to foreign lands. or allow your avatar to enter the Scope.
congregate, and nothing provides a better Cab Fare: The cities of Etherscope are Thoughts vibrate through the ether, and
venue than the finest restaurants in town. filled with Hansom cabs that take their these tabs allow the brain to shift percep-
Different establishments go through peri- customers to any location in the city with tion of such thought patterns, enabling
ods of being in vogue, but there is always speed, their drivers knowing the routes it to tap into Etherspace, or pick up on
somewhere to go to discover the latest and traffic patterns of the city like the stored thought patterns of knowledge.
stirrings in society. back of their hand. Trip Tabs: Trip tabs take you on a
Public House Meal: Many public Rail Travel: Rail remains the fastest, Scope trip, shifting your consciousness
houses offer some basic food. Whilst their safest, and most reliable form of transport into the Etherscope, depositing your ava-
food may be little better in quality than in the Etherscope world, so not surpris- tar at a specified entry point. For more
that from a takeaway cart, they do pro- ingly it is the mode of choice for most trav- details on how trip tabs work, see Chapter
vide a table and seat, and a beer to wash ellers. Rail travel is divided into two types: 6: The Scope.
it down with. continental, meaning national or interna- Black Trip: Black Trips are tabs devel-
Standard Restaurant: The middle tional travel taken within a continent; and oped by street-level tab-jammers to allow
classes are also fond of eating out, and local, meaning journeys of up to, typically, them to enter the Scope at any point.
many towns and cities have decent quality 100 miles. The land-based limitations Often these find their way to the open
restaurants frequented by the professional of rail travel mean that intercontinental market. Typically, they allow your charac-
and management classes. travel is limited to those areas where the ter entry to one of the industrial domains,
Takeaway: There are many carts and continents touch, such as Europe to Asia but nothing is certain. It is likely that the
stalls throughout the cities of the Ether- (by way of either the Orient Express of the dealer will know where the tab is due to
scope world which supply hot snacks that Trans-Siberian Railway). place the user in Etherspace. However,
you can eat in your hands as you walk Sea Crossing: Sea crossings are still whether they are telling the truth or have
away. Such offerings vary regionally; in a widely used mode of transport. The been misinformed is another matter. The
America you might find hot dogs, whilst in use of etherium and vast steam engines acquisition DC assumes that the pur-
London you would be greeted by pie and has made great speeds possible for huge chaser is trying to find a trip to a specific
mash. The Great Metropolis is famous for ocean-going liners. Sea tickets are divided domain. If you wish to simply find any

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International Travel
In the Etherscope world, long-distance travel lags behind the rest of the world’s technological development. Whilst there are steam carriages
and locomotives that are as fast as anything around today, high-speed international travel hasn’t been a necessity in the Etherscope world, due
to the insular behaviour of many of its people. Instead, the advanced technologies have been spent on improving the luxury and space (and
therefore the overall size of the vessel) available to the discerning traveller. The following information will help you calculate distances and travel
times around the world.

Table 3–23: Typical Long-Distance Travel Speeds


Transport type Typical Range* Typical Speed in mph ** Miles per 24 Hours
Locomotive 4,000 80 1,600
Steam carriage 200 50 300†
Ship, cargo 6,000 25 600
Ship, liner 6,000 40 960
Zeppelin 10,000 35 840
Autogyro 400 90 600†
* Range is the number of miles the vehicle can travel before having to stop. Larger ranges can be achieved with special preparations — typically up to 50% extra
range may be added.
** This is a typical speed over a long distance, taking into account any stops required.
† These vehicles are rarely used for long-distance hauls, and are limited by their maximum range.

Table 3–24: Direct Travel Distances Between Major Cities


London*

176 Metropolis*

577 678 Berlin**

897 1,072 763 Rome**

St. Peters-
1,309 1,326 829 1,460 burg††

3,321 3,470 3,975 4,298 4,291 New York


City†

3,963 3,800 4,415 4,832 4,593 719 Chicago†

5,371 5,196 5,673 6,626 5,524 2,582 1,863 San Fran-


cisco†
Cape Town,
5,979 6,139 5,950 5,219 6,492 7,793 8,487 10,252 South
Africa***

10,562 10,586 10,005 10,140 9,262 9,935 9,235 7,408 6,861 Sydney, Aus-
tralia***

5,956 5,901 5,558 6,136 4,731 6,760 6,314 5,142 9,149 4,845 Tokyo, Japan

5,310 5,262 4,899 5,472 4,071 6,447 6,092 5,178 8,863 5,441 665 Vladivo-
stok††

Nairobi,
4,228 4,404 3,949 3,333 4,234 7,360 8,014 9,600 2,533 7,562 6,998 6,532 Kenya***

6,052 6,075 5,512 5,836 4,750 8,098 7,822 6,893 7,398 4,512 1,774 1,761 5,498 Hong
Kong***

Bombay,
4,477 4,593 3,916 3,837 3,517 7,808 8,067 8,401 5,098 6,310 4,193 3,782 2,815 2,734 India***

5,708 5,741 6,161 5,664 6,986 4,784 5,276 6,629 3,762 8,447 11,507 10,973 5,521 11,019 8,300 Rio de
Janeiro†

*Briain **New Reich ***British †USA ††Russia

Black Trip, lower the DC by 5. There is priceless to the spy — and much sought upload of memory data to your short-term
a 10% chance that a Black Trip has been after by tab-jammers — are the tabs that memory. They can provide you with new
sold incorrectly and takes the ingestor to a take you to the Scope city of another skills or enable you to speak new languag-
different location. nation. es. You can learn complex martial arts with
Domestic City: The latest fad amongst Pleasure Domains: These tabs take you a single tab. Game systems for upload tabs
the decadent young adults of the aristoc- to the pleasure domains. They are easily are found in Chapter 6: The Scope. The
racy is to hold parties in the lavish sur- attained in most countries due to the secret prices listed are for a basic 2-rank upload.
roundings of a Scope hall. As a result, tabs influx of them through American agents. Every additional rank desired increases
such as these, which provide entry to a In America itself, they are more expensive the acquisition DC by 1.
given country’s own Scope city, are much (+10 DC), as more honest market forces Knowledge: Knowledge skill uploads are
sought after. dictate prices, but they are legal. being cracked down on by most govern-
Other City: Hard to get hold of but Upload Tabs: These tabs provide an ments as they represent a serious threat to

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security. As a result, they are harder to get complexity level of its program. For more Table 3–25: Services
hold of compared to other skill tabs. details on Scope program complexity level, Item Acquisition DC
Fighting Technique: To boost your com- see the description of the Scope Use skills Bribery
bat prowess, you need to develop your in Chapter 2: Traits. The complexity level Bouncer 6
martial arts skills. Uploads of these skills is a rough indicator of how difficult the Bureaucrat 15
are highly in demand, particularly with individual components of the program are Informant 7
Scope riders. to create. Add the DC modifiers for each Police constable 20
Other Skills: Uploads of any other skills different type of component purchased in Legal services 20 + lawyer’s Knowledge (civics) ranks
are slightly easier to purchase. the system (similar components are easy Medical services
Upload Capsules: Upload capsules to duplicate once one has been crafted and Long-term care 13
provide specific “grains” of knowledge, so no additional modifier is applied) to the Restore hit points 14
such as the plan of a top-security building, base DC of 10 to calculate the final DC of Surgery 12
or specific series of real-life events. They the program. Treat poison/disease 15
come in a wide variety of colours and are For example, a Scope program suit Vehicle repair
often stamped with a logo that represents of heavy piston armour for your avatar 1 to 10 hp damage 14
the information stored in the grains. requires a complexity level 2 component 11 to 20 hp damage 17
Tailor-made: Criminals, spies, and (for the armour itself) and a complex- 21 to 30 hp damage 20
counter-culturalists make ready use of ity level 4 component for the pistons (an 30+ hp damage 23
upload capsules for transferring secret engine system). This has a total acquisi- Zepcar repair +5
information, such as the plans of a spe- tion DC of 24. Towing 4
cific building. Such grains provide not just You could also add new features to an
a map of the building but the familiarity item, integrating other mechanisms or the Knowledge (medicine) skill for more
and understanding of someone who walks systems by adding more program compo- information on the medical services
the building on a daily basis. It is possible nents to the item. For example, a crossbow described below.
to find a tab-jammer who can create a cap- could have an automatic reloading compo- In a hospital setting, the neces-
sule tailored to your specific needs. Such nent added, which would be an additional sary Knowledge (medicine) checks are
tabs contain grains of whatever informa- level 3 component (the crossbow itself is always successful. The acquisition DC
tion you might want, but the DC will be also level 3), making the total acquisition is per check.
higher where the information is harder to DC for the crossbow 24. You could also Long-Term Care: The acquisition
get hold of, due to security levels and other make weapons or magazines that have an DC represents treatment for regaining
restrictions. infinite supply of ammunition, creating hit points or ability score points more
Reality Drama: A new art form, the it at the time of firing. This would be an quickly than normal on a given day.
reality drama is a kind of play that, upon additional level 1 component, and as such Restore Hit Points: The acquisition
taking the tab, places you in the position of increase the acquisition DC by 1. DC represents treatment for hit point
someone watching a series of events from Completely new equipment items are damage from wounds or injuries on a
someone else’s memory. The fashion was also possible. If you can describe roughly given day.
started by high society tab experiment- how it should work, you will probably Surgery: The acquisition DC repre-
ers, who recorded a night at the opera or be able to get a program crafter to create sents the cost of a single surgical proce-
theatre. The street culture is taking hold, it for you. You are limited only by your dure.
using it initially as a medium for music imagination. Poison/Disease: The acquisition DC
recordings, but lately some more disturb- represents one application of treatment
ing events are starting to be recorded —
pornography and snuff are now coming
into the domain of the upload capsule. 
Services
for a poison or disease.
Vehicle Repair: Having a vehicle
repaired can be expensive; how expen-
sive depends on the amount of damage
Scope Programs the vehicle has suffered. The acquisition

T
DCs for damage repair assume the vehi-
S cope programs are crafted for the he broad spectrum of services
available to characters is only rep- cle has not actually been disabled; if it
Scope user. Whether weapons or
resented in overview here. has, increase the acquisition DC by +3.
armour for a combat Scope avatar or auto-
Medical Services: Medical insur- Repair generally takes 1 day for every 10
mated documents and other work tools,
ance or the welfare state is not a com- hit points of damage dealt, and results
Scope programs determine how you func-
mon concept in the Etherscope world, in the vehicle being returned to full hit
tion in the Scope. Scope programs are
and medical services can break the sav- points. Zepcars are more complex piec-
often analogous to Prime Reality items,
ings of many families in need. Medical es of machinery and are more expensive
but designed to work in the Scope. You
services must be paid for in full regard- to fix. The acquisition check to repair a
can pick any item from the equipment
less of whether they are successful. See zepcar is 5 higher than normal.
lists in this chapter and then work out the

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152
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Chapter IV: Combat


T his chapter provides you with the rules for combat in the Etherscope game. Etherscope embodies action and adventure,
and these rules enable you to describe and play out the battles and other encounters in which your characters take part.
The following rules describe the different systems that are used to describe and control combat situations.

Combat Round—
 T
Attack Bonus
he attack bonus is the number that you add to the d20
roll when checking to see if you have hit the opponent
you’re attacking. Your attack bonus is made up from your total
The Basics base attack bonus, size modifier, an ability score bonus (usually
Strength for melee attacks and Dexterity for ranged attacks), and

C ombat is played out in rounds, and in each round everybody


acts in turn in a regular cycle. Com­bat usually runs in the
following way.
any additional bonuses from feats, talents, other character abili-
ties, or equipment. Ranged attacks also suffer penalties for attack-
ing over long distances.
1. Each participant starts the battle flat-footed. Once a partici- Base Attack Bonus: Your character class provides you with
pant acts, he is no longer flat-footed. your base attack bonus. The total base attack score from all your
2. The GM determines which characters are aware of their oppo- levels are added together to provide your final base attack bonus.
nents at the start of the battle. If some but not all of the partici- A character with three levels of combatant and three levels of
pants are aware of their opponents, a surprise round happens savant has a base attack bonus of +4 (a 3rd-level combatant has
before regular rounds begin. The participants who are aware +3 base attack bonus, whereas a 3rd-level savant has a +1 base
of their opponents can act in the surprise round, so they roll attack bonus; adding the two together provides a total of +4 Base
for initiative. In initiative order (highest to lowest), participants Attack Bonus).
who started the battle aware of their opponents each take one Size Modifier: Creature size categories are defined differently
move or attack action. Participants who were unaware don’t get from the size categories for weapons and other objects. Apply this
to act in the surprise round. If no one or everyone starts the size modifier to all attack rolls and to Defence. (Since this size
battle aware, there is no surprise round. modifier applies to Defence against a melee weapon attack or a
3. Participants who have not yet rolled initiative do so. All partici- ranged weapon attack, two creatures of the same size strike each
pants are now ready to begin their first regular round. other normally, regardless of what size they actually are.) Creature
4. Participants act in initiative order. sizes are compatible with vehicle sizes. In the Etherscope game,


5. When everyone has had a turn, the participant with the highest most player characters will be Medium; only the gamma human
initiative acts again, and steps 4 and 5 repeat until combat ends. strain is of Small size. However, they may encounter creatures or
vehicles of a wide variety of sizes.

Table 4–1: Size Modifiers


Combat Statistics Size (Example) Size Modifier

T
Colossal (blue whale [90 ft. long]) –8
his section summarizes the fundamental combat statistics.
Gargantuan (grey whale [40 ft. long]) –4
Huge (elephant) –2
Attack Roll Large (lion) –1

A n attack roll represents your attempts to strike an opponent


on your turn in a round. When you make an attack roll, you
roll 1d20 and adds your attack bonus. If the result equals or beats
Medium (human)
Small (German shepherd)
Tiny (housecat)
+0
+1
+2
the target’s Defence, you hit and deal damage. Many modifiers Diminutive (rat) +4
can affect the attack roll. A natural 1 (the d20 comes up 1) on the Fine (horsefly) +8
attack roll is always a miss. A natural 20 (the d20 comes up 20) is
always a hit. A natural 20 is also always a threat: a possible critical Strength Modifier: Strength helps you swing a weapon
hit. If you are not proficient in the weapon you are attacking with harder and faster, so your Strength modifier applies to melee
(you don’t have the appropriate Weapon Proficiency feat), you attack rolls.
take a –4 penalty on the attack roll. Dexterity Modifier: Dexterity measures coordination and
steadiness, so your Dexterity modifier applies when you attack
with a ranged weapon.

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Range Penalty: The range penalty as a critical hit. Roll the damage (with all calculated by adding your Dexterity
for a ranged weapon depends on what modifiers) multiple times and total the modifier, class bonus, and size modifier,
weapon you are using and how far away results. Bonus damage represented as along with any equipment bonuses due
the target is. All ranged weapons and extra dice is an exception. This includes to armour worn.
thrown weapons have a range incre- extra damage dice from feats, such as In summary:
ment (see Table 3–8: Ranged Weapons, Burst Fire, certain ammunition types Defence = 10 + Dexterity modifier +
and Table 3–13: Melee Weapons). Any or occult effects. Do not multiply bonus class bonus + size modifier + equipment
attack from a distance of less than one damage dice when asked to multiply bonus
range increment is not penalized for damage. Dexterity Modifier: If your Dexter-
range. However, each full range incre- ity is high, you are particularly adept at
ment causes a cumulative –2 penalty on Critical Hits dodging blows or gunfire. If your Dexter-
the attack roll. A thrown weapon has a
W hen you make an attack roll and ity is low, you are particularly inept at it.
maximum range of five range increments. You apply your Dexterity modifier to
get a natural 20 (the d20 shows
Ranged weapons that fire projectiles can Defence. Sometimes you can’t use your
20), you hit regardless of the target’s
be effectively aimed up to ten increments. Dexterity bonus. If you can’t react to a
Defence, and you have scored a threat of
Many weapons may technically have a blow — you are flat-footed, for example
a critical hit. This represents a hit against
much longer range than this would sug- — you can’t add your Dexterity bonus to
gest, but they are too difficult to aim at a weak spot, vulnerable area, or vital
component/organ of the target. Defence.
this range without special training, repre- Class Bonus: Your character class
To find out if it is actually a critical hit,
sented by the Far Shot feat. and level grant you an innate bonus to
you immediately make another attack
In summary: roll with all the same modifiers as the Defence, representing the natural defen-
Melee attack = Base attack bonus + attack roll that scored the threat. If the sive ability acquired through the activities
Strength modifier + size modifier second roll also results in a hit against the undertaken and training provided by the
target’s Defence, the attack is a critical hit. class. This bonus applies in all situations,
Ranged attack = Base attack bonus + The second roll just needs to hit to con- even when you are flat-footed or when
Dexterity modifier + range penalty + firm a critical hit; you don’t need to roll you would lose your Dexterity bonus for
size modifier a second 20. If the second roll is a miss, some other reason.
then the attack just deals the damage of Size Modifier: The bigger an oppo-
Damage a regular hit. nent is, the easier it is to hit in combat.
A critical hit multiplies the character’s The smaller it is, the harder it is to hit.
W hen you hit with a weapon, you
deal damage according to the
type of weapon. Effects that modify
damage. Unless otherwise specified, the
multiplier is x2, although it is possible
Since this same modifier applies to attack
rolls, a creature doesn’t have a hard time
for some weapons to have higher mul- attacking another creature of the same
weapon damage also apply to unarmed
tipliers, doing more damage on a critical size. Size modifiers are shown on Table
strikes and the natural physical attack
hit. Some weapons have expanded threat 4–1: Size Modifiers.
forms of creatures. Damage is deducted
ranges, making a critical hit more likely. Equipment Bonus: If you wear armour,
from the target’s current hit points.
However, even with these weapons, only it provides a bonus to your Defence. This
Minimum Weapon Damage: If
a 20 is an automatic hit. The Critical bonus represents the armour’s ability to
penalties to damage bring the damage
column on Table 3–8: Ranged Weapons protect you from blows. Armour provides
result below 1, a hit still deals 1 point of
and Table 3–13: Melee Weapons indi- a minimum bonus to anyone who wears
damage.
cates the threat range for each weapon on it, but if you are proficient in the use of
Strength Bonus: When you hit with
the tables. Bonus damage represented as a certain type of armour, you receive a
a melee weapon or thrown weapon, add
extra dice is not multiplied when a char- larger bonus to Defence. Sometimes you
your Strength modifier to the damage.
acter scores a critical hit. Objects (includ- can’t add your armour’s equipment bonus
• Off-Hand Weapon: When you deal
ing vehicles) and some types of creatures to Defence. If an attack will cause damage
damage with a weapon in your off hand,
are immune to critical hits. A 20 is always just by touching you, you can’t add your
only add half of your Strength bonus.
a successful hit, but deals no extra dam- equipment bonus to Defence (see Touch
• Wielding a Weapon Two-Handed:
age against these targets. Attacks, below).
When you deal damage with a weapon Other Modifiers: Other factors can
that you are wielding two-handed, add
1.5 times your Strength bonus. However, Defence add to your Defence.
Feats: Some feats give a bonus to your

Y
you don’t get this higher Strength bonus our Defence represents how hard Defence.
when using a light weapon two-handed; it is for opponents to land a solid, Natural Armour: Some creatures have
in such a case, only your normal Strength damaging blow on you. It’s the attack roll natural armour, which usually consists of
bonus applies to the damage roll. result that an opponent needs to achieve scales, fur, or layers of thick muscle.
Multiplying Damage: Sometimes to hit you. The average, unarmoured civil- Dodge Bonuses: Some other Defence
damage is multiplied by some factor, such ian has a Defence of 10. Your Defence is bonuses represent actively avoiding

154
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blows. These bonuses are called dodge you move again, for a total movement of
bonuses. Any situation that denies you up to double your speed. Another option
Surprise
your Dexterity bonus also denies you
your dodge bonuses. Unlike most sorts
of bonuses, dodge bonuses stack with
is to run all out (a full-round action). This
lets you move up to four times your nor-
mal speed, but you can only run all out in
W hen a combat starts, if a character
was not aware of his enemies and
they were aware of him, that participant
each other. a straight line, and doing so affects your is surprised. Likewise, a character can
Occult Effects: Some occult effects Defence (see Run, below). surprise his enemies if the character
offer enhancement bonuses to armour In the Scope, your movement may be knows about them before they’re aware
(making it more effective) or deflection limited by the type of domain you’re in of the character.
bonuses that ward off attacks. (see Chapter 6: The Scope). The Surprise Round: If some but not
all of the participants are aware of their

S
Touch Attacks
ome attacks disregard armour. In
these cases, the attacker makes a
touch attack roll (either a ranged touch

Initiative
opponents, a surprise round happens
before regular rounds begin. The par-
ticipants who are aware of the opponents
can act in the surprise round, so they roll
for initiative. In initiative order (highest
attack roll or a melee touch attack roll).
The attacker makes his attack roll as
normal, but the target’s Defence does not
E very round, each participant gets
to do something. The participants’
initiative checks, from highest to lowest,
to lowest), participants who started the
battle aware of their opponents each take
an attack action or move action during
include any equipment bonus, armour, or the surprise round (see “Action Types,”
determine the order in which they act,
natural armour bonus. All other modifi- below). If no one or everyone is surprised,
from first to last.
ers, such as class bonus, Dexterity modi- a surprise round does not occur.
fier, and size modifier, apply normally.
Initiative Checks Unaware Combatants: Participants
who are unaware at the start of battle
Hit Points
A t the start of a battle, each partici-
pant makes a single initiative check.
do not get to act in the surprise round.

Y our hit points tell you how much Unaware participants are still flat-footed
An initiative check is a Dexterity check. because they have not acted yet. Because
punishment you can take before
Each participant applies his Dexterity of this, they lose any Dexterity bonus to
dropping. Hit points are based on your
modifier to the roll, and anyone with the Defence.
class and level, and your Constitution
Improved Initiative feat gets an addi-
modifier applies. When your hit point
total drops to 0, you are disabled or
unconscious. You must then make For-
titude saves to avoid death with each
further damaging blow you take (see
tional +4 bonus on the check. The GM
determines in what order participants
are acting, counting down from highest
result to lowest, and each participant acts

Actions in
in turn. On all following rounds, the par-
“Death, Dying, and Healing” below).
Some damage you take might be nonle-
ticipants act in the same order (unless a Combat
participant takes an action that results in
thal damage. This damage does not cause

T
his initiative changing; see “Special Initia- he fundamental actions of moving
hit point loss.
tive Actions” below). If two or more par- and attacking cover most of what a
Scope Hit Points: Your Scope avatar has
ticipants have the same initiative check character wants to do in a battle. They’re
a different number of hit points, repre-
result, the participants who are tied go in described here. Other, more specialised
senting the amount of damage the avatar
order of total initiative modifier (includ- options are touched on in Table 4–2:
can take before crashing and forcing you
ing Dexterity modifier and Improved Actions in Combat, and covered in more
to jack out. You do not take real damage


Initiative bonus, if applicable). If there is detail in “Special Initiative Actions” and
from losing Scope hit points. See Chap-
still a tie, roll a die. “Special Attacks” below.
ter 6: The Scope.
Flat-Footed: At the start of a battle,
before a participant has had a chance to
Speed act (specifically, before the participants
The Combat
Y our speed tells you how far you can
move in a move action. Player char-
acters normally move 30 feet, but some
first turn in the initiative order), he is
flat-footed. A participant can’t use his
Dexterity bonus to Defence or make
Round
E
creatures move faster or slower. Wearing attacks of opportunity whilst flat-footed. ach round represents about 6 sec-
armour or carrying a heavy load can slow Joining a Battle: If characters enter a onds in the game world. A round
you down. You normally move as a move battle after it has begun, they roll initia- is an opportunity for each character
action, leaving an attack action to attack. tive at that time and act whenever their involved in a combat to take an action.
You can, however, use your attack action turn comes up in the existing order. Anything a person could reasonably
as a second move action. This could let do in 6 seconds, a character can do in 1

155
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A P T E R №4

round. Each round’s activity begins with other object, stand up, pick up an object,
Table 4–2: Actions in Combat
the character with the highest initiative or perform some equivalent action (see Attack Actions Attack of Opportunity*
result and then proceeds, in order, from Table 4–2: Actions in Combat). You Attack (melee) No
there. Each round of a combat uses the can take a move action in the place of an Attack (ranged) Yes
same initiative order. When a character’s attack action. If you move no actual dis- Attack (unarmed) Yes
Attack (aid another) No
turn comes up in the initiative sequence, tance in a round, you can take one 5-foot Bull rush (attack) Yes
that character performs his or her entire step before, during, or after the action. Escape a grapple No
round’s worth of actions (for exceptions, Feint (see the Bluff skill) No
see “Attacks of Opportunity” and “Special Full-Round Action Ready (triggers an attack action)
Make a dying character stable
No
Yes
Initiative Actions” below). For almost all
A
Attack a weapon Yes
full-round action consumes all your
purposes, there is no relevance to the end Attack an object Maybe**
effort during a round. The only Total defence No
of a round or the beginning of a round.
movement you can take during a full- Use a skill that takes an attack action Usually
A round can be a segment of game time Start/complete full-round action Varies
round action is a 5-foot step before, dur-
starting with the first character to act and Move Actions Attack of Opportunity*
ing, or after the action. Some full-round
ending with the last, but it usually means Move your speed Yes
actions do not allow you to take a 5-foot Use a piece of equipment No
a span of time from a certain round to the
step. You can also perform free actions Climb (one-quarter speed) No
same initiative number in the next round. Climb, accelerated (one-half speed) No
Effects that last a certain number of (see below) as the GM allows.
Crawl No


rounds end just before the same initiative Draw a weapon† No
count that they began on. Free Action Holster a weapon Yes
Move a heavy object Yes

F ree actions consume a very small


amount of time and effort, and over
the span of the round, their impact is so
Open a door
Pick up an object
No
Yes
Reload a firearm with a box magazine or speed loader Yes
Action Types minor that they are considered free. You
Retrieve a stored object
Stand up from prone, sitting, or kneeling
Yes
Yes
can perform one or more free actions
T
Swim No
he four types of actions are attack
whilst taking another action normally. Use a skill that takes a move action Usually
actions, move actions, full-round Full-Round Actions Attack of Opportunity*
However, the GM puts reasonable limits
actions, and free actions. In a normal Bull rush (charge) Yes
on what you can really do for free. For Charge No
round, you can perform a single attack
instance, dropping an object, dropping Coup de grace Yes
action and a single move action (or two
to a prone position, speaking a sentence Full attack No


move actions; you can always take a move Overrun (charge) No
or two, and ceasing to concentrate on an
action in place of an attack action), or you Run Yes
occult ability are all free actions. Withdraw No
can perform a full-round action. You can
Extinguish flames No
also perform as many free actions as the Use a skill that takes a full round Usually
GM allows. In some situations (such as Reload a firearm with an internal magazine Yes
in the surprise round), you may be lim-
ited to only taking a single attack or move
Attack Actions Free Actions
Drop an object
Attack of Opportunity*
No
Drop to prone, sitting, or kneeling No
action.

Attack Action
M ost common attack actions are
described below. More specialized
attack actions are mentioned in Table
Speak
Action Type Varies
Disarm‡
Attack of Opportunity*
No

Yes
Grapple‡ Yes
4–2: Actions in Combat, and covered in
A n attack action allows you to do
something. You can make an attack,
use a skill or a feat (unless the skill or feat
“Special Attacks.”
Load a weapon
Trip an opponent‡
Yes
No (Yes if unarmed)
Use a feat (the description of a feat defines its effect) Varies

requires a full-round action to perform; Melee Attacks No Action


Delay
Attack of Opportunity*
No
see below), or perform other similar
actions. During a combat round, you can
take an attack action and a move action.
W ith a normal melee weapon, you
can strike any enemy within your
reach distance. All player character races
5-foot step No
* Regardless of the action, if a character moves out of
a threatened square, the character usually provokes an
attack of opportunity. This column indicates whether
You can take a move action before or after have a standard reach of 5 feet (enemies the action itself, not moving, provokes an attack of
performing an attack action. opportunity.
within 5 feet are considered adjacent ** If the object is being held, carried, or worn by a
to the character). Other creatures may creature, yes. If not, no.
Move Action have a reach smaller or greater than this
† If the character has a base attack bonus of +1 or
higher, he or she can combine this action with a regular
and so can make melee attacks within move. If the character has the Two-Weapon Fighting

A move action allows you to move


your speed or perform an action
that takes a similar amount of time. You
their reach range. A character capable of
making more than one melee attack per
feat, he or she can draw two light or one-handed weap-
ons in the time it would normally take to draw one.
‡ These attack forms substitute for a melee attack,
not an action. As melee attacks, they can be used once
round must use the full attack action (see in an attack or charge action, one or more times in a full
can move your speed, climb one-quarter
“Full-Round Actions” below) in order to attack action, or even as an attack of opportunity.
of your speed, draw or stow a weapon or
make more than one attack.

156
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Fighting Defensively: You can is within the ranged weapon’s maximum


choose to fight defensively whilst mak- range and in line of sight. A target is in
Start/Complete Full-
ing a melee attack. If you do so, you take line of sight if there are no solid obstruc- Round Action
T
a –4 penalty on your attack in a round tions between you and the target. A he “start/complete full-round
to gain a +2 dodge bonus to Defence in thrown weapon has a maximum range action” attack action lets you start
the same round. of five range increments. Ranged weap- undertaking a full-round action (such
ons that fire projectiles can be effectively as those listed on Table 4-2: Actions
Unarmed Attacks aimed up to ten increments. Many weap- in Combat) at the end of your turn, or
ons may technically have a much longer
S triking for damage with punches, complete a full-round action by using
range than this would suggest, but they an attack action at the beginning of your
kicks, and head butts is much like are too difficult to aim at this range turn in the round following the round
attacking with a melee weapon, except without special training, represented by when you started the full-round action.
that an unarmed attack deals nonlethal the Far Shot feat. A character capable of If you start a full-round action at the
damage. Unarmed strikes count as light making more than one ranged attack per end of your turn, the next action that you
melee weapons (for purposes of two- round must use the full attack action (see take must be to complete the full-round
weapon attack penalties and so on). The “Full-Round Actions,” below) in order to action. Start/complete full-round action
following exceptions to normal melee


make more than one attack. cannot be used with a full attack, charge,
rules apply to unarmed attacks. Shooting or Throwing into a Melee:
Attacks of Opportunity: Making an run, or withdraw action.
If you shoot or throw a ranged weapon at
unarmed attack against an armed oppo- a target that is engaged in melee with an
nent provokes an attack of opportunity ally, you take a –4 penalty on your attack
from the character attacked. The attack
of opportunity comes before your attack.
roll because you have to aim carefully to Move Actions
avoid hitting the ally. Two characters are

W
An unarmed attack does not provoke ith the exception of specific move-
engaged in melee if they are enemies and
attacks of opportunity from other foes, ment-related skills, most move
they are within reach of one another. An
nor does it provoke an attack of opportu- actions don’t require a check. In some
unconscious or otherwise immobilised
nity from an unarmed foe. cases, ability checks might be required.
character is not considered engaged
“Armed” Unarmed Attacks: Some- unless he is actually being attacked. If
times a character or creature attacks
unarmed but the attack still counts as
the target is so big that part of it is 10 Movement
feet or farther from the nearest ally,
armed. A creature with claws, fangs, and
similar natural physical weapons, for
example, counts as armed. Being armed
you can avoid the –4 penalty, even if it’s
engaged in melee with an ally. Because
T he simplest move action is moving
your speed. If you take this kind
of move action during your turn, you
of the weapon’s unwieldy shape and
counts for both offence and defence cannot also take a 5-foot step. Many
size, an attacker using a longarm takes
– not only does a creature not provoke nonstandard modes of movement are
a –4 penalty on attacks against adjacent
an attack of opportunity when attacking also covered under this category, includ-
opponents.
an armed foe, but a character provokes an ing climbing and swimming (up to one-
Fighting Defensively: You can choose
attack of opportunity from that creature quarter your speed), crawling (up to 5
to fight defensively whilst making a
if he makes an unarmed attack against feet), and entering a vehicle.
ranged attack. If you do so, you take a
it. The Combat Martial Arts feat makes –4 penalty on your attack in a round to
your unarmed attacks count as armed. gain a +2 dodge bonus to Defence in the Manipulating Objects
Unarmed Strike Damage: An
unarmed strike from a Medium charac-
ter deals 1d3 points (plus the character’s
same round.

Total Defence
I n most cases, moving or manipulat-
ing an object is a move action. This
includes drawing or holstering a weapon,
Strength modifier, as normal) of nonle-
retrieving or putting away a stored object,
thal damage. Gamma human characters,
who are Small, only deal 1d2 damage.
You can specify that your unarmed strike
I nstead of attacking, you can use your
attack action simply to defend. This
is called a total defence action. You
picking up an object, moving a heavy
object, and opening a door. If you have
a base attack bonus of +1 or higher, you
will deal lethal damage before you make don’t get to attack or perform any other
can draw a weapon whilst making a nor-
your attack roll, but you take a –4 pen- activity, but do get a +4 dodge bonus to
mal move action.
alty on the attack roll because you have your Defence for 1 round. Your Defence
to strike a particularly vulnerable spot to improves at the start of this action, so it
deal lethal damage. helps against any attacks of opportunity Standing Up
Ranged Attacks
you are subject to whilst performing your
move action. S tanding up from a prone position
requires a move action. It provokes
an attack of opportunity from opponents
W ith a ranged weapon, you can
shoot or throw at any target that
who threaten you.

157
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A P T E R №4

Full-Round
 Circumstances
Normal penalties
Table 4–3: Two-Weapon Fighting Penalties
Primary Hand
–6
Off Hand
–10

Actions Off-hand weapon is light


Two-Weapon Fighting feat
–4
–4
–8
–4

A
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2
full-round action requires an entire
round to complete. If it doesn’t
involve moving any distance, you can
to get your additional attacks. You do not Double Weapons: You can use a dou-
combine it with a 5-foot step.
need to specify the targets of your attacks ble weapon to make an extra attack as if
ahead of time. You can see how the earlier you were fighting with two weapons. The
Charge attacks turn out before assigning the later penalties apply as if the off-hand weapon

C harging is a special full-round action


that allows you to move more than
your speed and attack during the action.
ones. Full attack is a full-round action.
Because of this, the only movement you
can take during a full attack is a 5-foot
were light.

Run
However, there are tight restrictions on step. You may take the step before, after,
how and when you can charge.
Movement During a Charge: You
or between the attacks. If you get mul-
tiple attacks based on your attack bonus, Y ou can run all out as a full-round
action. When you run, you can move
up to four times your speed in a straight
must move before your attack, not after. you must make the attacks in order from
You must move at least 10 feet and may highest bonus to lowest. If you are using line (you do not get a 5-foot step). You
move up to twice your speed. All move- two weapons, you can strike with either lose any Dexterity bonus to Defence since
ment must be in a straight line, with no weapon first. If you are using a double you can’t avoid attacks. However, you get
backing up allowed. You must stop as weapon, you can strike with either part of a +2 bonus to Defence against ranged
soon as you are within striking range of the weapon first. attacks whilst running. You can run for a
your target (you can’t run past the target Committing to a Full Attack Action: number of rounds equal to your Consti-
and attack from another direction). You You don’t have to commit to a full attack tution score, but after that you must suc-
can’t take a 5-foot step during the same until after the first attack has been made. ceed at a Constitution check (DC 10) to
round as a full charge. During the sur- You can then decide whether to make continue running. You must check again
prise round (or any other time you are your remaining attacks or to take a move each round in which you continue to run,
limited to taking no more than a single action. Of course, if you have already tak- and the DC of this check increases by 1
attack action on your turn), you can en a 5-foot step, you can’t use your move for each check you make. When you fail
still use the charge action, but you are action to move any distance, but you this check, you must stop running. When
only allowed to move up to your speed could still draw or put away a weapon, for you have run to your limit you must rest
(instead of up to twice your speed). instance (see “Move Actions” above). for 1 minute (10 rounds) before running
Attacking After a Charge: After Fighting Defensively: You can choose to again. During a rest period, you can move
moving, you may make a single melee fight defensively when taking a full attack normally, but can’t run. A run represents
attack. You get a +2 bonus on the attack action. If you do so, you take a –4 penalty a speed of about 14 miles per hour for an
roll. You also take a –2 penalty to your on all attacks in a round to gain a +2 dodge unencumbered human.
Defence for 1 round (until the beginning bonus to Defence in the same round.
of your turn in the following round). Attacking with Two Weapons: If you Withdraw
wield a second weapon in your off hand,
W
Even if you have extra attacks, such as ithdrawing from melee combat
from having a high enough base attack you can get one extra attack per round
is a full-round action. When
bonus or from using multiple weapons, with that weapon. Fighting in this way is
you withdraw, you can move up to twice
you only get to make one attack after a very difficult, however — you take a –6
your speed (you don’t also get a 5-foot
charge. Instead of attacking the target, penalty on the regular attack or attacks
step). The square you start from is not
you can attempt to push the target back with your primary hand and a –10 pen-
considered threatened for purposes of
(see “Bull Rush” below). alty on the attack with your off hand. You
withdrawing, and therefore enemies do
can reduce these penalties in two ways:
not get attacks of opportunity against
Full Attack • If the off-hand weapon is light, the penal-
you when you move from that square. If
ties are reduced by 2 each. An unarmed

I f you get more than one attack per whilst withdrawing, you move through
strike is always considered light.
action because your base attack bonus another threatened square (other than
• The Two-Weapon Fighting feat lessens
is high enough (see Table 7–3: Addi- the one started in) without stopping,
the primary hand penalty by 2, and the
tional Attacks), because you fight with enemies get attacks of opportunity as
off-hand penalty by 6.
two weapons, because you are using a normal. Some forms of movement (such
Table 4–3: Two-Weapon Fighting
double weapon, or for some special rea- as climbing and swimming) require skill
Penalties summarizes the interaction of
son, you must use the full attack action checks from most creatures. You may not
all these factors.

158
COMBAT
CH
A P T E R №4


withdraw using a form of movement for Table 4–4: Defence Modifiers
which you must make a skill check.
Circumstance Melee Ranged
Defender sitting or kneeling –2 +2*
Defender prone –4 +4*
Miscellaneous Defender stunned or cowering –2** –2**
Defender climbing –2** –2**
Actions Defender flat-footed +0** +0**
Defender running +0** +2**

S ome actions don’t fit neatly into


the above categories. Some of the
options described below are actions that
Defender grappling (attacker not)
Defender pinned
+0**
–4†
+0
+0†
Defender helpless (such as paralysed, sleeping, or bound) +0** +0**
take the place of or are variations on the Defender has cover See Cover
actions described earlier. For actions Defender concealed or invisible See Concealment
not covered in any of this material, the
* Does not apply if target is adjacent to attacker. This circumstance may instead improve bonus to Defence granted
GM determines how long such an action by cover. See “Cover” below.
takes to perform and whether doing so ** The defender loses any Dexterity bonus to Defence.
provokes attacks of opportunity from † Treat the defender’s Dexterity as 0 (–5 modifier).
threatening enemies. is a 5-foot step, or if you withdraw (see
Weapon Type above). If you don’t start in a threatened
Use Feat, Skill, or Talent
Y ou can use a melee weapon to make square, but move into one, you have to

C ertain feats let you take special attacks of opportunity whenever the stop there, or else provoke an attack of
actions in combat. Other feats are conditions for such an attack are met (see opportunity as you leave that square.
not actions in themselves, but they give “Provoking an Attack of Opportunity” Performing an Action that Distracts
you a bonus when attempting something below). In addition, you can make attacks the Character: Some actions, when per-
you can already do. Some feats aren’t of opportunity with unarmed attacks if formed in a threatened square, provoke
meant to be used within the framework your unarmed attacks count as armed attacks of opportunity because they
of combat. The individual feat descrip- (see “‘Armed’ Unarmed Attacks” above). make you divert your attention from the
tions tell you what you need to know fight at hand. Using a ranged weapon, in
about them. Most uses of skills or talents Threatened Squares particular, provokes attacks of oppor-
in a combat situation are attack actions, tunity. Table 4–2: Actions in Combat
but some might be move actions or full-
round actions. When appropriate, the
Y ou threaten the squares into which
you can make a melee attack, even
notes many additional actions that pro-
voke attacks of opportunity.


when it is not your action. Generally,
description of a talent or a skill provides that’s all squares adjacent to your posi-
the time required to use it. tion. An enemy that takes certain actions
Making an
whilst in a threatened square provokes an Attack of Opportunity
attack of opportunity from you. You can
Attacks of only make attacks of opportunity with
melee weapons, never with ranged weap-
A n attack of opportunity is a single
melee attack, and you can only
make one per round. You do not have to
Opportunity ons, unless a feat, talent, or special ability make an attack of opportunity if you do
allows you to do so. not want to. As you become experienced,
T he melee combat rules assume that
participants in a combat are actively
avoiding attacks. A player doesn’t have
Provoking an
you get additional regular melee attacks
(by using the full attack action), but at a
to declare anything special for his char- Attack of Opportunity lower attack bonus. You make your attack
of opportunity, however, at your normal
acter to be on the defensive. Sometimes,
however, a participant in a combat lets
his guard down, and doesn’t maintain a
T wo actions can provoke attacks
of opportunity: moving out of a
threatened square, and performing an
attack bonus — even if you have already
attacked in this round.
defensive posture as usual. In this case, action within a threatened square that
participants near him or her can take distracts from defending and lets your
advantage of this lapse in defence to guard down.
attack for free. These attacks are called Moving Out of a Threatened Square:
attacks of opportunity. When you move out of a threatened
square, you generally provoke an attack
of opportunity. There are two important
exceptions, however. You don’t provoke
an attack of opportunity if all you move

159
COMBAT
CH
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
Movement
Encumbrance: A character encum-
bered by carrying a large amount of gear
or a fallen comrade may move slower
than normal (see “Encumbrance” in

Combat
and Position
Chapter 3: Equipment).
Movement in Combat: Generally, you
Modifiers
can move your speed as a move action.

I n the Etherscope game, combat is best


played out using a grid drawn over a
If you use your attack action as a move
action, you can move again (for a total T here are a number of different cir-
cumstances and positions that you
might find yourself in that could convey
map of the encounter location and using movement of up to twice your normal
speed). If you spend the entire round to an advantage or penalty in combat. This


small figures to represent your character
and their enemies. When using a grid to run all out, you can move up to four times section covers offensive and defensive
represent movement, the standard scale your normal speed. If you do something modifiers provided by position.


equates 1 inch (or a 1-inch square) to 5 that requires a full round, you can only
feet in the game world. take a 5-foot step.
Movement in Darkness: If you move
when you can’t see, such as in total dark-
Favourable
ness, your speed is limited to one-half and
Tactical normal. The Blind-Fight feat reduces
Unfavourable
Movement this penalty.
Conditions
Passing Through
W here you can move, how long it
G enerally speaking, any situational
S
takes to get there, and whether ometimes you can pass through an
you are vulnerable to attacks of opportu- modifier created by the attacker’s
area occupied by another character position or tactics applies to the attack
nity whilst moving are key questions in or creature.
combat. roll, whilst any situational modifier cre-
Friendly Character: You can move ated by the defender’s position, state, or
through a square occupied by a friendly tactics applies to the defender’s Defence.
Movement Rates character. This attracts attacks of oppor- The GM judges what bonuses and penal-

H umans normally move 30 feet, tunity as usual if the area is threatened. ties apply, deciding whether multiple con-
although armour can reduce this. Unfriendly Character: There are two ditions should be cumulative or only the
Some creatures move faster or slower. ways to move through a square occupied highest apply as appropriate, using Table
Your speed when unarmoured is called by a resisting enemy. You can attempt an 4–4: Defence Modifiers and Table 4–5:
base speed. overrun. Or you can attempt to tumble Attack Roll Modifiers as guides.
Scope Movement: Movement in the through a square occupied by an enemy
Scope is a different than in the physical (if you have ranks in the Tumble skill; see
Table 4–5: Attack Roll
world. The ability of the avatar to move the skill description in Chapter 3: Traits).
Modifiers
through Etherspace is dictated by the You can move through a square occupied
Circumstance Melee Ranged
type of domain they are in, rather than by an unfriendly character who doesn’t
Attacker flanking defender* +2 –
the speed in which they can physically resist as if he was friendly.
Attacker on higher ground +1 +0
move their body. However, some charac- Square Occupied by Creature Three
Attacker prone** –4 –2
ters can break this rule, providing them Sizes Larger or Smaller: Any creature
Attacker invisible +2† +2†
with superhuman speed in the Scope (see can move through a square occupied by
* A character flanks a defender when he has an
Chapter 6: The Scope). a creature three size categories larger or ally threatening the defender on the opposite side of the
three categories smaller than it is. defender.
** Some ranged weapons, such as bows or thrown
Standard Scale Flanking weapons, can’t be used whilst the attacker is prone.
† The defender loses any Dexterity bonus to

I
One inch (or one square) = 5 feet f you are making a melee attack Defence.

“Next to” or “adjacent” = 1 inch (5 feet) against an opponent, and an ally


away (or in adjacent square), assuming a directly opposite you is threatening the
5-foot reach. opponent, you and your ally flank the
opponent. You gain a +2 bonus on your
30mm figure = A human-size creature attack roll. The ally must be on the other
A human-size creature occupies an area 1 side of the opponent so that the oppo-
inch (5 feet) across (or one square). nent is directly between you and your
One round = 6 seconds ally. You don’t gain a bonus for flanking
when making a ranged attack.

160
COMBAT
CH
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Table 4–6: Cover


Degree of Cover (Example) Cover Bonus to
Defence Reflex Saves
One-quarter (standing behind a 3-ft. high wall) +2 +1
One-half (fighting from around a corner or a tree; standing at an open window; behind a creature of same size) +4 +2
Three-quarters (peering around a corner or a big tree) +7 +3
Nine-tenths (standing at an arrow slit; behind a door that’s slightly ajar) +10 +4*
Total (on the other side of a solid wall) – –
* Half damage if save is failed; no damage if successful.


Cover
against attacks that affect an area. This
bonus only applies to attacks that origi-
nate from a point on the other side of
the cover.
each other as actively fighting characters
are assumed to be in motion and moving
around the space they occupy.

F iring through a window or around a


corner grants you the benefit from
cover. Cover bonuses represent another
Striking the Cover
Instead of a Missed

Concealment
object/being preventing an enemy from Target
being able to attack a fully exposed tar-
get. Cover provides a bonus to Defence.
The more cover you have, the bigger the
I f it ever becomes important to know
whether the cover was actually struck
by an incoming attack that misses the
C oncealment includes all circum-
stances in which nothing physically
blocks a blow or shot, but something
bonus. In melee, if you have cover against interferes with an attacker’s accuracy.
intended target, the GM should deter-
an opponent, that opponent probably
mine if the attack roll would have hit the
has cover against you, too. With ranged
weapons, however, it’s easy to have better
protected target without the cover. If the Degree of Concealment
attack roll falls within a range low enough
cover than the opponent. The GM may
impose other penalties or restrictions on
attacks depending on the details of the
to miss the target with cover but high
enough to strike the target if there had
C oncealment is subjectively measured
as to how well concealed the defend-
er is. Examples of what might qualify as
been no cover, then the object used for
cover. concealment of various degrees are given
cover was struck. This can be particularly
in Table 4–7: Concealment. Conceal-
important to know in cases when you
Degree of Cover use another character as cover. In such a
ment always depends on the point of
view of the attacker.
C over is assessed in subjective mea-
surements of how much protec-
tion it offers. The GM determines the
case, if the cover is struck and the attack
roll exceeds the Defence of the covering
character, the covering character takes the
Concealment Miss Chance
value of cover. This measure is not a strict
mathematical calculation, because you
gain more value from covering the parts
damage intended for the target. If the cov-
ering character has a Dexterity bonus to
Defence or a dodge bonus, and this bonus
C oncealment gives the subject of a
successful attack a chance that the
attacker missed because of the conceal-
of your body that are more likely to be keeps the covering character from being ment. If the attacker hits, the defender
struck. If the bottom half of your body is hit, then the original target is hit instead. must make a miss chance percentile roll
covered, that only gives one-quarter cov- The covering character has dodged out to avoid being struck. Actually, it doesn’t
er, because most vital areas are still fully of the way and didn’t provide cover after matter who makes the roll or whether
exposed. If one side or the other of your all. A covering character can choose not it’s rolled before or after the attack roll.
body is covered, you get one-half cover. to apply his Dexterity bonus to Defence When multiple concealment conditions
and/or his dodge bonus, if he so desires. apply to a defender, use the one that
Cover Defence Bonus Note that characters engaged together in would produce the highest miss chance.
melee do not count as providing cover for Do not add the miss chances together.
T able 4–6: Cover gives the Defence
bonuses for different degrees of
cover. Add the relevant number to the
Table 4–7: Concealment
Concealment (Example) Miss Chance
character’s Defence.
One-quarter (light fog; light foliage) 10%

Cover Reflex Save Bonus One-half (shadows; dense fog at 5 ft.)


Three-quarters (dense foliage)
20%
30%

T able 4–6: Cover gives the Reflex


save bonuses for different degrees
of cover. Add this bonus to Reflex saves
Nine-tenths (near total darkness)
Total (attacker blind; total darkness; smoke grenade; dense fog at 10 ft.)
* Character must also guess the target’s location.
40%
50%*

161
COMBAT
CH
A P T E R №4


Helpless A
Knockout Blow
s a full-round action, you can make
an unarmed attack or use a melee T
Delaying Limits
he longest you can delay before tak-
ing an action is until after everyone
Defenders weapon that deals nonlethal damage
to deliver a knockout blow to a helpless
else has acted in the round. At that point,
you must act or else forfeit any action
foe. You can also use a melee weapon in that round. If multiple characters are

A helpless foe — one who is bound,


sleeping, unconscious, or other-
wise at the attacker’s mercy — is an easy
that deals lethal damage, but you take
the usual –4 penalty on any attempt to
deal nonlethal damage with the weapon
delaying, the one with the highest ini-
tiative modifier (or highest Dexterity, in
case of a tie) has the advantage. If two or
target. You can sometimes approach a (see “Nonlethal Damage” below). The more delaying characters both want to act
target who is unaware of your presence, target has an effective Defence of 5 + on the same initiative count, the one with
get adjacent to the target, and treat him his size modifier. If your attack hits, you the highest initiative modifier gets to go
as helpless. If the target is in combat or automatically score a critical hit. Deliv- first. If two or more delaying characters
some other tense situation, and therefore ering a knockout blow provokes attacks are trying to go after one another, the one
in a state of acute awareness and readi- of opportunity from threatening foes with the highest initiative modifier gets
ness, or if the target can use his Dexter- because it involves focused concentration to go last; the others must go first or lose
ity bonus to Defence, then that target and methodical action. You can’t deliver a their action for the round. If you lose an
can’t be considered unaware. Further, any knockout blow against a creature that is action due to delaying, you may act on


reasonable precaution taken by a target, immune to critical hits. any count on the next turn. Again, you
including stationing bodyguards, placing cannot interrupt an action.
his back to a wall, or being able to make
Spot checks, also precludes catching that
target unaware and helpless. 
Special Ready
Regular Attack
Initiative
A helpless defender has an effective
Defence of 5 + his size modifier. If Actions T he ready action lets you prepare to
take an action later, to interrupt
another character. Essentially, you split
you are attacking with a ranged weapon your action, taking the move action on

U
and are not adjacent to the target, you can sually, you act as soon as you can in your initiative count and the attack action
use a full-round action to make the attack, combat, but sometimes you want to at a later point. On your turn, you prepare


and gain a +5 bonus on the attack roll. If act later, at a better time, or in response to to take an action later, if a specific trigger
you are attacking with a melee weapon, or the actions of someone else. is met. Then, later in the round, if the
with a ranged weapon from an adjacent readied action is triggered, you take your
square, you can use a full-round action to action, acting before the triggering action.
deliver a coup de grace. Readying does not provoke an attack of
Delay opportunity, although your move action,
Coup de Grace and the attack action you ready, may both

A s a full-round action, you can use a


melee weapon to deliver a coup de
B y choosing to delay, you take no
action and then act normally at
provoke attacks of opportunity normally.

grace to a helpless foe. You can also use


whatever point in the initiative count you Readying an Action
decide to act. When you delay, you vol-

Y
a ranged weapon, provided you are adja- untarily reduce your own initiative result ou can ready an attack action or a
cent to the target. You automatically hit for the rest of the combat. When your move action. To do so, you specify
and score a critical hit. Even if this would new, lower initiative count comes up later the action you will take and the condi-
not normally be enough to reduce the in the same round, you can act normally. tions under which you will take it. Then,
defender to 0 hit points or to beat their You can specify this new initiative result any time before your next action, you may
massive damage threshold, the defender or just wait until some time later in the take the readied attack action in response
must still make a dying saving throw (see round and act then, thus fixing your new to those conditions. The readied action
“Damage” below). Delivering a coup de initiative count at that point. You cannot occurs just before the event that triggers
grace provokes attacks of opportunity interrupt anyone’s action with a delayed it. If the trigger is part of another charac-
from threatening foes because it involves action (as you can with a readied action; ter’s actions, the readied action interrupts
focused concentration and methodical see below). the other character. The other character
action. You can’t deliver a coup de grace continues his actions once the readied
against a creature that is immune to criti- action is completed.
cal hits. Your initiative count changes. For the
rest of the encounter, it is the count on

162
COMBAT
CH
A P T E R №4

which you took the readied action, and a +2 circumstance bonus on attack rolls is not the same thing as burst fire, which
you act immediately ahead of the char- against that opponent or a +2 circum- involves firing a short burst at a specific
acter whose action triggered the readied stance bonus to Defence against that target. Firing a burst requires the Burst


action. You can take a 5-foot step as opponent (your choice) on the friend’s Fire feat. If you fire a blast of automatic
part of your readied action, but only if next turn. fire at a specific target without the Burst
you didn’t otherwise move any distance Fire feat, it’s treated as a standard attack
during the round. If you come to your which, if successful, deals only normal
next action and have not yet performed damage — all the extra ammunition you
the readied action, you don’t get to take Firearms fired is wasted. Some firearms, particu-


the readied action (though you can ready larly autoguns, only have autofire settings
the same action again). If you take your
readied action in the next round, before T he most basic form of attack with a
firearm is a single shot. One attack
is one pull of the trigger and fires one bul-
and can’t normally fire single shots.

your regular turn comes up, your initia-


tive count rises to that new point in the let at one target.
order of battle, and you do not get your Grenades and
regular action that round. The Basics Explosives
T
For example, a character on initiative he Personal Firearms Proficiency
13 aims his pistol at a door and readies
an action to shoot at the first person who
comes through the door. No one enters
feat allows you to make a ranged
attack without penalty. If you aren’t pro-
ficient in personal firearms, you take a
A n explosive is a weapon that, when
detonated, affects all creatures and
objects within its burst radius by means
for the remainder of that round, but on –4 penalty on attacks with firearms. A of shrapnel, heat, or massive concussion.
initiative 18 of the next round, an enemy number of other feats allow you to deal Its effect is broad enough that it can hurt
enters through the door. The character extra damage when you fire more than characters just by going off close to them.
acts on initiative 18 of the round in which one bullet as part of a single attack at a Some explosives, such as grenades, can
the target appears in the doorway and single target. If you don’t have those feats, be thrown, and they explode when they
before the enemy gets to act. From this you can still fire more than one bullet, land. Others are planted, with fuses or
point onwards, the character’s initiative but the extra bullets don’t have any effect, timers, and go off after a preset amount
is 18 and he does not get to act again on and are just wasted ammunition. As with of time elapses.
initiative 13 of the round during which all forms of ranged weapons, attacking
the target came through the door and the with a firearm whilst within a threatened Thrown Explosives
character fired. square provokes an attack of opportu-
nity. Because of the weapon’s unwieldy
A n attack with a thrown explosive is a


Special
shape and size, an attacker using a long-
arm takes a –4 penalty on attacks against
adjacent opponents.
ranged attack made against a specif-
ic 5-foot square. You can target a square
occupied by a creature. Throwing the
explosive is an attack action. If the square
is within one range increment, you do not
Attacks Autofire need to make an attack roll. Roll 1d4 and

T his section covers firearms, grappling, I f a ranged weapon has an automatic


rate of fire, you may set it on autofire.
consult Table 4–8 to see which corner of
the square the explosive bounces to.


explosives, attacking objects, and an Autofire affects an area and everyone in If the target square is more than one
assortment of other special attacks. it, not a specific creature. You target a range increment away, make an attack
10-foot-by-10-foot area and make an roll. The square has an effective Defence
attack roll; the targeted area has an effec- of 10. Thrown weapons require no weap-
tive Defence of 10 (if you do not have the on proficiency, so a character doesn’t take
Aid Another Advanced Firearms Proficiency feat, you the –4 nonproficient penalty. If the attack
take a –4 penalty on the attack roll). If succeeds, the grenade or explosive lands

I n combat, you can help a friend attack


or defend by distracting or interfering
with an opponent. If you are in position to
the attack succeeds, every creature within
the affected area must make a Reflex save
in the targeted square. Roll 1d4 and con-
sult the table above to see which corner
of the square the explosive bounces to. If
(DC 15) or take the weapon’s damage.
make a melee attack against an opponent If the attack roll fails, you are deemed to the character misses the target, the explo-
with which a friend of yours is engaged have not been able to control the recoil of sive lands at a corner of a square nearby
in melee combat, you can attempt to aid the weapon and the bullets are distributed in a random direction. Consult the tables
the friend as an attack action. You make harmlessly into the general area without below to determine where the explosive
an attack roll against Defence 10. If you causing any significant damage. Autofire lands. If the weapon was thrown two to
succeed, you don’t actually damage the shoots 10 bullets, and can only be used if three range increments away (11 to 30
opponent – but grant your friend either the weapon has 10 bullets in it. Autofire feet), roll 1d8 and refer to Table 4–9:

163
COMBAT
CH
A P T E R №4

Scatter Direction — 2–4 Range Incre-


ments.
For ranges of up to five range incre-
Attack

ments (31 to 50 feet), roll 1d12 and refer
to Table 4–10: Scatter Direction — 5+ an Object
Range Increments.
After determining where the explosive
lands, it deals its damage to all targets
within the burst radius of the weapon.
S ometimes you need to attack or break
an object, such as attempting to break
down a door, for example.
The targets may make Reflex saves (DC
varies according to the explosive type) for Strike an Object
half damage.

Planted Explosives O bjects are easier to hit than char-


acters because they usually don’t
move, but many are tough enough to

A planted explosive is set in place,


with a timer or fuse determining
when it goes off. No attack roll is neces-
shrug off some damage from each blow.
Object Defence and Bonuses to Attack:

sary to plant an explosive; the explosive Table 4–8: Scatter


sits where it is placed until it is moved or Direction — 1 Range
goes off. When a planted explosive deto- Increment
nates, it deals its damage to all targets Roll on d4 Corner of targeted square
within the burst radius of the weapon. 1 Upper left
The targets may make Reflex saves (DC 2 Upper right
varies according to the explosive type) for 3 Lower right
half damage. If you have a remote deto- 4 Lower left
nator, you can ready an action to set off
the explosive when a character enters the
square in which it has been left. Table 4–9: Scatter
Direction — 2–4 Range
Splash Weapons Increments
Roll on d8 Location Struck

A splash weapon is a ranged weapon


that breaks apart on impact, splash-
ing or scattering its contents over its
1
2
Upper right corner, one square beyond target
Upper right corner, one square right of target
3 Lower right corner, one square right of target
target and nearby creatures or objects. 4 Lower right corner, one square short of target
Most splash weapons consist of liquids 5 Lower left corner, one square short of target
in breakable containers. To attack with 6 Lower left corner, one square left of target
a splash weapon, make a ranged touch 7 Upper left corner, one square left of target
attack against the target. Thrown weap- 8 Upper left corner, one square beyond target
ons require no weapon proficiency, so
characters don’t take the –4 nonprofi-
cient penalty. A hit deals direct hit dam- Table 4–10: Scatter
age to the target and splash damage to all Direction — 5+ Range
other creatures within 5 feet of the target. Increments
You can instead target a specific 5-foot Roll on d12 Location Struck

square, including a square occupied by a 1 Upper right corner, two squares beyond target
creature. Use the rules for thrown explo- 2 Upper right corner, one square beyond and right of target
sives. However, if you target a square, 3 Upper right corner, two squares right of target
creatures within 5 feet are dealt the splash 4 Lower right corner, two squares right of target
damage, and the direct hit damage is not 5 Lower right corner, one square short and right of target
dealt to any creature. If you miss the tar- 6 Lower right corner, two squares short of target
get (whether aiming at a creature or a 7 Lower left corner, two squares short of target
square), check to see where the weapon 8 Lower left corner, one square short and left of target
lands, using the rules for thrown explo- 9 Lower left corner, two squares left of target
sives. After determining where the object 10 Upper left corner, two squares left of target
landed, it deals splash damage to all crea- 11 Upper left corner, one square beyond and left of target
tures within 5 feet. 12 Upper left corner, two squares beyond target

164
COMBAT
CH
A P T E R №4

Objects are harder or easier to hit Ineffective Weapons: The GM may


depending on their size and whether they
Hardness determine that certain weapons just can’t
are immobile or being held, carried, or
worn by opponents. The base Defence of
objects is shown on Table 4–11: Size and
E ach object has hardness — a number
that represents how well it resists
damage. Whenever an object takes dam-
deal damage effectively to certain objects,
such as trying to break down a wall with
a bow and arrow.
Defence of Objects. age, subtract its hardness from the dam- Immunities: Objects are immune to
If you use a full-round action to make age. Only damage in excess of its hardness nonlethal damage and to critical hits.
an attack against an inanimate, immobile is deducted from the object’s hit points Saving Throws: Unattended objects
object, you get an automatic hit with a (see Table 4–12: Substance Hardness never make saving throws. They are con-
melee weapon, or a +5 bonus on your and Hit Points, and Table 4-13: Object sidered to have failed their saving throws.
attack roll with a ranged weapon. Hardness and Hit Points). An object attended by a character (being
grasped, touched, or worn) receives a sav-
Striking a Carried Object Hit Points ing throw just as if the character herself
were making the saving throw.
A n object being held, carried, or worn
has a Defence equal to the above
figure + 5, plus the opponent’s Dexter-
A n object’s hit point total depends on
what it is made of or how big it is
(see Tables 4-12 and 4–13).
Breaking Objects
ity modifier and class bonus to Defence.
Striking a held, carried, or worn object
provokes an attack of opportunity from
Table 4–11: Size and
Defence of Objects
W hen you try to break something
with sudden force rather than
by dealing damage, use a Strength check
the character that holds it. This system Size (Example) Defence to see whether you succeed. The DC
allows you to account for any held, non- Colossal (zeppelin) –3 depends more on the construction of
threatening object, and does not allow Gargantuan (steam wagon) 1 the object than on the material. DCs to
you to strike a melee weapon, which, due Huge (service van) 3 break an object are found in Table 4–13.
to this threatening nature, requires a very Large (steam carriage) 4 If an object has lost half or more of its
different set of rules. Medium-size (human being) 5 hit points, the DC to break it decreases
Grabbing Objects Small (chair) 6 by 2.
Tiny (cybernaughtic hand) 7

Y ou can also attempt to snatch away


an object worn by a target. Doing
Diminutive (paperback book) 9 Repairing Objects
R
Fine (pencil) 13
this works the same as an attempt to epairing damage to an object takes
strike a carried object (see above), except a full hour of work and appropri-
for the following: Table 4–12: Substance ate tools. Without the tools, you take a
Attack of Opportunity: If the target’s Hardness and Hit Points –4 penalty on your Engineer check. At
attack of opportunity deals any damage, Substance Hardness Hit Points the end of the hour, make an Engineer
the attempt to grab the object automati- Paper 0 2–inch of thickness check (DC 20). Success restores 2d6 hit
cally fails. Rope 0 2–inch of thickness points. If damage remains, the character
Modifiers: If the object is well secured may continue to make repairs for as many


Plastic, soft 0 3–inch of thickness
or otherwise difficult to grab from the Glass 1 1–inch of thickness hours as it takes to restore all the object’s
target (including being held in two Ceramic 1 2–inch of thickness hit points.
hands), the target gets a +4 bonus. On Ice 0 3–inch of thickness
the other hand, if the object is poorly Plastic, hard 2 5–inch of thickness
secured or otherwise easy to snatch or
cut away, the attacker gets a +4 bonus.
Wood
Aluminium
5
6
10–inch of thickness
10–inch of thickness
Bull Rush
Y
Concrete 8 15–inch of thickness
ou can attempt a bull rush as an
Damaging Objects Iron 10 25–inch of thickness
attack action made during your
Steel 12 30–inch of thickness

O bjects are damaged in a similar move action, or as part of a charge. In


Etherium 15 35–inch of thickness
way to characters in Etherscope. general, you can’t make an attack action
They have a number of hit points which during a move action; this is an excep-
Energy Attacks: Acid and sonic/con- tion. In either case, you don’t get a 5-
are lost when a strike successfully hits.
cussive/etheric attacks deal normal dam- foot step before, during, or after the bull
However, unlike most characters,
age to most objects. Electricity and fire rush attempt. When you bull rush, you
objects have a hardness rating which
attacks deal half damage to most objects; attempt to push an opponent straight
reduces this damage.
divide the damage by 2 before applying the back instead of attacking the opponent.
hardness. Cold attacks deal one-quarter You can only bull rush an opponent who
damage to most objects; divide the dam- is one size category larger than you, the
age by 4 before applying the hardness. same size, or smaller.

165
COMBAT
CH
A P T E R №4

Initiating a Bull Rush Table 4–13: Object Hardness and Hit Points

F
Object Hardness Hit Points Break DC
irstly, you move into the target’s
square. Moving in this way provokes Doors
an attack of opportunity from each foe Simple wooden 5 10 13
that threatens you, probably including Strong wooden 5 20 23
the target (although these can be negat- Steel 12 120 35
ed by the Improved Bull Rush feat). Chain 10 5 26
Then you and the target make opposed Cinderblock wall 8 90 35
Strength checks. If you and the target Firearm, Medium 5 7 17
are different sizes, the larger combatant General manufactured objects*
gets a bonus on the Strength check of +4 Fine 0 1 10
per difference in size category. You gain a Diminutive 0 1 10
+2 bonus if you are charging. The target Tiny 1 2 10
gets a +4 stability bonus if he has more Small 3 3 12
than two legs or is otherwise exception- Medium 5 5 15
ally stable. Large 5 10 15
Huge 8 10 20

Bull Rush Results Gargantuan


Colossal
8
10
20
30
30
50

I f you beat the target’s Strength check,


you push the opponent back 5 feet.
You can push the target back an addi-
Handcuffs
Lock
Cheap
10

0
10

1
30

10
tional 5 feet for every 5 points by which Average 3 5 15
you exceeded the target’s check result, High quality 5 10 20
provided you move with the target. High security 10 120 35
You can’t, however, exceed your normal Ultrahigh security 20 150 40
movement for that action. The target Metal bars 10 15 30
provokes attacks of opportunity if suc-


Rope 0 2 23
cessfully moved as if they were moving * Figures for manufactured objects are minimum values. The GM may adjust these upwards to account for objects
under their own free will. So do you, if with more strength and durability.
you move with the target. The target and
you do not provoke attacks of opportu-
nity from each other as a result of this
Performing an Overrun
Trip
movement. If you fail to beat the target’s
Strength check, you move 5 feet straight Y ou must move at least 10 feet in a
straight line into the target’s square
back to where you were before you moved (provoking attacks of opportunity nor-
Y ou can try to trip an opponent, or


mally). Then the target chooses either to otherwise knock him down, as an
into the opponent’s square. If that square
avoid you or to block you. If the oppo- unarmed melee attack. You can only
is occupied, you fall prone in the square.
nent avoids you, you keep moving. (You trip an opponent who is one size cat-
can always move through a square occu- egory larger than you, the same size, or
pied by someone who lets you by.) If the smaller.
Overrun opponent blocks you, make a trip attack
against the opponent (see “Trip” below). Making a Trip Attack
Y ou can attempt an overrun as an
attack action made during your
move action, or as part of a charge. In
If you succeed in tripping your oppo-
nent, you can continue your movement T o attempt a trip you must first
make an unarmed melee touch
as normal. If you fail and are tripped attack against the target. Some weap-
general, you cannot make an attack in turn, you fall prone in the target’s ons have special features that allow
action during a move action; this is an square. If you fail but are not tripped, you to make a trip attempt (see below
exception. In either case, you get a 5-foot you have to move 5 feet back the way for further details). Attempting a Trip
step before, during, or after the overrun you came, ending your movement there. attack provokes an attack of opportunity
attempt. With an overrun, you attempt If that square is occupied, you fall prone from the target as normal for unarmed
to move through an opponent’s area, in the square. attacks (although this is negated by the
going past or over the opponent. You can
Improved Trip feat).
only overrun an opponent who is one
size category larger than you, the same
size, or smaller. You can only make one
overrun attempt per action.

166
COMBAT
CH
A P T E R №4

No Dexterity Bonus: You lose your


Resolving the Trip Starting a Grapple Dexterity bonus to Defence (if you have

I f the attack succeeds, make a Strength


check opposed by the target’s Dexter-
ity check or Strength check (using which-
T o start a grapple, you need to grab
and hold your target. Starting a
grapple requires a successful melee attack
one) against opponents you aren’t grap-
pling. (You can still use it against oppo-
nents you are grappling.)
ever ability score has the higher modifier). roll. If you get multiple attacks, you can No Movement: You can’t move nor-
If you and the target are different sizes, attempt to start a grapple multiple times mally whilst grappling. You may, how-
the larger combatant gets a bonus on the (at successively lower base attack bonus- ever, make an opposed grapple check (see
Strength check of +4 per difference in es). below) to move whilst grappling.
size category. The target gets a +4 stabili- Step 1: Attack of Opportunity. You
ty bonus on his check if he has more than provoke an attack of opportunity from Whilst Grappling
two legs or is otherwise exceptionally sta- the target you are trying to grapple. If
ble. If you win, you trip the target. If you
lose, the target may immediately react
the attack of opportunity deals damage,
the grapple attempt fails. (Certain mon- W hen you are grappling (regardless
of who started the grapple), you
can perform any of the following actions.
and make a Strength check opposed by sters do not provoke attacks of opportu-
your Dexterity check or Strength check nity when they attempt to grapple, nor Some of these actions take the place of
to try to trip you. do characters with the Improved Grapple an attack (rather than being a standard
feat.) If the attack of opportunity misses action or a move action). If your base
attack bonus allows you multiple attacks,
Being Tripped (Prone) or fails to deal damage, proceed to Step
you can attempt one of these actions in
2.
A tripped character is prone (see Table
4–4: Defence Modifiers). Standing
up from a prone position is a move action
Step 2: Grab. You make a melee touch
attack to grab the target. If you fail to hit
place of each of your attacks, but at suc-
cessively lower base attack bonuses.
Attack Opponent: You can make an
the target, the grapple attempt fails. If
that provokes attacks of opportunity. attack with an unarmed strike, natural
you succeed, proceed to Step 3.
Step 3: Hold. Make an opposed grap- weapon, or light weapon against another
Tripping with a Weapon ple check as a free action. character you are grappling. You take a
–4 penalty on such attacks.
S ome weapons, such as the chain
and the whip, can be used to make
trip attacks. You don’t incur an attack of
If you succeed, you and the target are
now grappling, and you deal damage to
the target as if with an unarmed strike.
You can’t attack with two weapons
whilst grappling, even if both are light
If you lose, you fail to start the grapple. weapons.
opportunity when doing so. If you are


You automatically lose an attempt to hold Damage Opponent: Whilst grap-
tripped during your trip attempt, you can
if the target is two or more size categories pling, you can deal damage to an oppo-
drop the weapon to avoid being tripped.
larger than you. nent equivalent to an unarmed strike.
In case of a tie, the character with the Make an opposed grapple check in place
higher grapple check modifier wins. If of an attack. If you win, you deal nonle-
Grapple this is a tie, roll again to break the tie. thal damage as normal for an unarmed
strike (1d3 points for Medium attackers
Step 4: Maintain Grapple. To main-

T he following system is used when


you wish to grapple or wrestle
opponents.
tain the grapple for later rounds, you
must move into the target’s space. (This
or 1d2 points for Small attackers, plus
Strength modifiers). If you want to deal
lethal damage, you take a –4 penalty on
movement is free and doesn’t count as
part of your movement in the round.) your grapple check.
Grapple Checks Moving, as normal, provokes attacks of Draw a Light Weapon: You can draw
opportunity from threatening opponents, a light weapon as a move action with a

R epeatedly in a grapple, you need


to make opposed grapple checks
against an opponent. A grapple check
but not from your target.
If you can’t move into your target’s
successful grapple check.
Escape from Grapple: You can escape
space, you can’t maintain the grapple and a grapple by winning an opposed grapple
is like a melee attack roll. Your attack check in place of making an attack. You
bonus on a grapple check is: Base attack must immediately let go of the target. To
grapple again, begin at Step 1. can make an Escape Artist check in place
bonus + Strength modifier + special size of your grapple check if desired, but this
modifier. requires a standard action. If more than
Special Size Modifier: The special size Grappling Consequences one opponent is grappling you, your

W
modifier for a grapple check is as follows: hilst grappling, your ability to check result has to beat all their individ-
Colossal +16, Gargantuan +12, Huge attack others and defend yourself ual check results to escape. (Opponents
+8, Large +4, Medium +0, Small –4, is limited. don’t have to try to hold you if they don’t
Tiny –8, Diminutive –12, Fine –16. No Threatened Squares: You do not want to.) If you escape, you can finish the
threaten any squares whilst grappling. action by moving into any space adjacent
to your opponent(s).

167
COMBAT
CH
A P T E R №4

Move: You can move half your speed


(bringing all others engaged in the grap-
ple with you) by winning an opposed
ter), escape another’s grapple, pin anoth-
er character, or break another’s pin whilst
you are pinning an opponent.

Bind
grapple check. This requires a standard
action, and you must beat all the other If You're Pinned
individual check results to move the
grapple.
by an Opponent A bind is a kind of limited grappling
that only involves melee weapons (or
one hand and a melee weapon). Instead
Note: You get a +4 bonus on your
grapple check to move a pinned oppo-
nent, but only if no one else is involved
W hen an opponent has pinned
you, you are held immobile (but
not helpless) for 1 round. Whilst pinned,
of a standard attack, you may attempt to
bind a melee weapon that your opponent
is carrying in one or both hands. When
in the grapple. you take a –4 penalty to Defence against
an item is bound, the opponent may not
Pin Your Opponent: You can hold an opponents other than the one pinning
use it until it is broken free. The charac-
opponent immobile for 1 round by win- you. At your opponent’s option, you may
ters involved in the bind may not move
ning an opposed grapple check (made also be unable to speak. On your turn,
into any squares other than those adja-
in place of an attack). Once you have an you can try to escape the pin by making
cent to each other.
opponent pinned, you have a few options an opposed grapple check in place of an
available to you (see below). attack. You can make an Escape Artist
Break Another’s Pin: If you are grap- check in place of this grapple check if you Instigating a Bind
pling an opponent who has another char-
acter pinned, you can make an opposed
grapple check in place of an attack. If you
want, but this requires a standard action.
If you win, you escape the pin, but are
still grappling.
T o bind an opponent’s weapon, you
make an attack roll against the tar-
get weapon, as with grabbing or striking
win, you break the hold that the oppo- an item (the item’s Defence = 10 + tar-
nent has over the other character. The Joining a Grapple get’s class Defence bonus + target’s Dex-
other character is still grappling, but is terity modifier).
no longer pinned.
Use Opponent’s Weapon: If your
I f a target is already grappling someone
else, you can use an attack to start a
grapple, as above, except that the tar-
If you are attempting to perform a bind
unarmed, you receive a –4 penalty to hit.
opponent is holding a light weapon, you This penalty is negated if your unarmed
get doesn’t get an attack of opportunity
can use it to attack the opponent. Make attacks count as armed, such as through
against you, and your grab automatically
an opposed grapple check (in place of an the Combat Martial Arts feat.
succeeds. You still have to make a suc-
attack). If you win, make an attack roll A character without the Improved
cessful opposed grapple check to become
with the weapon with a –4 penalty (doing Bind feat provokes an attack of oppor-
part of the grapple.
this doesn’t require another action). tunity for the attempt. If the attack of
If there are multiple opponents
You gain possession of the weapon by opportunity deals damage, the bind
involved in the grapple, pick one to make
performing this action. attempt automatically fails.
the opposed grapple check against.
If you succeed in striking the target
If You're Pinning an Multiple Grapplers weapon or item, you do not deal any
Opponent damage; instead an item carried in one

Y ou can attempt to damage your


opponent with an opposed grap-
S everal characters can be in a single
grapple. Up to four characters can
grapple a single opponent in a given
or both of the target’s hands is bound.
Any weapon you are using to perform
the bind is also bound by performing
ple check, you can attempt to use your round. Creatures that are one or more this action. On a successful bind, you
opponent’s weapon against him, or you size categories smaller than you count for can immediately choose to perform one
can attempt to move the grapple (all half, creatures that are one size category action from the list of Binder Actions
described above). At your option, you larger than you count double, and crea- below and make the opposed bind check
can prevent a pinned opponent from tures two or more size categories larger as described. Whilst in a bind, neither of
speaking. count quadruple. the bound weapons may be used.
You can use a disarm action to remove When you are grappling with multiple Remember that ranged weapons do
or grab away a well-secured object worn opponents, you must choose one oppo- not typically threaten, and so the rules for
by a pinned opponent, but the target nent to make an opposed check against. striking and grabbing weapons described
gets a +4 bonus on his roll to resist the The exception is an attempt to escape above should be used instead. If the
attempt (see Disarm, below). from the grapple; to successfully escape, weapon threatens an attack of opportu-
You may voluntarily release a pinned your grapple check must beat the check nity, then use these rules.
character as a free action; if you do so, results of each opponent.
you are no longer considered to be grap- Bind Checks
pling that character (and vice versa).
You can’t draw or use a weapon (against
the pinned character or any other charac- B ind checks are similar to grapple
checks. It is an opposed check based

168
COMBAT
CH
A P T E R №4

on your base attack and other appropri-


ate modifiers.
Your bind modifier is calculated by
adding together your base attack bonus
O
Binder Actions
n a successful bind check, the bind-
er may perform any of the follow-
ing actions:

Character
and any attack bonuses that apply to the
use of the weapon. This includes bonuses
Disarm: If you succeed at the opposed Status
bind check, your opponent’s weapon
from your Strength modifier, feats, class

O
is dropped (if you were binding with a ne area of rules very closely related
abilities, and talents. Your size modifier
melee weapon) or captured (if you were to combat, but applicable at any
does not apply to bind checks. Instead,
binding with your hands). The weapon time in the game, is the current physical
a bonus or penalty based on the size of
falls in the square the bound character and mental state of your character. Rules
your weapon is applied. This size modi-
occupies. are needed to track the different affects
fier is based on the special size modifier
Break Weapon: With a successful your character is suffering from. You
used for grapple checks (see “Special Size
bind check, you can either cause dam- could be held under the sway of occult
Modifier” in the Grapple section, above).
age to attempt to break the weapon in effects, or suffering from injuries. This
For example, Dieter’s foil is bound: He


the usual manner or attempt a Strength section looks at how such things are rep-
has a base attack of +7 and the Weapon
check to break it (see Damaging Objects, resented in the game.
Finesse feat (and a Dexterity modifier
above). If you have the Sunder feat, any
of +3). Dieter’s total bind bonus is +6
damage you deal is doubled.
(+7 from his base attack bonus, +3 from
Hold: You may instigate a grapple as
his Dexterity bonus due to his Weapon
Finesse feat, and –4 as the foil is a Small
if you have successfully performed the Conditions
grab attack.
weapon). Dieter also has the Improved
Disarm feat. If he was trying to disarm
his opponent, he could apply this feat’s
Leave Bind: This is a special action
as you do not need to succeed at a bind
check to perform this action, and it
A number of adverse conditions can
affect the way you operate. If more
than one condition affects you, apply both
+4 bonus to bind checks when attempt-
counts as a free action. If, on your turn, if possible. If not possible, only apply the
ing a disarm.
you wish to leave the bind, you may do most severe condition.
If your bound weapon is held in your
so without issue and retain all your usual
off hand, you can only add half your
Strength modifier (rounded down) to
actions for the round. Ability Damaged
the bind check. This penalty is negated
if you have the Two-Weapon Fighting
Bound Character Actions
Y ou have lost 1 or more ability score
points. The loss is temporary, and
feat. If you have the Weapon Finesse
feat, you may add your entire Dexterity
T he bound character can choose from
the following options:
Break Bind: With a successful bind
these points return at a rate of 1 per 8
hours of rest for each affected ability. This
modifier, in place of Strength, regardless check, you can choose to break free from differs from “effective” ability loss, which
of the hand your bound weapon is held the bind. is an effect that goes away when the con-
in, provided Weapon Finesse applies to Drop Item: This is a special action dition causing it goes away.
that weapon. as you do not need to succeed at a bind
check to perform this action, and it Ability Drained
Actions Whilst Bound
Y
counts as a free action. This action frees ou have lost 1 or more ability score

S imilar to grapple situations, each you from the bind by dropping the points. This loss, unlike ability dam-
character makes a bind check on their bound weapon. This leaves the weapon age, is permanent.
action each round to try to perform an on the ground, but it does potentially free
action. If successful, they may choose an you up for an additional unarmed attack Blinded
action depending upon their position in and allows you to move as normal. If, on
the bind. One character is the binder and
the other is the bound. However, unlike
your turn, you wish to drop your weapon,
you may do so without issue (other than Y ou can’t see at all when blinded, and
thus everything has total conceal-
ment to you. You have a 50% chance to
a grapple situation, the character is not losing the item) and retain all your usual
obliged to take this action and can take actions for the round. miss in combat. Furthermore, you have
other actions according to the restrictions Reverse Bind: If you are bound, you an effective Dexterity of 3, along with a
on movement and use of the bound item may attempt to gain the upper hand in –4 penalty on the use of Strength-based
as mentioned above. An attempt to per- the bind by reversing the bind. On a suc- and Dexterity-based skills. This –4 pen-
form one of these special bind actions is cessful bind check, the roles are reversed, alty also applies to Search checks and
considered an attack, unless otherwise with you now becoming the binder and any other skill checks for which the GM
stated, and so can be used as part of a your opponent becomes bound. deems sight to be important. You can’t
full-round action or single attack action make Spot checks or perform any other
as the character chooses. activity (such as reading) that requires
vision. PCs who are blind long-term (from

169
COMBAT
CH
A P T E R №4

birth or early in life) grow accustomed to


these drawbacks and can overcome some
Entangled Panicked
of them (at the GM’s discretion). This
condition is more important to represent
those who have been recently blinded,
W hen entangled, you takes a –2
penalty on attack rolls in addi-
tion to a –4 penalty to Dexterity. If the
I f panicked, you flee as fast as possible
and cower (see above) if unable to get
away. You defend normally but cannot
such as by a bright flash or occult attack. entangling bonds are anchored to an attack.
immobile object, you can’t move. Other-
Cowering wise, you can move at half speed, but can’t Paralysed
run or charge.
I f cowered, you are frozen in fear: You
lose your Dexterity bonus to Defence
and can take no actions. In addition, you
Exhausted I f you are paralysed, you fall to the
ground, unable to move (you have an
effective, but not actual, Dexterity and
take a –2 penalty to your Defence. This
condition typically lasts 10 rounds. W hen exhausted, you move at half
speed and cannot run or charge.
Furthermore, you take a –6 penalty to
Strength of 0). You are helpless.

Pinned
Dazed Strength and Dexterity. After 1 hour of

I f dazed, you can take no actions, but


still get the benefit of your normal
complete, uninterrupted rest, you become
fatigued. Y ou are held immobile (but not help-
less) whilst pinned in a grapple. You
take a –4 penalty to Defence against
Defence. This condition typically lasts melee attacks and lose your Dexterity
1 round.
Fatigued bonus to Defence.

Dead W hen fatigued, you can’t run or


charge and take a penalty of –2
to Strength and Dexterity. After 8 hours
Prone
Y ou die when you fail your dying sav-
ing throw by 10 or more (see below),
or when your Constitution drops to 0.
of complete, uninterrupted rest, you are
no longer fatigued. W hen you are prone (lying on the
ground), you take a –4 penalty
on melee attack rolls and can’t use bows
or thrown ranged weapons. You gain a +4
Deafened Flat-Footed bonus to Defence against ranged attacks,

W hilst deafened, you can’t hear


and take a –4 penalty on initia-
I f you have not yet acted during a com-
bat, you are flat-footed, not reacting
normally to the situation. You lose your
but take a –4 penalty to Defence against
melee attacks.
tive checks. You can’t make Listen checks.
PCs who are deafened long-term (from
Dexterity bonus to Defence and cannot Shaken
make attacks of opportunity.
birth or early in life) grow accustomed to
these drawbacks and can overcome some
of them (at the GM’s discretion). This
Grappled W hilst shaken, you take a –2 penal-
ty on attack rolls, saving throws,
and skill checks.
condition is more important to represent
those who have been recently deafened,
such as by a loud bang or occult attack.
W hen grappled, you can’t under-
take any action other than those
listed in the grapple section, above. You
Stable

Disabled
lose your Dexterity bonus to Defence,
except on attacks from characters with W hilst stable, you are no longer
dying, but are still unconscious.
whom you are grappling.
W hen you have 0 hit points and
passed your dying saving throw,
Helpless
Stunned
you are disabled. You can only take a
W hen you become stunned, you
lose your Dexterity bonus, drop
single move action or attack action and
may require another dying saving throw
depending upon the nature of the activity
W hen paralysed, sleeping, or uncon-
scious, you are helpless. You have
an effective Defence of 5 + size modifier.
what you are holding, and can take no
attack or move actions. In addition, you
take a –2 penalty to Defence. The condi-
undertaken, see below. An attacker can attempt a coup de grace
tion typically lasts 1 round.
against you (see above).
Dying Unconscious
Nauseated
Y ou are near death at this status and
unconscious, having failed your
dying saving throw by less than 10. You W hen nauseated, you are unable to
attack or do anything else requir- W hilst unconscious, you are unable
to defend yourself. You are help-
less and typically fall prone.
can take no actions, and each round ing attention or concentration. The only
you must make a dying saving throw at action you can take is a single move action
the start of every round until you die or per turn.
become stable.

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
Death, Dying,
damage can’t be made to deal nonlethal
damage (unless it is used as an impro-
vised melee weapon). Nonlethal damage
does not affect the target’s hit points.
Increases in
Constitution Score
and Current Hit Points
and Healing Instead, compare the amount of nonle-
thal damage from an attack to the target’s
massive damage threshold. If the amount A n increase in your Constitution
score, even a temporary one, can give

P erhaps the most important rules for


your character are those for knowing
whether you are dead or not after suf-
is less than the target’s massive damage
threshold, the target is unaffected by the
you more hit points (an effective hit point
increase), but these are not temporary
hit points. They can be restored through
attack. If the damage equals or exceeds


fering severe injury. The following rules the target’s massive damage threshold, normal healing. When your Constitution
show how this is handled in Etherscope. drops back down to its previous score


the target must make a Fortitude save
(DC equal to the damage caused). If the after a temporary increase, your full nor-
target succeeds on the save, she is dazed mal hit points go down accordingly.


for 1 round. If the target fails, she is
Injury and knocked unconscious for 1d4+1 rounds.
Death The Dying
Saving Throw
H it points measure how hard you are
to kill. Hit points mean two things Healing
in the game world: the ability to take
physical punishment and keep going, and
the ability to turn a serious blow into a A fter taking damage, you can recover
hit points through natural healing
W hen you fail a massive damage
saving throw or take lethal dam-
age in excess of your current hit points,
less serious one. All lethal damage causes (over the course of days) or through med- your current hit points drop to 0. No
hit point loss, whereas nonlethal damage ical technology (somewhat faster) or by matter how much damage you have
does not cause hit point loss. occult means. In any case, you can’t regain taken, you cannot go below 0 hp. You
hit points past your full normal total. must make a dying saving throw. This is
Massive Damage a Fortitude save at DC 10 plus half the
Natural Healing damage caused by the blow. If this saving

A ny time you take damage from a


single hit that exceeds your massive
damage threshold, that damage is consid- Y ou recovers 1 hit point per charac-
ter level per 8 hours of sleep. You
throw succeeds, you are disabled — crea-
tures or GM characters that are “support-
ing” characters are unconscious and com-
ered massive damage. Your massive dam- recover 2 hit points per character level
pletely unable to act (for more informa-
age threshold is equal to your current if undergoing complete bed rest (doing
tion on supporting characters, see “Major
Constitution score; it can be increased by nothing for an entire 24 hours).
and Supporting Antagonists” in Chapter
taking the Improved Damage Threshold 8: Gamesmatering). If the save fails, you
feat. When you take massive damage that Healing Ability Damage are dying. If you fail this saving throw by

A
doesn’t reduce your hit points to 0, you bility damage returns at the rate of more than 10, you die.
must make a Fortitude save at a DC equal 1 point per 8 hours of sleep. Com-
to 10 plus half the damage caused. If you plete bed rest (24 hours) restores 2 points Disabled
fail the save, your hit point total is imme- per day.
diately reduced to 0 and you must imme-
diately make a dying save (see below). If
the save succeeds, you suffer no ill effect
Temporary Hit Points W hilst disabled, you are not uncon-
scious, but are close to it. You can
only take a single move or attack action
beyond the loss of hit points. Creatures
immune to critical hits are also immune
to the effects of massive damage.
C ertain effects can give you tempo-
rary hit points. When you gain
temporary hit points, make a note of
each turn (but not both, nor can you take
full-round actions). You can take non-
strenuous move actions without further
your current hit points before adding the injuring yourself, but if you attack or
Nonlethal Damage temporary hit points. When the tempo- perform any other action the GM deems
rary hit points go away, your hit points as strenuous, you must make a Fortitude

N onlethal damage is dealt by


unarmed attackers and some
weapons. Melee weapons that deal lethal
drop to that score. If your hit points are
already below that score at that time, all
save after completing the action (DC 10).
On a successful saving throw, you remain
the temporary hit points have already disabled; if you fail the saving throw, then
damage can be wielded so as to deal non- been lost, and your hit point total does your status drops to dying. Healing that
lethal damage, but the attacker takes a –4 not drop. When temporary hit points raises you above 0 hit points makes you
penalty on attack rolls for trying to deal are lost, they can’t be restored as real hit fully functional again, just as though you
nonlethal damage instead of lethal dam- points can be, even with medical treat- had never been reduced to 0 hit points.
age. A ranged weapon that deals lethal ment or other methods. You can also become disabled when

171
COMBAT
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recovering from dying. In this case, it’s a remain unconscious until you can receive
step up along the road to recovery. medical attention (see below). A stable
Strength
Dying
character not receiving medical attention
doesn’t heal normally. Instead, each day
you make a Fortitude save (DC 20) to
A ny creature that can physically
manipulate other objects has at
least 1 point of Strength. A character
W hen you fail your dying saving
throw, you are dying. A dying
character immediately falls unconscious
start recovering hit points naturally that
day; if the save fails, you remain on 0 hit
reduced to 0 Strength cannot move and
lies helpless on the ground.
points. If you fail this saving throw by Unlisted: A creature with no Strength
and can take no actions. You must make score can’t exert force, usually because
more than 10, you revert to dying status
a dying save at the start of every round. it has no physical body or because it
and must make a new dying saving throw
The DC for this save is 15, but increases doesn’t move. The creature automatically
each round, as described above. Once you
by 1 for each additional round you have fails Strength checks. If the creature can
start recovering hit points naturally, you
remained dying. If you succeed at this attack, it applies its Dexterity modifier
are no longer in danger of losing addi-
saving throw, you become stable but to its base attack instead of a Strength
tional hit points.
remain unconscious. If you fail the saving modifier.
throw by less than 10, you are still dying
and must make a new dying saving throw
Recovering with Help
Dexterity
each round. Failing this saving throw by
10 or more means you are dead. A dying character can be made stable
by the use of the Knowledge (medi-
cine) skill (DC 15). One hour after being A ny creature that can move has at
least 1 point of Dexterity. As with
Dead tended, you becomes stable. Make a For- those that have 0 Strength, a character
titude save (DC 20) to regain conscious- with 0 Dexterity cannot move. How-
W henever you fail a dying save by
10 or more, you are dead; failure
by less than 10 means you remains at
ness. If successful, you become disabled
(see above). If you remain unconscious,
ever, a character with no Dexterity stands
rigid, unable to move, and helpless.
you make the same Fortitude save every Unlisted: A creature with no Dexter-
dying status, as described above. You can ity score can’t move. If it can act, it applies
hour until you become conscious. Even
also die if your Constitution is reduced its Intelligence modifier to initiative
whilst unconscious, you recover hit
to 0. checks instead of a Dexterity modifier.
points naturally, and you can return to


normal activity when your hit points rise The creature fails all Reflex saves and
Stable to 1 or higher. Dexterity checks. The creature also has a

W hen stable, you remain uncon- –5 penalty to its Defence score.


scious and at 0 hit points, but
are not dying and do not need to make Constitution
a dying save each round. However, if Ability Score
you have stabilised but take additional Damage I f your Constitution changes enough


to alter your Constitution modifier,
hit point damage, you must immediately your hit points also increase or decrease
make the dying save as normal.
T he consequences of taking damage
or drain to your ability scores is
another factor that may affect you in com-
accordingly at the same time. Any living
creature has at least 1 point of Constitu-
tion. Characters who are reduced to 0
bat, particularly if you are facing a nasty
Recovery Etherspace demon that can drain your
Constitution are dead.
Unlisted: A creature with no Consti-
life or sanity. Poisons, diseases, and other

T he following section covers rules for tution has no body or no metabolism.


effects can cause temporary ability dam-
recovering hit points. Characters It is immune to any effect that requires
age. Ability points lost to damage return
can recover naturally with bed rest or a Fortitude save unless the effect works
naturally, typically at a rate of 1 point per
by receiving medical treatment (see the on objects. The creature is also immune
day for each affected ability. When an
Knowledge (medicine) skill description to ability damage, ability drain, energy
ability score changes, the modifier associ-
in Chapter 3: Traits). drain, critical hits, and massive damage,
ated with that score may also change.
and always fails Constitution checks.
Unlisted Ability Scores: It is possible
Recovery whilst Stable for a creature to have a score of “none.” A
Intelligence
I f you are stable (see above) but no one score of “none” is not the same as a score
tends to you, you remain unconscious
for 1 hour, after which you make a Forti-
of 0. A score of “none” means that the
creature does not possess the ability at all.
The modifier for a score of “none” is +0.
A ny creature that can think, learn,
or remember has at least 1 point
of Intelligence. A creature with 0 Intel-
tude save (DC 20). If the save succeeds,
you regain consciousness, becoming dis- ligence falls into an unconscious stupor,
abled (see above). Your current hit point and is helpless.
total remains at 0. If the save fails, you

172
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Unlisted: A creature with no Intel- means you take another 1d6 points of
Table 4–14: Light Sources
ligence score is an automaton, operat- damage that round. Success means that
Light Source (examples) Light
ing on simple instincts or programmed the fire has gone out (that is, once you
Tiny (candle, match, reading lamp, penlight*) 5 feet
instructions. It is immune to all mind- succeed at the saving throw, you are no
Small (torch*, standard lamp) 20 feet
influencing effects and automatically fails longer on fire). When on fire, you may
Normal (house lamp, battery floodlight torch*) 40 feet
Intelligence checks. automatically extinguish the flames by
Large (streetlight, floodlights*) 60 feet
jumping into enough water to douse
Wisdom * These objects have a directional beam and only yourself. If no body of water is at hand,


illuminate in cone shape. The width of the cone at
rolling on the ground or smothering the
A
the wide end is typically a quarter of the length of
ny creature that can perceive its the beam. fire with blankets or the like, as a full-


environment in any fashion has at round action, permits you another save
least 1 point of Wisdom. A character with a +4 bonus.
reduced to 0 Wisdom withdraws into a
deep sleep and is helpless. Heat and Cold
Unlisted: Anything with no Wisdom
score is an object, not a creature. Any-
thing without a Wisdom score also has
no Charisma score, and vice versa.
H eat and cold deal damage that can-
not be recovered until you counter-
act or escape the inclement temperature.
Starvation
and Thirst
For humans, inclement temperatures are
Charisma approximately any environment with
temperatures above 90 degrees Fahr-
S ometimes you may find yourself
without food and water. In normal

A ny creature capable of telling the


difference between itself and things
that are not itself has at least 1 point of
enheit or below 40 degrees Fahrenheit.
As soon as you take any damage from
climates, you need at least 1/2 gallon of
fluids and about 1/4 pound of decent
food per day to avoid the threat of thirst
environmental heat or cold, you are con-
Charisma. A character with 0 Charisma and starvation. In very hot climates, you
sidered fatigued. If you are not properly
withdraws into a catatonic state and is need two or three times as much water to
equipped to counteract the heat or cold,
helpless. avoid dehydration.
you must attempt a Fortitude saving
Unlisted: Anything with no Charisma Dehydration: You can go without
throw each hour (DC 15, +1 for each
score is an object, not a creature. Any- water for one day plus a number of hours
previous check). Failure means that you
thing without a Charisma score also has equal to your Constitution score. After
lose 1d4 hit points. Heavy clothing or
no Wisdom score, and vice versa. this, you must make a Constitution check
armour provides a –4 penalty on saves
each hour (DC 10, +1 for each previous
against heat but grants a +4 equipment


Environment
bonus on saves against cold. If you suc-
ceed at a Survival check (DC 15), you
gain a +4 competence bonus on the
save (see the Survival skill in Chapter 2:
check) or take 1d6 points of damage.
Damage from dehydration cannot be
recovered until you drink some water.
Even occult effects that restore hit points

and Hazards Traits).


Extreme Conditions: Searing heat or
cannot heal this damage.
Starvation: You can go without food
for three days, in growing discomfort.
bitter cold (desert or arctic conditions)
T here are a number of environmental
hazards and conditions that can
forces you to make a Fortitude save every
After this, you must make a Constitu-
tion check each day (DC 10, +1 for each


10 minutes. Failure means that you lose
affect your character, whether inside or previous check) or take 1d6 points of
1d6 hit points. Appropriate clothing and


outside of combat. damage. Damage from starvation cannot
successful use of the Survival skill can
be recovered until you eat. Even occult


modify the save, as noted above.
effects that restore hit points cannot heal
this damage.
Darkness
and Light Catching on Fire
Suffocation
I t’s a rare adventure that doesn’t end up
in the dark somewhere, and characters
need a way to see. See Table 4-14: Light
C haracters exposed to open flames
might find their clothes, hair, or
equipment on fire. Characters at risk of
and Drowning
Sources for the radius that a light source
illuminates and how long it lasts.
catching fire are allowed a Reflex sav-
ing throw (DC 15) to avoid this fate. If
your clothes or hair catch fire, you take
I n an airless environment (underwater,
vacuum), you can hold your breath for
a number of rounds equal to your Con-
1d6 points of damage immediately. In stitution score; halve this time, rounded
each subsequent round, you must make down, if you are fighting or engaged in
another DC 15 Reflex save. Failure strenuous activity whilst exposed to the

173
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airless environment. After this period


Table 4–15: Damage from Falling Objects
of time, you must make a Constitution
Object Size Examples Initial Damage Reflex Save DC Strength Check DC
check (DC 10) every round to continue
Fine Penny 0 n/a n/a
holding your breath. Each round, the DC
Diminutive Paperweight 1 0 n/a
of the Constitution check increases by 1.
Tiny Wrench 1d3 5 n/a
When you fail one of these Constitution
Small Vase 1d4 10 5
checks, you begin to suffocate or drown.
Medium Briefcase 1d6 15 10
In the next round, you fall unconscious
Large Garbage can 2d6 20 20
with 0 hit points. In the following round,
Huge Oil barrel 4d6 25 30
you drop to dying and must make dying
Gargantuan Piano 8d6 30 40
checks each round to avoid death.

 
Colossal Vehicle 10d6 35 50

Smoke
W hen breathing heavy smoke or
similar toxic gases, you must
make a Constitution check (DC 10, +1 Falling Poison
for each previous check) each round or
spend that round choking and coughing,
losing your Dexterity bonus to Defence
and being able to only perform a move or
Y ou take 1d6 points of damage for
every 10 feet of a fall, to a maximum
of 20d6 points. If you succeed on a Reflex
W hen you take damage from an
attack with a poisoned weapon,
touch an item smeared with contact
standard action each round. If you choke saving throw (DC 10, +1 for each 10 feet poison, consume a poisonous substance,
for 2 consecutive rounds, take 1d6 points fallen), this damage is halved. You can inhale a poisonous gas, or is otherwise
of damage. Smoke also obscures vision, make a Tumble check (DC 15) to treat poisoned, you must make a Fortitude
giving one-half concealment (20% miss a fall as if it were 10 feet shorter when saving throw. If you fail, you take the
chance) to characters within it. determining the damage and Reflex sav- poison’s initial damage (usually abil-
ing throw DC required by the fall. ity damage). Even if you succeed, you
Strangulation typically face secondary damage 1 min-
Falling Objects ute later. This secondary damage also

Y ou can strangle or choke a target of


the same size category or one size
category larger or smaller. The strangling O bjects that fall upon characters (or
creatures or vehicles) deal damage
requires a Fortitude saving throw to
avoid. Poisons are detailed in the Craft
(chemical) skill description. Poisonous
attempt incurs an attack of opportunity. based on their size and the distance liquids are usually administered through
To begin the choke, you must grab their fallen, as noted on Table 4-15: Damage injection or by application to a weapon.
opponent and succeed at an opposed from Falling Objects. Objects deal the Poisonous gases must be inhaled to be
grapple check (if you are already grappling initial damage shown in Table 4–15 if effective. Poisonous solids are usually
your opponent, you must simply succeed they fall 10 feet or less. An object deals ingested with food or drink.
at the grapple check; see grappling rules an additional 1d6 points of damage for
above). If the grapple succeeds, you can every 10-foot increment it falls beyond
choose to deal normal unarmed damage the first (to a maximum of 20d6 points
Perils of Using Poison
as well as choke the target. The target can
hold her breath for a number of rounds
equal to her Constitution score. After this
of damage). Objects of Fine size are too
small to deal damage, regardless of the
distance fallen. A successful Reflex save
Y ou have a 5% chance (roll of 1 on
1d20) to expose yourself to a poison
whenever you apply it to a weapon or
period of time, the target must make a indicates that the target takes half dam- otherwise ready it for use. Additionally,
Constitution check (DC 10, +1 for each age. The size of the falling object deter- if you roll a 1 on an attack roll with a
previous check) every round to continue mines the save DC. If the save fails by 10 poisoned weapon, you must succeed at a
holding her breath. The target begins or more, and the object is at least three Reflex saving throw (DC 15) or acciden-
to suffocate on a failed check (see Suf- size categories larger than the character, tally poison yourself with the weapon.
focation and Drowning, above). If at any the character is pinned under the fallen
time the target breaks free of the grapple, object. A pinned character cannot move Poison Immunity
the stranglehold is broken (although any but is not helpless. The character can
damage that was dealt remains). Note that
a grappled target who is not pinned can use
make a Strength check to lift the object
off himself or an Escape Artist check C reatures with natural poison attacks
are immune to their own poison.
Certain kinds of creatures are immune
her attack action to strangle her attacker. (DC 20) to get out from underneath.
to poison, as detailed in their descrip-
The GM can modify the DCs for these
tions, although it is conceivable that
checks based on the circumstances.
a special poison could be synthesized
specifically to harm them.

174
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Disease
Disease Type
Table 4–16: Diseases
Incubation Period Initial Damage Secondary Damage
Anthrax Inhaled/Injury DC 16 1d2 days 1 Con 1d4 Con*
Small pox Inhaled/Contact DC 15 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con

W hen you are exposed to a treat-


able disease, you must make an
immediate Fortitude saving throw. You
Pneumonia
Hantavirus
Inhaled DC 12
Injury DC 14
1d4 days
1 day
1 Str
1d2 Str
1d3 Str and 1d3 Con
1d2 Str* and 1d2 Con*
Necrotizing fasciitis Contact DC 13 1d6 days 1 Con 1d3 Con*
must make this roll when you come into West Nile virus Injury DC 12 1d4 days 1 Dex and 1 Con 1d2 Dex and 1d2 Con*
contact with an infectious carrier, touch Salmonellosis Ingested DC 13 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex
an item smeared with diseased matter, * If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of
consume food or drink tainted with a damaged).
disease, or suffer damage from a contami-
nated attack. If you succeed, the disease attack roll — mere physical contact is The fumes from most acids are inhaled
has no effect on you — your immune sys- not enough. Each successful energy drain poisons. Those who come within 5 feet
tem fights off the infection. If you fail the attack bestows one or more negative lev- of a large body of acid must make a For-
save, you take damage after an incubation els on the opponent. A character takes titude save (DC 15) or take 1 point of
period; once per day thereafter, you must the following penalties for each negative temporary Constitution damage. A sec-
succeed at a Fortitude saving throw to level she has gained. ond save must succeed 1 minute later to


avoid secondary damage. Two successful •–1 on all skill checks and ability checks. avoid taking another 1d4 points of Con-
saving throws in a row indicate that you • –1 on attack rolls and saving throws. stitution damage.
have fought off the disease and recovered, • –5 hit points.
taking no more damage. The characteris- •–1 effective level (whenever the charac-
ter’s level is used in a die roll or calcu-
tics of some treatable diseases are sum-
marised on Table 4–16: Diseases. lation, reduce it by one for each nega- Electricity
tive level).
E
Type: The disease’s method of delivery lectrical hazards are rare in the
— ingested, inhaled, or via an injury — Negative levels remain for 24 hours.
After 24 hours, the drained character Etherscope world but not unknown.
and the DC needed to save. Some injury Table 4–17: Electricity Damage gives
diseases can be transmitted by a wound must attempt a Fortitude save (DC 10
+ 1/2 attacker’s HD + attacker’s Cha damage values for various electrical haz-
as small as an insect bite. Most diseases ards based on relative voltage. You can
that are inhaled can also be ingested (and modifier). (The DC is provided in the
attacker’s description.) If the saving make a Fortitude saving throw to reduce
vice versa). the damage by half. This damage is per
Incubation Period: The amount of throw succeeds, the negative level goes
away with no harm to the character. The round of contact. If you are not grounded
time before initial damage takes effect (if or somehow insulated from the current,
the victim fails his Fortitude save). afflicted character makes a separate sav-
ing throw for each negative level she has a successful save indicates that you take
Initial Damage: The damage the vic- no damage.
tim takes after the incubation period. gained. If the save fails, the negative level
Secondary Damage: The amount goes away, but the character’s level is also
reduced by one. Table 4–17: Electricity
of damage the hero takes one day after Damage
taking initial damage, if he fails a second A character with negative levels at least
saving throw. This damage is taken each equal to her current level, or drained Type Damage Fort DC


day the saving throw fails. below 1st level, is instantly slain. The Jolt 1d3 10


draining creature gains 5 temporary hit Low voltage 2d6 15
points for each negative level it bestows. Medium voltage 4d6 15
High voltage 8d6 20

Energy Drain Acid


and Negative
Levels C orrosive acids deal damage each
round of exposure. The amount of

S ome horrible Scope demons pos- damage varies depending on the acid’s
sess a fearsome supernatural ability strength: Mild acids deal 1d6 points of
to drain levels from those they strike in damage per round from a splash and
combat. The creature making an ener- 1d10 points of damage per round of total
gy drain attack draws a portion of its immersion. Potent acids deal double this
victim’s life force from her. Most energy and concentrated acids deal triple.
drain attacks require a successful melee

175
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
Vehicle
Passenger: All other personnel aboard
the vehicle are considered passengers. Pas-
sengers have no specific role in the vehicle’s
Table 4–18: Vehicle Sizes
Vehicle Size Size Modifier Examples


Colossal –8 Zeppelin, locomotive engine
operation, but may be able to fire weapons
Movement from the vehicle or take other actions. Gargantuan
Huge
–4
–2
Steam tank, service van
Zepcar


and Combat Large
Medium
–1
+0
Power armour, steam charger
Steam bike
Scale
F or simply travelling from point to
point, the vehicle used is largely a
matter of personal style and finances. T hese rules use two scales. If the
encounter involves both vehicles Facing and
Skill checks are only required in extraor- and characters on foot, use character
dinary circumstances. These rules are scale. If the scene only involves vehicles,
Firing Arcs
primarily focused on ground vehicles and they’re likely to move at much higher
– steam wagons, steam trucks, and light
military vehicles. The rules can be modi-
speeds than characters or creatures on
foot, use chase scale.
U nlike with characters, when dealing
with vehicles, the vehicle’s facing


(the direction in which it’s pointing) is
fied for boats, heavier armoured vehicles, Character Scale: Character scale
important. Facing indicates the direction
and aircraft. is identical to the standard movement
in which the vehicle is travelling (assum-
scale: It’s carried out on a grid in which
ing it’s not moving in reverse). It can also
each square equals 5 feet. In character
determine which weapons aboard the
scale, most vehicles are large enough to
Characters occupy multiple squares on the map grid.
vehicle can be brought to bear on a tar-
get. A weapon built into a vehicle can by
in Vehicles How many squares a vehicle occupies is
specified in the vehicle’s description (see
mounted to fire in one of four directions
– forward, aft (rear), right, or left – or be

A character in a vehicle fills one of


several possible roles, which deter-
mines what the character can do.
Chapter 3: Equipment). When moving
a vehicle, count the squares from the
vehicle’s rear. When turning, pivot the
built into a partial or full turret. A partial
turret lets a weapon fire into three adja-
cent fire arcs (such as forward, left, and
Pilot: The pilot of the vehicle controls vehicle on the rear square towards which
right), whilst a full turret lets it fire in
its movement. Most vehicles only have it is turning. When firing weapons, count
any direction. For vehicles with weapons,


one position from where the vehicle can squares from the location of the weapon.
a weapon’s arc of fire will be given in the
be piloted, so the person seated there is In character scale, more than one ground
vehicle’s description.
the pilot. Piloting a vehicle is, at a mini- vehicle cannot occupy the same square.
mum, a move action, which means that Chase Scale: In chase scale, each
the pilot may be able to do something square of the grid represents 50 feet. In
else with his attack action. There can only chase scale, most commonly encountered Getting Started
be one pilot in a vehicle at one time. vehicles only occupy one square. Some
Co-pilot: A co-pilot can help the pilot
by taking an aid another action. The co-
especially large vehicles, such as dread-
naughts or zeppelins, might occupy more M ost vehicles can be entered with a
move action and started with a sec-


pilot must be seated in a location where than one square. More than one vehicle ond move action. An exception is noted in
he can see the road and advise the pilot. can occupy the same square. Vehicles in a vehicle’s description when it applies.
In a steam carriage, this generally means the same square are considered to be 20


the front passenger seat. Aiding the pilot feet apart for the purposes of determin-
is a move action, leaving the co-pilot with ing range for attacks.
an attack action each round to do some- Initiative
thing else. A vehicle can only have one co-
pilot at a time. A co-pilot can also pilot
the vehicle if the pilot cannot or chooses Vehicle Sizes T here are two options for determin-
ing initiative in vehicle combat. In
the first, individual initiative is deter-
not to, provided there is a second set of
controls at the co-pilot’s seat (usually
true in aircraft, but not ground vehicles).
V ehicles use the same size catego-
ries as characters and creatures, as
shown in Table 4–18: Vehicle Sizes. The
mined just as in normal combat, where
each character rolls separately. This is
probably the best method if most or all
Gunner: Some vehicles have built-in
vehicle’s size modifier applies to its initia- characters are aboard the same vehicle,
weapons. If such a weapon is controlled
tive modifier, manoeuvre modifier, and but it can result in a lot of delayed or read-
from a location other than the pilot’s posi-
Defence. (The size modifier is already ied actions as passengers wait for pilots to
tion, a character can man that position and
included in the vehicle statistics; see perform manoeuvres. An alternative is to
become the gunner. A vehicle can have as
Chapter 3: Equipment.) roll initiative for each vehicle, using the
many gunners as it has gunner positions.
vehicle’s initiative modifier. This is partic-

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ularly appropriate when characters are in


Table 4–19: Vehicle Speeds and Modifiers
separate vehicles, since it allows everyone


Speed Category Character Scale Chase Scale Defence Modifier Check/Roll Modifier
aboard the same vehicle to act more or
Movement* Turn Number** Movement* Turn Number**
less simultaneously.
Stationary† 0 – 0 – +0 –
Alley speed 1–20 1 1–2 1 +0 +0
Street speed 21–50 2 3–5 1 +1 –1
Vehicle Speed Highway speed 51–150 4 6–15 2 +2 –2
All-out 151+ 8 16+ 2 +4 –4

V ehicle speed is expressed in five


categories: stationary, alley speed,
street speed, highway speed, and all-out.
* The number of squares a vehicle can move at this speed.
** The number of squares a vehicle must move at this speed before making a turn.
† A stationary vehicle cannot move or manoeuvre.

Each of these speed categories represents ment. A vehicle cannot move more squares manoeuvres do not require the pilot to
a range of possible movement (see Table than its top speed. This means that some make skill checks.
4–19: Vehicle Speeds and Modifiers). vehicles cannot move at all-out speed, or Stunts: Stunts are difficult and some-
Each round, a vehicle moves according to even highway speed. Count squares for times daring manoeuvres that enable
its current speed category. vehicles just as for characters. Vehicles can a pilot to change his vehicle’s speed or
move diagonally; remember that when heading more radically than a simple
Declaring Speed moving diagonally, every second square manoeuvre allows. A stunt is a move
costs 2 squares’ worth of movement. action. It can be taken as part of a move
A t the beginning of his action, a pilot
must declare his speed category for
The Effects of Speed
action to control the vehicle, and a sec-
ond stunt can be attempted in lieu of


the round. The pilot can choose to go one
the pilot’s attack action. Stunts always
A
category faster or slower than what the fast-moving vehicle is harder to hit
vehicle’s speed category was at the end of require Pilot checks.
than a stationary one — but it’s also
the previous round. A stationary vehicle harder to control and to attack from. As
can change to alley speed in either for- shown on Table 4–19: Vehicle Speeds
ward or reverse. Most vehicles cannot go
faster than alley speed in reverse.
and Modifiers, when a vehicle travels at Pilot Options
street speed or faster, it gains a bonus

T
Stationary: The vehicle is motionless. to Defence. However, that speed brings he options available to a vehicle pilot
Alley Speed: This speed is used for along with it a penalty on all skill checks in a single round are listed below, in
safely manoeuvring a vehicle in tight — including Pilot checks to control the the order in which they must be taken:
spaces, such as alleys or industrial load- vehicle — and attack rolls made by char- Compulsory Pilot Checks: Pilots
ing areas. It tops out at about the speed a acters aboard it. must make any forced Pilot checks before
typical person can run. starting the round. These are most likely
Street Speed: The vehicle is travelling Piloting a Vehicle necessitated by a collision caused by
at a moderate speed, up to about 35 miles another pilot.
per hour.
Highway Speed: The vehicle is mov- P iloting a vehicle is a move action, taken
by the vehicle’s pilot. During his move
action, the pilot moves the vehicle a num-
Change the Vehicle’s Speed: The pilot
may increase or decrease his vehicle’s speed
ing at a typical highway speed, from category by one (or keep it the same).
about 35 to 80 miles per hour. ber of squares that falls within its speed
Optional Attack Action: If the pilot
All-Out: The vehicle is travelling category. The pilot can attempt manoeu-
wants, he can use his attack action before


extremely fast, more than 80 miles per vres to change the vehicle’s course or speed.
moving the vehicle. If the pilot does so,
hour. These manoeuvres can be attempted at
however, he will be limited to a single
any point along the vehicle’s route. The
stunt during movement.
pilot can choose to use his attack action
Movement: Move the vehicle any
to attempt additional manoeuvres. The
number of squares within the vehicle’s
Moving two kinds of vehicle movement are simple
speed category. Along the way, perform
manoeuvres and stunts.
any number of simple manoeuvres (only
O n his action, the pilot moves the
vehicle a number of squares that falls
within the vehicle’s speed category. Unlike
Simple Manoeuvres: A simple
manoeuvre, such as a 45-degree turn,
limited by their movement cost). The pilot
may also attempt a single stunt as part of
is easy to perform. Each is a free action
characters, a vehicle cannot double move, the movement (or two, if the pilot didn’t
and can be taken as many times as the
run, or otherwise extend its movement take his attack action before moving).
pilot likes whilst he moves the vehicle.
(unless its pilot changes to a higher speed Optional Attack Action: If the pilot
However, simple manoeuvres do cost
category). Every vehicle has a top speed, did not take an attack action before mov-
movement — so a vehicle that makes a
included in its statistics on Table 3–15: ing, and performed one or fewer stunts,
lot of simple manoeuvres will not get as
Vehicle Statistics in Chapter 3: Equip- the pilot has an attack action left.
far as one going in a straight line. Simple

177
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Simple Manoeuvres hazard and continue moving. Structures Table 4–20: Hazards
simply cannot be avoided. Also, if a pilot and Avoidance DCs
D uring a vehicle’s movement, the
pilot can perform any one of the
following manoeuvres.
cannot make a check (if he has used all his
actions for the round in performing other
stunts), he automatically fails to avoid the
Hazard
Caltrops
DC
15
Oil slick 15
45-Degree Turn: Any vehicle can hazard. In such cases, a collision occurs. Object
make a simple 45-degree turn as part of The DC to avoid a hazard varies with the Small (tire, light debris) 5
its movement. The vehicle must move nature of the hazard (see Table 4–20: Medium (crate) 10
forward at least a number of squares Hazards and Avoidance DCs). On a failed Large (pile of wreckage) 15
equal to its turn number (shown on Table check, the vehicle hits the obstacle. For cal- Structure Cannot be avoided
4–19: Vehicle Speeds and Modifiers) trops, this means the caltrops make a touch
before it can turn. Making a 45-degree attack against the vehicle. If the attack suc-
turn costs 1 square of movement. ceeds, the vehicle goes into a spin. An oil
Table 4–21: Bootleg Turn DCs
Facing Change DC
Ram: At character scale, a pilot does slick forces the pilot to make a Pilot check
not have to perform a manoeuvre to ram 45 degrees 5
(DC 15) to retain control of the vehicle
another vehicle — he only needs to pilot 90 degrees 10
(see “Losing Control”). Failing to avoid an
his vehicle into the other vehicle’s square, 135 degrees 15
object results in a collision with the object
and a collision occurs (see “Collisions and 180 degrees 20
(see “Collisions and Ramming”).
Ramming” below). At chase scale, howev- Bootleg Turn: By making a bootleg
er, more than one vehicle can occupy the turn, a pilot can radically change direction speed at that time, he can drop a total of
same square and not collide — so ram- without turning in a circle. However, in so three categories in the same round. The
ming another vehicle requires a simple doing, the vehicle comes to a stop. Before vehicle’s movement for the round ends
manoeuvre. The pilot moves his vehicle a vehicle can make a bootleg turn, it must as soon as it has moved the minimum
into the other vehicle’s square and states move in a straight line at least a number of number of squares for its new speed
that he is attempting to ram. Resolve the squares equal to its turn number. To make category. If it has already moved that far
ram as a collision, except that the pilot of a bootleg turn, simply change the vehicle’s before attempting the hard brake, it ends
the target vehicle can make a Reflex save facing to the desired direction. The vehicle its movement immediately. The DC for a
(DC 15) to reduce the damage to both ends its movement in that location, at hard brake is 15. The pilot can only suc-
vehicles by half. stationary speed. The DC for a bootleg ceed at one hard break per round. On a
Sideslip: A pilot might wish to move turn depends on the change in facing (see failed check, the vehicle does not change
to the side without changing the vehicle’s Table 4–21). On a failed check, instead of speed categories, and the pilot must make
facing — for instance, to change lanes. facing the desired direction, the vehicle a Pilot check (DC 15) to retain control
This simple manoeuvre, called a sideslip, only changes facing by 45 degrees. Make (see “Losing Control”).
allows a vehicle to avoid obstacles or a Pilot check to retain control against a Hard Turn: A hard turn allows a
weave in and out of traffic without chang- DC equal to the DC for the bootleg turn vehicle to make a turn in a short dis-
ing facing. A sideslip moves a vehicle 1 attempted (see “Losing Control”). tance without losing speed. A hard turn
square forward and 1 square to the right Dash: With a dash stunt, a pilot functions like a 45-degree-turn simple
or left, and costs 3 squares of movement. can increase the vehicle’s speed by one manoeuvre, except that the vehicle only
category. This increase is in addition to needs to move forward a number of
squares equal to half its turn number
Stunts any speed change made at the beginning
(rounded down). The DC for a hard
of the pilot’s action; if the pilot increased
S tunts are manoeuvres that require a
Pilot check to perform successfully.
Unsuccessful stunts often result in the
speed at that time, he can accelerate a
total of two categories in the same round.
turn is 15. On a failed check, the vehicle
continues to move forward a number of
squares equal to its turn number before
The vehicle’s total movement for the
vehicle ending up somewhere other than turning, just as with a simple 45-degree
round cannot exceed the maximum num-
where the pilot intended. When this hap- turn. Make a Pilot check (DC 15) to
ber of squares for its new speed category.
pens, the vehicle collides with any objects retain control (see “Losing Control”).
The squares it has already moved before
in its path. Remember that the check/ Jump: A pilot can attempt to jump his
attempting the dash count against this
roll modifier from Table 4–19: Vehicle vehicle across a gap in his path. To make a
total. The DC for a dash is 15. The pilot
Speeds and Modifiers affects all Pilot jump, the vehicle must move in a straight
can only succeed at one dash per round.
checks made by the pilot and attack rolls line a number of squares equal to its
On a failed check, the vehicle does not
made by any occupants of the vehicle. turn number. If the vehicle doesn’t have
change speed categories.
Avoid Hazard: Vehicle combat rarely enough movement left to clear the gap, it
Hard Brake: With a hard brake stunt,
occurs on a perfectly flat, featureless plain. must complete the jump at the start of its
a pilot can reduce the vehicle’s speed by
When a vehicle tries to move through next turn. The DC for a jump depends
up to two categories. This is in addition
a square occupied by a hazard, the pilot on the width of the gap, modified by
to any speed change made at the begin-
must succeed on a Pilot check to avoid the the vehicle’s speed category (see Tables
ning of his action; if the pilot reduced

178
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4–22 and 4–23). On a failed check, the


vehicle fails to clear the gap, and instead
falls into it (or collides with the far side).
Collisions
 Table 4–22: Vehicle Jump DCs
Gap Width
1–3 ft. (ditch)
DC
20
Determine damage as for a collision (see 4–8 ft. (culvert) 25
“Collisions and Ramming”). and Ramming 8–15 ft. (creek, small ravine) 30
Collisions from a Failed Jump: A 16–25 ft. (narrow road, small pond) 40
shallow gap (1 to 3 feet deep) is equiva-
lent to a Medium object; the vehicle may
be able to avoid taking collision damage
A collision occurs when a vehicle
strikes another vehicle or a solid
object. Generally, when a vehicle collides
26–40 ft. (wide road, small river) 50

from the failed jump by treating the far with a creature or other moving vehicle, Table 4–23: Vehicle Speed
side as a hazard and then continue mov- the target can attempt a Reflex save (DC Jump Modifiers
15) to reduce the damage by half. Vehicle Speed Category DC Modifier
ing (see “Avoid Hazard” above). A mod-
Alley speed +10
erately deep gap (4 to 10 feet deep) is
equivalent to a Huge object. The vehicle Resolving Collisions Street speed
Highway speed
+5
+0
can only pilot out of the gap if the walls
are not too steep. A deeper gap (11 feet
or deeper) is equivalent to a Colossal
T he base damage dealt by a vehicle
collision depends on the speed and
size of the objects involved. Use the high-
All-out –5

object. If the gap is filled with water, the


est speed and the smallest size of the two
Table 4–24: Sideswipe
vehicle only takes half damage from the
colliding objects and refer to the Collision
DC Modifiers
collision with the ground. However, if Target Condition DC Modifier
Tables: 4–25 and 4–26.
the water is too deep or the bottom is Each size category larger –5
After finding the base damage, deter-
too soft (GM’s discretion), the vehicle Each size category smaller +5
mine the collision’s damage multiplier
might not be able to move. Each speed category of difference –2
based on how the colliding vehicle struck
Sideswipe: During a vehicle’s movement,
the other vehicle or object. (For vehicles
a pilot can attempt to sideswipe a vehicle or
other target, either to deal damage without
moving in reverse, consider the back end Table 4–25: Collision
fully ramming it or to cause another pilot
to be the vehicle’s “front” for determin- Damage – Die Type
ing the collision multiplier.) Consult Highest Speed Damage Die Type
to lose control of his vehicle. At character
Table 4–27: Collision Direction for a Alley speed d2
scale, a vehicle must be side by side with
multiplier. Once the damage has been Street speed d4
its target (that is, occupying the square
determined, apply it to both vehicles (or Highway speed d8
or squares directly to its side) and mov-
objects or creatures) involved in the col- All-out d12
ing in the same direction. Attempting a
lision. Both vehicles reduce their speed
sideswipe costs 1 square of movement.
by two speed categories. If the colliding
At chase scale, the vehicle must be in the
vehicle moved the minimum number of
Table 4–26: Collision
same square as its target and moving in
squares for its speed category before the
Damage – Number of Dice
the same direction. There is no move- Smallest Object or Creature Size Number of Dice
collision, it ends its movement immedi-
ment cost. If the stunt is successful, the Colossal 20
ately. If not, it pushes the other vehicle
sideswiping vehicle and the target both Gargantuan 16
or object aside, if possible, and continues
take damage as if they had collided (see Huge 12
until it has moved the minimum number
“Collisions and Ramming”), except that Large 8
of squares for its speed category.
the collision multiplier is 1/4, and the Medium 4
The pilot of the vehicle that caused
target (or pilot of the target vehicle) can Small 2
the collision must immediately make a
make a Reflex save (DC 15) to reduce Tiny 1
Pilot check (DC 15) or lose control of
the damage to both by half. If the target Smaller than Tiny 0
the vehicle (see “Losing Control”). The
is another vehicle, the pilot must succeed
pilot of the other vehicle must succeed
at a Pilot check (DC 15) at the beginning
of his next action or lose control of the
on a Pilot check (DC 15) at the begin- Table 4–27: Collision
vehicle. The DC for a sideswipe is 15. It’s
ning of his next action or lose control of Direction
his vehicle. Colliding Vehicle’s Target Multiplier
modified by the relative size and speed
A stationary object x1
of the target (see Table 4–24: Sideswipe
DC Modifiers). Damage to Vehicle Occupants A moving vehicle, striking head-on or
45 degrees from head-on x2
On a failed check, both vehicles
take damage as though the sideswipe
attempt was a success. However, the
W hen a vehicle takes damage from
a collision, its occupants may take
damage as well. The base amount of dam-
A moving vehicle, striking perpendicular
A moving vehicle, striking from the rear or
45 degrees from the rear
x1

x 1/2
other pilot does not need to make a age depends on the cover offered by the A vehicle being sideswiped (see Sideswipe) x 1/4
check to retain control. vehicle, as determined by the GM (see
Table 4–28: Damage to Vehicle Occu-

179
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pants). Each of the occupants may make a occupants take damage equal to 2d4 x the character can take two move actions, one
Reflex save (DC 15) to take half damage. character-scale turn number for its speed move action and one attack action, or one


but can make DC 15 Reflex saves for half full-round action in a round. Free actions
Table 4–28: Damage to damage. can be performed normally, in conjunc-
Vehicle Occupants tion with another action.
Cover Damage Free Actions: Communicating orders
is a free action. Characters can perform
None
One-quarter
Same as damage taken by vehicle
One-half damage taken by vehicle
Hide and Seek as many free actions as the GM permits


in a single round.
W
One-half One-quarter damage taken by vehicle
hen being pursued, a pilot can Move Actions: Changing position
Three-quarters or more None
attempt a Hide check to lose the within a vehicle is usually a move action,
pursuer in heavy traffic, or a Bluff check especially if the character has to trade
to misdirect the pursuer before turning places with another character. If the
onto an off-ramp or a side street.
Losing Control character’s movement is short and unob-
structed, such as moving across an empty
Hide Checks
A collision or a failed stunt can cause
a pilot to lose control of his vehicle.
In these cases, the pilot must make a Pilot T o make a Hide check, use the nor-
mal rules for hiding (see the Hide
double seat, he can do it as the equivalent
of a 5-foot step. Otherwise, it requires a
move action.
check to retain control of the vehicle. If skill description). The normal size modi- Attack Actions: Anyone aboard a
this check is successful, the pilot main- fiers apply, but because the pilot is hiding vehicle can make an attack with a per-
tains control of the vehicle. If it fails, the amongst other vehicles, most of which are sonal weapon, and pilots and gunners can
vehicle goes into a spin. If it fails by 10 or size Large or Huge, he or she gains a +8 make attacks with any vehicle-mounted
more, the vehicle rolls. Remember that bonus on the check. This use of the Hide weapons controlled from their positions.
the check/roll modifier from Table 4–19: skill can only be attempted in fairly heavy Full-Round Actions: Since the pilot
Vehicle Speeds and Modifiers applies to traffic; in lighter traffic, the GM might must use a move action to control the
all Pilot checks. An out-of-control vehicle not allow it or might apply a penalty to vehicle, he can’t take a full-round action
may strike an object or other vehicle. the check. unless he starts it in one round and
When that happens, a collision occurs completes it on his next turn (see “Start/
(see “Collisions and Ramming” above). Bluff Checks Complete Full-Round Action”).
Spin: The vehicle skids, spinning wildly.
At character scale, the vehicle moves in
its current direction a number of squares A pilot can use Bluff to make a pursu-
er think he is going a different direc-
Crew Quality
equal to the turn number for its speed, then
ends its movement. Once it stops, roll 1d8
tion from what the pilot intends. Just
before making a turn onto an off-ramp or M any large vehicles require a crew
of NPCs to operate successfully.
A large battleship for example, may have
to determine its new facing: 1, no change; side street, make a Bluff check opposed
by the pursuer’s Sense Motive check. If hundreds of crew, working in the engines,
2, right 45 degrees; 3, right 90 degrees; 4,
the pilot is successful, the pursuer takes gunnery platforms and many other posi-
right 135 degrees; 5, 180 degrees; 6, left
a –5 penalty on any Pilot check needed tions essential to the running of the vehi-
135 degrees; 7, left 90 degrees; 8, left 45
to make the turn to follow the pilot. If the cle. Rather than force the GM to create, or
degrees. Reorient the vehicle accordingly.
other pilot can make the turn only using remember, statistics for everyone aboard a
At chase scale, the vehicle moves 1 square
simple manoeuvres and does not have to vehicle, vehicle statistics include a general
and ends its movement. Roll to determine


make a Pilot check, the Bluff attempt has “crew quality” descriptor. This indicates a
its new facing as indicated above.
no effect. typical crew’s aptitude with the vehicle’s
Roll: The vehicle tumbles, taking dam-
systems. Table 4-29: Vehicle Crew Qual-
age. At character scale, the vehicle rolls
ity shows the five levels of crew quality for
in a straight line in its current direction
GM-controlled vehicle crews, along with
for a number of squares equal to the
turn number for its speed, then ends its
Fighting the appropriate check modifier. Use the
movement. At the end of the vehicle’s from Vehicles check modifier for all skill checks related
to the operation of the vehicle (including
roll, reorient the vehicle perpendicular

T he following rules provide a fur- Pilot and Repair checks). Use the attack
to its original direction of travel (deter-
ther framework for combat involv- bonus for all attack rolls performed by the
mine left or right randomly). At chase
ing vehicles. crew. The crew requirements for vehicles
scale, the vehicle rolls one square before
are given in Chapter 3: Equipment. This
stopping and reorienting. At either scale,
by no means restricts the GM from creat-
a vehicle takes damage equal to 2d6 x the Vehicle Combat Actions ing unique vehicles where the crew’s sta-
character-scale turn number for its speed
(use the turn number from character
scale even at chase scale). The vehicle’s
A ctions during vehicle combat are
handled the same way as actions
during personal combat. In general, a
tistics are included, or from using abilities
when they pilot or attack from vehicles. It’s

180
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Piloting Defensively:
Just as in melee combat,
Cover
one can fight defensively
W hen a character fires from a vehi-


whilst piloting a vehicle, cle, objects or other vehicles in
which grants a +2 dodge the way can provide cover for the target.
bonus to the vehicle’s
Defence and applies a
–4 penalty on attack rolls
made by occupants of the Damaging
vehicle. Vehicles
Total Defence: A
pilot can choose the total
defence action, which
grants a +4 dodge bonus
A ll vehicles have hit points, which are
roughly equivalent to a character’s
hit points. Like most objects, vehicles also
to Defence but does not have hardness. Whenever a vehicle takes
allow the pilot to attack damage, subtract the vehicle’s hardness
(gunners or passengers from the damage dealt. When a vehicle
take a –8 penalty on attack is reduced to 0 hit points, it is disabled.
rolls). These modifiers last Although it might be repairable, it ceases
until the pilot’s next round functioning. If a vehicle is disabled whilst
of actions. moving, it drops one speed category each
Full Attack Action: round until it comes to a stop. The pilot
A pilot cannot normally cannot attempt any manoeuvres except
make a full attack, since a 45-degree turn. Unlike characters,
controlling the vehicle vehicles don’t “die.” They don’t have to
requires a move action. make saving throws to avoid death and
Gunners or passengers, dying. A vehicle is finally destroyed when
however, can take full it takes damage equal to twice its usual
attack actions, since they hit points.
merely a shortcut to save time if the GM don’t have to use a move action Energy Attacks: Vehicles are treated
doesn’t have particular characters behind (except, perhaps, to change positions as objects when subjected to energy
the controls. in the vehicle). In general, taking a full attacks.
attack action is only useful if a charac- Exploding Vehicles: If the attack that
Table 4–29: ter has a base attack bonus high enough disables a vehicle deals damage equal to
Vehicle Crew Quality to get multiple attacks. A passenger can half its full normal hit points or more, the
Crew Quality Check Modifier Attack Bonus
make multiple attacks with his own vehicle explodes after 1d6 rounds. This
Untrained –4 –2 weapon. A gunner can make multiple explosion deals 10d6 points of fire dam-
Normal +2 +0 attacks with one or more weapons con- age to everyone within the vehicle (Reflex
Skilled +4 +2 trolled from his position. save, DC 20, for half damage), and half
Expert +8 +4 that much to everyone and everything
Ace +12 +8/+3 Targeting Occupants within 30 feet of the explosion (Reflex
save, DC 15, for half damage).
Attack Options A n attack made against a vehicle
uses the vehicle’s Defence, modi-
fied by its speed category. Attackers can Repairing Damage
F iring a vehicle’s weapon requires an
attack action and uses the pilot’s or
gunner’s ranged attack modifier. A pilot
choose instead to target specific vehicle
occupants. An attack against a vehicle R epairing damage to a vehicle takes
a full hour of work, a mechanical
occupant is made like any other attack. tool kit, and a garage or some other suit-
with 5 or more ranks in the Pilot skill Remember, however, that a character able facility. (Repairs without the tool
gains a +2 synergy bonus on attack rolls in a vehicle gains bonuses to Defence kit incur a –4 penalty on the Engineer
when firing vehicle-mounted weapons from both the vehicle’s speed and any check.) At the end of the hour, make an
whilst piloting. Some military vehicles cover it provides. appropriate Engineer (usually mechani-
are equipped with fire-control systems.
cal) check (DC 20). Success restores 2d6
These grant equipment bonuses on
hit points. If damage remains, you may
attack rolls with the vehicle-mounted
continue to make repairs for as many
weapons to which they apply; these will
hours as it takes to restore all of the vehi-
be referenced under a vehicle’s descrip-
cle’s hit points.
tion (see future supplements).

181
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CH 5
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182
THE WORLD OF ETHERSCOPE
CH 5
A P T E R №

Chapter V: The World of


Etherscope
T his chapter provides you with a broad overview of the Etherscope game world, providing details on the setting’s
different places, organisations, and science and technology.


Geography
CIA, but struggles to understand the complex issues of class
and poverty that cause the unrest. Thus the Crown’s agents
use their formidable skills without restraint, making the Great

T

he section below considers the different places within the Metropolis one of the most active and dangerous places in the
world and their prominence, society, and political structure. Great Game.
The Great Metropolis has become a haven for immigrants
from around the Empire. Many former African slaves who have
taken to a sailor’s life end up in Liverpool’s docks, whilst many
The Great Metropolis Indian professionals are attracted by the money they can make
from the rich industrialists of this sprawling city. The city has

T he Great Metropolis is the largest and grittiest city in the


Etherscope world. This massive conurbation covers the
areas occupied by Manchester and Liverpool and their sur-
rounding regions. The city holds approximately one hundred
million people — although estimates vary — and has all the
elements of a super-city. The Great Metropolis is built on solid
Victorian principles of architecture and technology. It is pow-
ered by steam rather than electricity or gasoline and built of
brick rather than glass and steel. Although its brick buildings
are not modern Manhattan’s towering spires and skyscrapers,
they are still their equals in size, with massive floor spaces that
only the wealth of empire can afford.
The Great Metropolis’s wealth stems from trade within the
British Empire. Whilst the Royal Navy rules the waves, its
merchant sister is fatter and richer. Liverpool has always been
the British Empire’s main port, but the sprawl out from Man-
chester has created a city where wealth is generated faster than
anywhere on Earth. However, this wealth has come at a great
cost. The workforce is overworked and underpaid, and safety
in the workplace has yet to become a priority. The workers
are demoralised. Only the epsilons and deltas, bred to work,
seem happy. Countercultural influences are strong. Punk and
Mod music thrive in the slums and blocks of coffin-flats. Illegal
Scope jacks and tabs sell for a premium, as people look for any
chance to break out from the despair of their lives. Even the rich
and powerful resent the high taxes they must pay to London
to fuel the decadence of Westminster and Buckingham Palace
and the Admiralty’s power. Amongst this stirring unrest is the
American Central Intelligence Agency, supporting the Nor-
thumbrian Republic revolutionaries who would bring inde-
pendence to the region and rob the Empire of its workhorse.
The Americans pay a heavy price in lost agents when faced with
the ruthless efficiency of MI5 — British counter-intelligence.
Zepcar traffic in The Great Metropolis
The British secret service works hard to thwart the work of the

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the largest Chinese community out- ing service industry allows even its Northumbrian Republican Movement,
side China situated near the Liverpool working classes — still not true citizens but they routinely come up against the
central zone. Chinese culture has influ- for they have no vote and so no political finest secret service in the world. The
enced the street punks and scallies of representation — a degree of comfort people of these northern cities are much
the Great Metropolis, with many seek- and wealth. The rural regions are the more aggrieved than their south coast
ing to learn the secrets of their martial wealthy’s playground, with many retir- and midlands counterparts, who build
arts in one of the few places outside of ing to country estates for weekends. primarily for the British military. As
China itself such esoteric knowledge is British agriculture is all but dead, with such, cities like Coventry, Birmingham,
available. The Manchester side of the the citizens fed by colonial meats and Portsmouth, and Bristol benefit from
city, in the east, has a large Jewish com- vegetables shipped in and distributed significant tax breaks not afforded to
munity, originating from the times of throughout the country. Only the truly the exporters of the northern cities.
the pogroms in Eastern Europe. Irish wealthy have the income to purchase Concepts of Scottish, Welsh, and Irish
immigrants are common through- this green and pleasant land. The cities independence have long since vanished,
out the city, with many being brought have absorbed all of the rural peasantry, subsumed into the all-encompassing
over as Navvies — low-paid unskilled leaving vast acres of beautiful country- ideology of Empire and the changes
labourers — hired to build the many side for those with the wealth to enjoy to the landscape and society it has
roads and buildings that fed the city’s it, a situation the aristocracy and gentry wrought. Only in the Scope can true
appetite for growth. The constant flow have created and maintain for their own freedom be found, but Scope access and
of traffic created by the transportation pleasure, and they guard it jealously use is rigorously controlled and restrict-
of merchandise from the Metropolis’s against trespass. Only the roving canal ed by the government and the elite. It is
docks to its storage and production cen- clans retain the lore and traditions of of little surprise that criminal, radical,
tres creates congestion and pollution Britain’s rural past, and they walk a fine countercultural, and espionage groups
on a grand scale. Whole sectors of the line between independence and annihi- all engage in covert Scope activity and
city are periodically blanketed by a fog lation by the authorities. fight many battles for information and
of steam from vehicle fumes. Many of The British Empire is led from its power in the virtual world.
the immigrant communities within the seat of power in London. Elizabeth II is
Great Metropolis are poor and disen- the queen, and enjoys great popularity Colonial Holdings
franchised by the state. As a result, their amongst her subjects, but she has little
communities tend towards the insular.
Small shops only serve their own com-
say in the running of her country or
empire. The British government, made T he British Empire controls much
of the world. Most of Africa is
under British dominion, particularly
munity. British laws are ignored, as the up of the two Houses of Parliament —
since the British captured many French
communities police themselves, based the Commons and the Lords — dictate
colonies during the Pan-European War.
on their own systems. As such, organ- policy across the Empire. The Prime
A similar situation exists in southeast
ised crime has become rife in the Great Minister and his Secretaries govern
Asia, where the British have also cap-
Metropolis. Triads and Jewish and from their offices in Whitehall: Num-


tured former French and Japanese hold-
Irish mafia rule the streets, and gang ber 10 Downing Street, The Admiralty,
ings. The more temperate lands — Can-
wars are common. and the other seats of government.
ada, Australasia, and southern Africa
However, the true power of the British
— provide the Empire with most of its
Empire lies in its bureaucracy. It is the
food supplies and have grown rich on the
civil servants who ensure the policy is
The British implemented efficiently, or not. The trade. India remains the Crown’s impe-
rial jewel, with varied industries and a
Empire civil service, like the higher echelons
large indigenous population to staff the
of the British military, is a power club
new factories that spring up every week.
T he British Empire is the super-
power of the Etherscope world.
Its strength derives from its naval power
dominated by the upper classes, guar-
anteeing the rigid class system’s contin-
ued hold on British life.
India is on a fast track to become a mir-
ror of the British homeland, with cities
growing to vast megalopolises as rural
and plundered colonial wealth. The unwashed masses of the working
communities close down.
class pack into the industrial cities of
The vast and successful farming of
Great Britain the midlands and the north and south
Canada, Africa, Australia, and New
coasts, ordinary humans living alongside

T he British heartland has grown


rich, and many of its gentry live
lives of great luxury and privilege. How-
gammas, deltas, and epsilons. The great
export technologies — ships and steam
Zealand has allowed the British home-
land to become an industrial giant,
and agriculture is slowly beginning to
engines — are built in these cities and
ever, Britain is a divided country. reap similar rewards for the Indian
sold around the world, helping to build
London stands majestic and proud subcontinent. Southeast Asia provides
the Empire’s power. Yet unrest looms.
at the Empire’s centre. Its citizens are the Empire with specialist agriculture:
American agents attempt to subvert the
freed from manual labours. A burgeon- teas, spices, latex, and hardwoods. The
northern cities, building support for the

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British and Colonial Indian industries War that America’s current power and
import these raw products to be pro- prosperity was developed. Few had
Canada
cessed into goods. Similar products
are also bought from Dutch-controlled
markets in their East Indian colonies.
believed the US could stand up to a
strong British offensive. The Canadian-
American border was peacefully and
C anada is a military stronghold of
the British Empire. Its industrial
cities supply some of the finest weapon-
China remains technically indepen- happily negotiated between the two ry and military equipment in the world
dent, but the British control all her powers in the nineteenth century, and and its fighting men are renowned for
coasts and all her trade. As such, China has been a fine example of how two their expertise and discipline. However,
has become a mysterious black hole to imperial powers can cooperate to Canada’s true wealth originates with
the rest of the world, with few knowing produce mutually beneficial results. its immense agricultural industry, sup-
what goes on behind the British block- However, recent tensions have led to a plying the Empire’s billions with all the
ades. Rumours of monsters walking the build-up of forces on both sides of the grain they can eat. The influx of Brit-
lands find their way to the cities under border. ish troops on the Canadian side of the
British control, but are largely dis- The American populace grew suspi- border provides many Canadians with a
counted as superstition. No one knows cious of the British Empire following source of pride in the Empire’s strength.
the real truth. The Royal Navy’s super the Pan-European War. The manner Yet a similar number feel intruded upon
dreadnoughts serve as reminders to all in which Britain blatantly broke its own by these foreign soldiers and desire a
of the price of defying Britain, and any treaties in order to take over the French more amicable relationship with their


who would use the seas for trade must colonial holdings left a sour taste in the southern neighbours.
pay their dues to the Empire. mouths of many. However, it was the For the Americans, Canada is a
Americans who brought things to a source of great envy and fear. It only
head when they interceded on Japan’s takes a short look over the border to
behalf to end the Pacific War. Tension see that the British are the superpower.
North America has been rising between Britain and America sees the Empire’s wealth and


America over the last five years, creating prominence, and dreams of one day
N orth America contains two main
powers: the United States and the
Dominion of Canada.
a cold war. The constant British naval
presence in the western Atlantic and
challenging that power.

the increase of troops and ordnance gar-


risoned at the USA-Canada border are
The United visible signs of this growing unease. Europe and
States of America Despite America’s apparent organisa- Western Asia
tion, the USA is far from unified. The
O n the surface, the United States
of America is an almost utopian
world of glass and chrome. The Ameri-
pet politicians of corporate masters
are often in control of the individual T he New Reich is the dominant
force in Europe, controlling the
states. Federal control is weak, as the vast majority of the continent. A num-
cans have grown rich on gold and other
vested interests of business thwart the ber of ancient empires retain their sov-
metals found in their Latin American
powers of Congress and the Senate. In ereignty in Berlin’s shadow.
territories. Imperialist power monger-
many ways, corporations are the nation’s
ing is the way of the Etherscope world,
and the USA is no exception. It has cap-
military power, creating and controlling The New Reich
the weapons the military avariciously
tured and plundered the lands to their
south. The Treaty of Taiwan, signed at
the end of the Pacific War, is a signifi-
acquires. Further, counterculture is
vibrant in America, and the vast land- T he Berlin Empire stretches from
the Pyrenees to the Caspian Sea
and even encompasses parts of Africa.
scape harbours many groups opposed to
cant factor in ensuring US freedom to Although theoretically a democracy, the
the dominance of the corporate military
impose its imperialist ideas upon South constitutional monarch — Kaiser Franz
machine. Only the threat from the Great
America. This treaty has enabled the Joseph II — enjoys more direct power
Powers — Britain and the New Reich
US to gain control over significant nat- than his British cousin Elizabeth II. The
— prevents corporate warfare and allows
ural resources, including some unavail- Reich’s military might is massive but con-
the implementation of a coherent, corpo-
able to Britain. Most significant are the tained within the confines of the conti-
rate-backed foreign policy.
massive gold reserves they have built up, nent, landlocked by British naval power.
American mercantile power ben-
providing them with the weight of capi- The British fear the Reich’s military force,
efits many foreign businessmen and so
tal that has transformed them into an as it sits so close to their industrial heart-
grants the USA much influence as it
economic force powerful enough to rival land, but their maritime dominance keeps
seeks to grow into the dominant world
the New Reich. the Reich contained. Besides, the close
power. The Americans play a dangerous
However, it was during a period of relationship between the monarchies, due
game, treading the tightrope between
peace and cooperation between Britain to generations of intermarriage, has kept
showing weakness and angering the
and the USA leading up to the Pacific relations civil and profitable.
British or Germans.

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The New Reich has grown twitchy weak and poor, struggling to keep up
of late, as it feels it needs to further with the rest of the world. Their colo-
Soviet Union
expand its regime. However, it has to
be cautious, as the British will no doubt
resent any attacks that infringe on their
nies are nearly all gone, and any wealth
they may have had has long dried up.
Spain and Portugal look back at their
T he Soviet Union has prospered
since the Pacific War. Whilst the
traditional capital of St. Petersburg, sit-
holdings in Africa or Asia. Such a war role in history and dream of recapturing ting on the Baltic Sea far to the west,
would likely involve a push into Spain or their greatness. remains the official home of govern-
Scandinavia, or take further land from Italy and France are New Reich hold- ment, the northern Pacific Rim is the
the Soviets. ings. The support the Pope gives to the centre of the nation’s real power. Its
New Reich makes life hard for the few holdings in Vladivostok, Kamchatka,
Ottoman Empire remaining resistance fighters as they and Alaska have become industrial
struggle against the flow of public opin- powerhouses, specialising in high-tech
T he only significant power in the
region other than the New Reich is
the Ottoman Empire, which holds sway
ion. In the early days of occupation, the
French and Italian resistance fighters
and pharmaceutical industries. These
regions are the world’s leading provid-
were heroes of the people. Today many ers of cybernaughtic and Scope tech-
over the Middle East and Greece. The nologies. This specialisation in high-
consider their cause lost, and the new


Ottoman Empire is largely a propped- profit, skilled labour-based technologies
generation considers them little more
up, decadent, and decaying power, act- than out-of-date troublemakers. affords the Russian people a high stan-
ing as a buffer between British India and dard of living. Under Communist rule,
Africa and Berlin-controlled Europe. the wealth is shared equally with the
Although both sides covet the Ottoman manual labourers, making Soviet Rus-
territories, neither is willing to risk war. The Pacific sia a prosperous nation with a contented
However, new plastic technologies have populace. In many ways, the socialist
brought about an era of prosperity for
the Ottomans, and they grow rich from
their natural oil reserves. This wealth,
F ive powers control the Pacific Rim.
The Soviets control the north,
whilst the Americans control the east,
dream has become a reality for the Rus-
sians. The Communist Party’s policies
ensure that all benefit from this pros-
though, is reserved for the Sultan and the British the west, and the Dutch have perity. However, the three major world
the ruling classes, and the humble peas- the south. The fifth power is Japan, iso- powers are fearful that this news may
antry remain in medieval conditions. lated in the middle, but enjoying peace spread to their own deprived workers,
and prosperity through trade with and they fight a constant media battle to
Holland their former enemies. (The British and expose flaws in the Soviet system. The
American influences on the region are
T he Dutch have significant colonial average German, Briton, and American
discussed above.) sees Russia as a land of secret police and
holdings in the southern Pacific
and are a key ally of the British. The enforced equality, where everyone must
marriage of the British heir, Prince
Japan eat the same food and live in identical

T
Charles, to Princess Beatrice of Holland he Pacific War cost Japan much of housing, with all leisure activities dic-
has further united this bond of kinship its empire. Now Japan is a broken tated by the state. There may be an ele-
and political convenience. The Dutch power, with only Hokkaido and Korea ment of truth to these claims, but it is
mainland remains a small, insignificant under its imperial yoke. The country difficult to say, as all governments apply
region surrounded by the Reich and its has become the workhorse of low-cost tight control as to what information
occupied territories. Rotterdam, how- industry. Its workers are poorly paid reaches their people and their informa-
ever, is the world’s busiest port and gen- and expected to work long hours in tion sources, especially the Scope.
erates prosperity for the Dutch nation. atrocious conditions for love of their
As such, it is a gateway into the Reich emperor. They sell their ultra-cheap The Dutch East Indies
for colonial goods from the Dutch East
T
wares around the globe, buying plastics he Dutch East Indies occupies the
Indies and the British Empire. It is a from America and cloth from Britain islands of Java, Sumatra, and the
centre for free trade, ensuring its sur- and selling toys and off-the-peg cloth- chain of smaller islands that stretches
vival in the shadow of the world’s two ing for the masses. Japan is riddled with east as far as New Guinea. This region
greatest military superpowers through slums, and many resort to Scope tabs is largely a commercial operation, with
its mercantile importance and skilful and other recreational drugs to dull trade being the colonial masters’ prima-
political manoeuvrings. the pain of living. As such, the Yakuza ry concern. The Dutch maintain control
enjoys great wealth and power and is a of the region’s economy, leaving the peo-
Other European States problem for the Japanese government, ple to run their own lives as they please.
as the crime rate spirals out of control
S witzerland remains an island of However, the Dutch plunder the riches
to feed the nation’s addictions. of trade and leave the native population
neutrality surrounded by New
Reich territory. Spain and Portugal are trapped in poverty. Traditionally, this

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area supplied rare and exotic spices to has found a new home in the frontier
a Europe hungry for potions and reme- territories of South America, which
Lemuria
dies made from nutmeg, cloves, and the
like. In the last two centuries, the West’s
desire for such products has declined.
has become known colloquially as the
Savage South. Bolivia and Paraguay
remain resistant to American imperial-
T he ancient continent of Lemuria
is believed to have been destroyed
many thousands of years ago. The theo-
As a result, the Dutch have resorted to ism, but are gradually being absorbed ry was first developed in order to under-
other means. Now the East Indies act as into American culture by the flow of stand the distribution of a number of
a trade centre for wares coming north criminals, gunfighters, and prospectors different mammalian species. The first


from British territories in Australia seeking new lives and fortunes in their species considered was the lemur (hence
and south from China, Japan, and the forgotten backwaters. “Lemuria”), but soon similar patterns of
Soviets. The British sponsor this endea- geographical distribution emerged with
vour, in return for preferable rates on other species. Most interestingly, the
the duties, which allows them to buy dissemination of homo sapiens fossils
Soviet and Japanese goods for cheap Unexplored also shows a Lemurian pattern. Fossil


prices and distribute them throughout Regions evidence from the Indian and African
continents indicates the arrival of man
the Empire.

M any regions of the world remain


to be fully explored and chart-
ed. The African jungles remain largely
on these continents at the same time,
suggesting he arrived from another ori-
gin point between the two continents,
South America untouched, and mysteries lurk deep possibly the continent of Lemuria.
in the Himalayas and Andes. The lost Lemuria was believed to have existed
T he USA’s colonial activities in
South America took an unusual
course. Following the Monroe Doctrine
civilisation of Lemuria lies buried
somewhere at the bottom of the Indian
somewhere in the Indian Ocean, but its
influence was felt throughout the world.
Ocean, and perhaps the greatest mys- Some researchers believe the Lemurians
of 1823, the USA has shown strong sup- mastered great technologies and magi-
tery of all lies within China’s hidden
port for emerging independent nations, cal powers. The growing accepted body
and isolated heart. Brave explorers and
helping them throw off the yokes of of evidence suggests that an ancient
adventurers travel the world, seeking
their colonial rulers. In the last century, civilisation did exist, that a Lemurian
to be the first to find hidden treasures
this support has taken a more imperial- continent was its most likely home, and
and knowledge. Scholars believe that
istic step. The Americans have adopted that its people possessed unusual tech-
many ancient civilisations discovered
British gunship diplomacy tactics to nologies that appear to be Etherspace
and mastered the Etherscope’s strange
establish their control over regions technologies. However, Lemuria is a
occult properties. Rare artefacts wait
with desirable natural resources. Once subject of great controversy, and many
to be found — artefacts that could pro-
the ports open, American companies scientists and academics refuse to accept
vide insight into new technologies and
establish industries to tap these natural its existence.
the horrors that lurk beyond the Scope.
resources. The American military then
These explorers rise from the wealthy


beats the local population into submis-
classes. Aristocrats and rich industri-
sion and forces them to work in new
alists seek adventure and riches in the
American factories and mines.
This situation has played out numer-
ous times, and initially causes resent-
world’s wildest corners.
Society
ment among the native populace.
However, as the new industries thrive
T his section considers the Ether-
scope world’s different organisa-


and rebellious instincts settle down,
tions and subcultures and the impact
the people realise that they are better
they have on the world’s society.
off under American rule. The great
capitalist machine provides them with
health insurance, hospitals, and shops.
They soon feel American, and petition Espionage: The
for membership in the Union. So far,
Chile, Brazil, Argentina, Columbia, Great Game
Honduras, Panama, and Peru have all
become full states, swelling the USA to
fifty-six states.
T hree great superpowers control
the world: Britain, America, and
the New Reich. These three powers
With advanced communication and
are locked in a cold war where none
transport having civilised the North
moves against the others for fear of war.
American heartland, the Wild West
As such, espionage is a primary pur-

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suit of all three powers. This is what


Rudyard Kippling referred to as “the
Great Game”: rival agents plotting to
The Eugenics
 physically and mentally enhanced above
human norms. The gammas, deltas,
and epsilons represent purpose-bred
thwart each other’s plans and working worker species, designed to allow the
to degrade their enemy governments’ League alphas and the betas (the League’s name
influence. for ordinary humans) to remove them-
Nowhere can the Great Game be bet-
ter seen than on the Great Metropoli-
tan streets. The CIA works to support
E ugenic science has grown from a
Victorian humanist principle of
bettering mankind through science, and
selves from mundane manual tasks. In
these ways, the League hopes to create a
utopian society. Despite their popular-
rebel groups, such as the Northum- eugenicists scoff at ridiculous notions ity and influence, the League still faces
brian Republican Movement (NRM), such as the inherent genetic superiority some criticism and opposition from
in order to destabilise the region and of any race. Rather, they seek to unlock religious and guild organisations. How-
reduce the British Empire’s economic the potential inherent in all mankind, ever, its wealth, influence, propaganda,


power. MI5, Britain’s counter-intelli- and a quickened scientific development and proven results have rendered such
gence service, parries these threats and has bolstered their quest and generated opposition to its agenda ineffectual.
drums up support for the queen and great wealth for the League. The League
government. Both organisations have long ago dismissed “negative eugen-
agents under cover, working within the ics” — the desire to remove undesir-
city, making contacts and seeking out able characteristics from the gene pool Religion
their counterparts. The CIA possesses — as inaccurate, socially damaging,
excellent resources, intelligence, and a
message that appeals to the disenfran-
and scientifically ludicrous. All living
creatures hold two copies of every gene. W ithin Britain, the Anglican
Church is a powerful political
force. Every man, woman, and child
chised, and the agency has made sig- Most undesirable genetic traits, such as
nificant progress in limited areas. How- sickle cell anaemia and cystic fibrosis, is expected to attend services on Sun-
ever, Britain’s difficulties here have not are only harmful when both copies of days, and the upper and middle classes
reflected elsewhere in the world. MI6, the gene are present. When one copy see the Church as a tool for instilling
the British foreign intelligence service, of the harmful gene and one good copy social responsibility and morality into
has successfully neutralised many Reich of the gene are present at the same time the working classes. The Archbishop of
spies, who often operate out of Catholic this is known as the heterozygous state, Canterbury is a powerful figure in Brit-
missions, in the Empire’s African colo- and someone with such a genetic make- ish politics who can sway the opinion of
nies. Regardless, MI5 and MI6 have up is often referred to as a “carrier.” It is the masses towards government policy.
successfully guarded the British Empire understood that all such genes that sur- The Catholic Church occupies a
for over 150 years, and CIA losses make vive within the population must possess similar position within the New Reich.
some wonder if a truly worthwhile out- an evolutionary advantage in this state, Despite the Protestantism of the Berlin
come to the campaign will ever come. and as such the best genetic position to government, the Pope validated the
In the rest of the globe, the situation be in is that of the carrier. Italian and French occupation, claiming
is hotly contested. British and Reich At the beginning of the twentieth that Wilhelm III was the lawful heir to
agents have significant influence within century, a number of independent the Holy Roman crown. This support
the American media and create regular lobby groups, which had formed to created a strange state of affairs in the
turmoil, revealing scandal after scandal fund further research into genetics New Reich, where the Protestant ruling
to the American voters. MI6 has for the betterment of the human race, classes must pay at least token homage
also successfully kept the American merged together to become the Eugen- to the Catholic Pope. This situation,
presence out of the Caribbean, forcing ics League. This multi-national society however, has greater political implica-
them away from British-controlled grew into a powerful political force that tions. With the papal endorsement,
colonies whilst intensifying the influences the world’s governments. the largely Catholic populations of Italy
Empire’s interest in Latin American Only within the Soviet Union are the and France are much happier than they
territories. New Reich and American League’s political advances feared. would have been otherwise. The Catho-
agents spar in South America, as the The Eugenics League promotes posi- lic Church is also heavily involved with
Reich looks for new colonial targets tive eugenics: directed breeding to pro- missionary work in Africa and South
away from the British. duce increasingly “better” humans over America, bringing it into regular con-
generations. It accelerates this practice flict with British and American colonial
with genetic vector technologies, which authorities. This situation leads many
allow the splicing of genes from other New Reich spies to use the Catholic
creatures into the human genome. This Church for subversive tactics and for
technique allowed eugenicists to create cover whilst travelling and operating in
four new species from human stock. The colonial territories.
alphas represent ideal superhumans,

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The
 Counterculture
 pied territories of the New Reich, where
many seek to overthrow their imperial
masters. Further, the general oppression
of the world, and the shining society that
Northumbrian the Soviets have fostered ideas of commu-
Republican T he Etherscope world may appear
stuffy and formal, steeped in Vic-
torian values. However, there is a strong
nist revolt among many people. However,
revolutionaries are notoriously fractious
Movement countercultural element running through
and few groups are able to organise into a
coherent force to be feared by the govern-
the game, and it is important to gain a
T he Northumbrian Republican
Movement (NRM) is a popular
independence movement in England’s
better understanding of how such sub-
cultures work and interact with the rest
ments.

Scope Riding
of society.
northern cities. The policies of the
London government leave these indus-
trial powerhouses feeling ignored. Underground Music T he Etherscope is a varied and vibrant
world. Not only can you explore
the many predesigned domains, but you
The NRM’s popularity grows daily,
as more and more people are drawn to
the cause. Covertly supported by the
W hilst the acceptable face of music
is found in the music halls, opera
houses, and concert halls, the under-
can also create your own. Each domain
is accessed by Scope points somewhere,
CIA, the NRM is rapidly becoming a whether a fully operational corporate sys-
ground music culture is strong. However,
paramilitary operation. The shadow of tem or a simple pocket calculator; all exist
travel and communication are limited,
the Metropolis riots of 1937 and their as locations in a domain in the Scope.
and music styles do not travel far or influ-
bloody suppression looms large over the Etherscope access is highly restricted and
ence other musicians across the world. As
people of these cities, who fear a similar controlled. All three superpowers are con-
such, music styles vary widely across the
level of reprisal. However, this does not cerned about the freedom of ideas that a
different nations and cities. Live music in
quell their desire for freedom; rather, it universally available system would allow.
illegal underground venues are popular
only adds urgency to their cause. Hence, They fear its effect upon the stratified
counterculture events.
the people of the Great Metropolis and societies of the world. However, whether
In recent years, ethertech has advanced
other northern cities arm themselves for knowledge, profit, pleasure or free-
the spread of underground music. Strong
to be ready for a war of independence. dom, exploration of Etherspace is possible
connections with tab-jammers and Scope
With the people’s full support, the for those who know its secrets. You can
riders have enabled bands to reach wider,
NRM believes they can free the north jump over people’s walls and explore the
even global audiences, through upload
from oppression and form a new coun- private domains they don’t want you to
capsules and immersed concerts held in
try to lead the way in the world. They see; you can journey into deepest Ether-
the secret Scope rider city, Haven.
constantly contend with government space, where many say monsters lurk.
This is the realm of the Scope riders, a
propaganda that claims that they are Revolutionaries new breed of hero (and villain). These
the Americans’ pawns. Their goal is for
Northumbria to become a new country
where their economic prosperity can E therscope has a strong revolutionary
aspect, balancing against the oppres-
sion of much of the world. For many, this
skilled individuals master Etherspace
and can jump from the lanes to search out
the evil and corrupt. The Scope riders are
be shared, not bled to prop up London
extravagance and colonial might. hope of a better world is the only force a burgeoning international subculture.
that keeps them going. Revolutionaries They all boast mysterious personae with
are most common in Britain, where the imaginative pseudonyms and magnificent
NRM is a popular cause, and the occu- Scope avatars.

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Aside from the system guards and


operators who patrol and monitor the
Scope, Scope riders discover many dan-
sonal freedom. Many gammas fell into
the usual kinds of trouble and ended up
on the streets. Many find that this life
Craftsman

gers as they explore Etherspace’s deepest suits them better than working for a
reaches. Monsters lurk in the darkness pittance while the wealthy industrialists Guilds
— powerful, alien beings that desire only get fat off their labours. These gammas
destruction. One rumour speaks of enti-
ties called agents, who hunt Scope riders.
Thought to be humanoid creatures, but
are at home in the sewers, and as their
numbers grew they developed their own
“kingdoms,” isolated from the world
F ollowing the 1937 revolution, some
small measure of recognition was
granted to workers. A number of crafts-
not actually other jacked-in humans, the above. Many large cities have such king- men’s guilds have been founded ostensi-
System agents are a new mystery for the doms, not only the Great Metropolis. bly to provide a means of quality control
Scope riders to unravel. No one is sure Even smaller cities have clans of gam- within their different areas of skills.
where they come from. Some say they are mas living in their sewer systems. However, these guilds do have a cer-
a new secret form of security protection, The ways in which these kingdoms tain level of power within the imperial
others believe they are government law- govern themselves vary. They are often economic system. Employers seeking
enforcement programs, whilst others primitive systems, such as dictatorships to develop products that require skilled
think they are entities of the Scope itself, or feudal monarchies. American gam- labour look to workers with a char-
akin to the creatures that lurk between mas tend to have some sort of rudimen- ter mark from a respected guild. This
shadows. All governments refuse to tary voting system, but the most power- enables the guilds to bargain for greater
acknowledge the existence of any crea- ful often hijack the democratic process. pay and working conditions for their


ture in the Scope, leaving such irrational Such “kings” become effective despots members. The guilds are also influential
fears to the Scope riders’ rumour mill. despite the ballot box. within the working class communities,
as parents seek to apprentice their chil-
Tab-jamming dren to the best guilds. However, the
guilds have created a division within the
T ab-jamming is a strong countercul- Criminal working classes, as all the available pros-


tural element, but one that often
gets inaccurately connected with the Organisations perity becomes shared only amongst the
skilled labourers.
Scope riders. Tab-jamming and Scope
riding can be exclusive activities. Many
Scope riders use tabs to jack in, and
C rime is rife. The cruel imperial gov-
ernments, industrialists, and corpo-
rate leaders set a standard for morality
many tab-jammers are keen to explore
that makes it easy for society to decline
Occult
the Scope. However, you will also find
Scope riders who consider Scope tabs
into crime. The crime wave grows with Societies
the poverty and despair many in the
dangerous or inferior, and tab-jammers
who prefer the trip of an upload capsule
to a Scope immersion. The main differ-
big cities feel. A few organisations rise
above the chaos and have established
themselves as powerful players in the
S piritualism, psychic phenomena,
and occult science are all recognised
as real. Ether science as explained many
ence between these two entwined sub-
criminal underground. The Mafias of aspects of the supernatural and quanti-
cultures is the perspective each has on
Southern Italy and American cities, the fied phenomena that were once consid-
the Etherscope. Scope riders focus on
Yakuza in Japan, the warring Triads and ered myth and superstition by scientists
revolutionary or criminal activities with-
Irish Mafia in The Great Metropolis all and rational minded people. However,
in the Scope, seeing it as a new frontier to
have a common interest in crime. The many questions regarding the nature and
be explored and exploited. Tab-jammers


most compelling reason for the growth capabilities of occult phenomena remain.
focus on the experience of the trip, seek-
of crime as an industry is the prevalence Among the poor and the wealthy alike a
ing thrills and psychedelic experiences.
of drugs throughout the lowest echelons fascination exists in regard to the super-
of society. Opium dens have long been natural. Many occult societies have
an institution, and the Americans make flourished throughout the world, each
Gamma Sewer as much use of their Columbian cocaine purporting to offer an understanding
and access to occult phenomena. These
resources in subverting their enemies as
Kingdoms the British did with opium during the groups range from bogus charlatans
Opium Wars. Scope tabs have become hoping to exploit the gullible, to profes-
T he ability to survive the most putrid
disease-ridden conditions was the
goal of the gamma breeding programme.
the drug of choice, but the criminal
organisations have taken to spiking
sional scientific investigative organisa-
tions, to gatherings of followers of vari-
these tabs with opiates and nicotine to ous esoteric belief systems, to sinister
The Eugenics League bred these early gatherings of cultists who draw upon
make them addictive and hook the new
prototypes before discovering ways to dark powers for their own benefit.
generation on their latest wares.
reduce mankind’s natural desire for per-

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Europe Political Map

World Political Map

Key: (applies to both maps.)

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Chapter VI: The Scope


T his chapter provides you with a broad overview of the Etherscope itself, providing details on the geography
of Etherspace, the scientific and technological implications, and all the game rules to allow your characters
to explore the Scope.


Science and F
Electromagnetism
araday could show that electromagnetic force was a wave, and
as such there must be a medium through which it travels, such
as how sound waves travel through the air and cannot pass through
Technology a vacuum. Faraday did not know the nature of this medium, but
he named it “Ether” after Plato’s concept of a cosmic element as he

T he following section considers the core theories behind the knew that, whatever this substance was, it must be present in the


Science of the Etherscope world. It reveals what makes Scope vacuum of outer space.
riding, zepcars, and cybernaughtics a reality.
Spencer´s Synthetic Philosophy
A Brief History H erbert Spencer was a philosopher and writer of great influ-
ence on the Victorian world. Before publishing his A Sys-
tem of Synthetic Philosophy, he had written on a wide variety of
of Ether Science topics, such as sociology, psychology, and biology. He was deeply
affected by Darwin’s work and even coined the term “Survival
A round the mid-nineteenth century, three key theories existed
that all played a role in the formation of ether science. The first
of these theories was the laws of thermodynamics, in particular the
of the Fittest.” Spencer’s Synthetic Philosophy, historically only
published for private subscribers, brought together his own ideas
of sociology, psychology, and natural philosophy in a great work
second law, also known as the entropy law. These theories were first
published in nine volumes over thirty-one years. Whilst it may be
developed by Carnot early in the century, and completed by Thomp-
impossible to paraphrase such a work in one or two sentences, the
son and Clausius in the 1840s. Secondly, and perhaps most impor-
basic premise is that all of nature, whether it be energy, species of
tantly, were Michael Faraday’s 1845 theories on electromagnetism.
life, human societies, or individuals, has a tendency to evolve from
Finally, Charles Darwin’s On the Origin of Species was published in
the general to the specific. Simple examples can be readily seen in
1859. However, it was Herbert Spencer’s work that led to the impor-
each of these areas: Human civilisations evolve from small com-
tant theories and discoveries of ether science. Spencer’s A System of
munities where everyone shares in all tasks, to towns with specialist
Synthetic Philosophy integrated ideas from all three earlier theories,
farmers, blacksmiths, merchants and the like. In biology, we can
along with some concepts from other contemporary science and
see how an embryo seems to evolve from a tadpole-like creature
philosophy. He drew upon three key concepts, described below.
into a somewhat reptilian and finally a recognisable human form.
In thermodynamics, we can see how the processes of interaction
Entropy Law transform energy. However, this theory falters when faced with

T here are two laws of thermodynamics. The first states that


energy is never used up, merely changed from one form to
another, one of the ideas used by Spencer in his Synthetic Philoso-
the Entropy Law, which states a desire for all nature to return to a
largely disorganised state.

phy. The second law states that the amount of energy available for The Etheric State
use in a given system has a tendency to decline. This is entropy,
the desire for everything in nature to return to a uniform,
decayed state.
S pencer developed a theory in his early volumes that his peers felt
was so groundbreaking they urged him to publish his work for
the whole scientific community to debate. Spencer took his same
line of thinking on a general evolutionary theory and added Entro-
The Ether py into his concepts. He started from Plato’s original shapes and,

T he word “Ether” was used by Faraday, but was in actuality


a classical reference to the ideas of Plato. Plato, an ancient
Greek figure, theorised that the five “true” (now known as Pla-
in combination with Faraday’s ideas, speculated that the shapes
did not represent the four elements as observed by the Greek phi-
losophers, but instead referred to the different states of matter and
tonic) shapes were those of Fire, Earth, Air and Water, of which the energy. He claimed that ideas about Air relate to a gaseous state,
Greeks believed all matter was comprised. Plato therefore needed Water a liquid state and Earth a solid. Energy was the equivalent
a fifth element, which he did not fully understand, but which he of Plato’s Fire element, whilst Ether was Entropy. He theorised
called “Ether,” the stuff of the cosmos. that, as energy is interchangeable with entropy and the three

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Etherscope Terms Scope cities. Wall of a Scope City, but the user can move
Etherspace: A parallel universe made up of away from that point once inside.
Domain: An area of Etherspace that has been ether. Scope Processor: Processing systems held
sectioned off from wild Etherspace and made Immersed Scope Use: To transfer one’s con- within the Etherscope allow for high levels of min-
suitable for human immersion, often holding cit- sciousness into Etherspace, thus experiencing the iaturisation. Such processors take up no space in
ies for Scope users to explore or the processing Etherscope as a new universe. Prime Reality other than the portal used to display
systems of industry and the military. Personal Domain: A small domain usually the results.
Ether: The substance of entropy, which can the size of a desk or small office for use by an indi- Scope Rider: A user of the Scope who has
react in a number of different volatile ways when vidual private owner. become involved with hacking activities, usually
it comes into contact with Prime Reality. Pleasure Domain: A domain that has been associated with a countercultural movement.
Ethertech: Technology whose operation created for Scope users’ leisure activities. Scope Tab: A drug taken in tablet form which
involves a connection to Etherspace. Prime Reality: The “real world” of matter transfers the taker’s consciousness into Ether-
Ether Balloon: An ether bubble created by and energy. space at a specific location, often a pleasure
a special type of portal, used in place of the gas Program Crafter: A Scope user who spe- domain within the Etherscope.
balloons of zeppelins. cialises in creating materials from Etherspace. Scope User: One who enters the Scope. Such
Ether Flue: A series of portals through Ether- Remote Scope Use: To use the Scope from a user is either immersed or remote.
space that are used to purify coal gas. a Scope Point, thus viewing the Etherscope The Wall: An area surrounding a Scope city
Ether Veil: A thin layer of ether that covers through a portal. that holds all of the personal domains for that
all matter and energy in the universe. The human Scope City: A large domain within the Ether- city.
brain causes ripples in this veil, creating the source scope developed to appear like a city in Prime Upload Capsule: A drug similar to a Scope
of thought. Reality. It is often found at the centre of a cluster tab that provides very specific knowledge, such as
Ether Guns: Long-range cannons with of domains belonging to an individual nation. the layout of a building.
ethertech guidance systems. Scope cities are usually surrounded by a Wall of Upload Tab: A drug similar to a Scope
Etheric State: A theoretical understanding of personal Scope domains. tab that provides general knowledge and skill
entropy as a state of the universe. It is one of the Scope Jack: A cybernaughtic attachment that bonuses, such as Scope-fu training.
fundamental states defined by Herbert Spencer: allows the user to connect directly to a Scope Vent Portal: A portal to Etherspace that leaks
Solid, Liquid, Gas, and Energy, the etheric state. point, allowing him to immerse himself into the volatile ether into Prime Reality. As the ether
Etherium: An iron-cobalt alloy forged in Scope. leaks out, it converts matter to energy, providing
Etherspace. It is exceptionally light and strong. Scope Point: An Etherspace portal protected an efficient source of energy.
Ether Jet: A propulsion system developed by a glass window that allows the user to manipu- Zepcar: A personal zeppelin about the
from vent portals used most often in aircraft. late Etherspace either via a pair of remote hands size of a typical street car. They have a special
Etherscope: The areas of Etherspace that or through “jacking in” if he has a Scope jack. ethertech control system that lets the user
have been modified by human technologies, Scope points always open to a set location in “drive” in vertical lanes in areas of the city with
created from a collection of domains and Etherspace, usually a personal domain within the special control pylons.

states of matter are interchangeable, that his experiment first opened a gateway to philosophers had long argued over the
energy and matter must be interchange- Etherspace. Like many great discoveries possibility of a materialist understanding
able, also. Entropy thus became known of Science, the uncovering of Etherspace of thought, with many arguing that the
as “the etheric state,” a fifth state along- was purely accidental. Wallace was experi- simple electrobiology of the brain could
side solid, liquid, gas, and energy. This led menting with magnetic fields and using not possibly hold all the answers to the
to a rush of “believers” trying to provide powerful electromagnets. He discovered human soul. It appears that the human
evidence that matter could be made inter- that at certain specific frequencies, a ring brain has a less discernable quality, as it
changeable with energy. of electromagnets positioned in accurately generates waves in the ether veil, and these
measured positions opened a portal into waves have been proven to be the source of
The Discovery of a mysterious, other realm. This was thought and consciousness. This discovery
Etherspace, a strange parallel dimension, has provided a number of interesting tech-
Etherspace different in many ways from our normal nological applications, such as Scope jacks

M any scientists were fascinated by


Spencer’s theories and a race began
to extract or identify the etheric state.
understanding of the laws of physics. After
a century of research into the etheric state,
scientists discovered that, as Faraday theo-
and tabs, which allow the transference of
human consciousness into Etherspace, but
as yet little is properly understood about
However, the discovery of Etherspace rised, ether is prevalent throughout the the nature of thought and its implications
came as a shock to everyone, including the universe: a small veil of entropic substance on technologies and their use.
man who discovered it. encapsulates all. Etherspace, however, is a
Harold Wallace was a poor and strug- universe made entirely of ether, and there The Impact
gling professional scientist, making a liv- is a constant of ebb and flow of material
ing from teaching and using his earnings passing back and forth between the two
of Ether Science
to submit papers to the Royal Society,
many of which were rejected. Wallace
was not even trying to discover ether when
universes. It has also been discovered
that ether is the medium through which
thought waves ripple. Scientists and
S pencer’s work had an impact through-
out all aspects of society. Most notable
was the effect on philosophy and politics.

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There was an almost-instantaneous Plato Vicars and ministers demonise the use of the process for controlling it precisely too
fad amongst the thinking classes. Plato’s Scope tabs from the pulpits most Sundays. expensive for any but the elite of society.
Republic became the talk of the educated Later, people discovered how to forge
classes, and many became proponents of etherium, an iron-cobalt alloy, within
an intellectual elite ruling their countries. Etherspace, as well as the means to move
This made a crucial difference in the polit- Technology this substance through an open vent por-
ical arena, where the Second Reform Bill tal. Etherium is much stronger and lighter
of 1867 was crucially altered — instead
of securing voting rights for working class
T his section considers the different
technological applications of ether
science. It is this technological application
than any other material, and has allowed
many technological breakthroughs.
men, it provided for weighted voting pow- Not only is it possible to pass magnetic
of the science that makes Etherscope.
er for those who had “proved themselves materials into the ether, but research has
successful.” This was supposed to apply to shown that they can also be used to control
successful industrialists and engineers, but
Applications of the substance of Etherspace itself. This has
a financial prerequisite led to an increase in Ether Science enabled the forging materials and objects
power for the landed aristocracy as well as of pure ether. Whilst these objects cannot
the bourgeoisie. E therspace is different in many ways
from the previous understanding
of space. In the early days of Etherspace
be removed from Etherspace, their appli-
cations within are unlimited. It is through
Cultural Impact research, people rushed to experiment such manipulation of Etherspace that the
Etherscope has been created. Domains
of the Scope with portals and to discover new ways in
have been isolated from the ebb and flow
which they could manipulate and con-
T he Etherscope itself, understand-
ably, has also had a massive cultural
impact. There are those within the guilds
trol this resource. It was quickly discov-
ered that most material is degraded or
of Etherspace. These are the building
blocks of the Etherscope, holding whole
cities and vast processing systems.
destroyed upon entering Etherspace; only
who are concerned about its effect on One final important development is
magnetically active materials seem to have
the lives of working folk, worried that it Damian Knighton’s ether flue. Knigh-
the ability to survive. It is also difficult
means less skilled jobs and more poten- ton created a tunnel of portals within
to take ether from Etherspace, as matter
tial for exploitation. Whilst the guilds Etherspace that had an entry and an exit.
has a tendency to degrade when brought
are not the political force for organised Etherspace destroys complex molecular
into contact with pure ether. Pure ether
labour that the unions were, there are structures, hence removing impurities
is an unstable substance with a range of
some members who are more proactive, from simple gases and liquids passed
properties depending upon the type of
seeking to destroy what they can within through the flue. This allowed for an ultra-
portal that is opened. Ether often reacts
the Scope. These people learn the skills pure coal gas to be filtered through Ether-
with both matter and energy when it leaks
of the Scope user to fight the perceived space, thus enabling gas lighting systems
from Etherspace and can convert energy
threat to their livelihoods. to become a much more viable technology.
and matter from one form to another, or
Perhaps those with the biggest interest With heavy investment from British and
even between types of the same form. The
in the Scope are the Scope riders and tab- Reich governments, the ether flue resur-
exact properties of ether as it comes into
jammers. These counter-culturalists have rected the coal mining industry. Coal had
contact with Prime Reality appear to be
made the Scope their homes. They are been replaced as a fuel source following the
based on the location within Etherspace
revolutionaries, rebels, and free thinkers, development of vent portals, but purified
the portal opens upon. Turbulent regions
seeking to break the power of the ruling coal gas provided economic stability for
of Etherspace tend to consume matter,
classes through the knowledge that can be the two superpowers’ coal-based econo-
turning much of it into raw energy, whilst
obtained through the Scope. Whilst the mies through the mass marketing of gas to
tranquil regions absorb all energy, causing
Scope provides them with a great resource the lower rungs of society.
an instant freeze effect.
and an ability to strike successfully against
Vent portals were perhaps the first
their masters, the drug culture associated
technological application of Etherspace, Steam-Tech Vehicles
with the movement leads to addiction and
other social problems. The young idle rich
providing a powerful and readily control- and Engines
lable source of energy. Vent portals open
have found that the Scope allows them a
great new way to explore their desires and
throw wild parties — it has become the
onto a turbulent region of Etherspace. As
ether leaks from the portal and touches
S team-powered vehicles and motors
have become the mainstay of the world.
Etherium boilers and vent portal furnaces
the air and other matter, it converts them
primary means of hedonism in the mod- have allowed engineers to greatly increase
into pure energy. This was quickly devel-
ern world. Finally, there are Scope temper- the reliability and power of steam engines,
oped as a heat source for furnaces and
ance movements, largely stemming from thus preventing the rise of oil-based fuels
steam engines, providing a more efficient
the establishment churches. The Anglican and the internal combustion engine. The
source of energy. However, gas remained
Church in Britain is particularly opposed essential technology of an engine remains
the primary source of domestic heating
to the widening use of the Scope, espe- the same: Pistons work in alternation to
and lighting as the flow of vent portal
cially the drug culture of the tab-jammers. turn a crankshaft, and a gearing system
energy is to intense for such purposes and

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converts this force into revolutions of the The principle of an ether jet is to feed the and now even the zepcar lanes are clogged
drive wheels at varying torques. Thus all vent portal with air rather than parts of with traffic. Some more aggressive driv-
ships, cars, and flying machines are pow- the vehicle it is designed to propel. As ers have developed ways to fool the lane
ered by steam engines. This prevalence such, a turbine blows onto a ring-shaped processors and effectively fly their zepcar
makes the atmosphere and smell of the vent. This air is then converted into energy freely. This is illegal everywhere, and many
cities unique. There is a distinct odour to to provide thrust. The main reason for the crashes have resulted from the use of such
a steam engine — a mixture of steam, oil, development of lighter-than-air aircraft, devices, although it can certainly cut down
and smoke. It is perhaps a stronger and however, has been the application of ultra- the time you spend in traffic.
dirtier smell than the exhaust fumes of a thin etherium to increase the toughness
gasoline engine, but it does not have the and reduce the weight of gondolas, and, Scope Microtechnologies
same damaging effect on the environment. perhaps more importantly, the invention
Indeed, it provides the busiest cities with
a rush-hour sauna-like effect as the atmo-
of ether balloons.
A special portal has been developed T he use of “ethertech” has enabled
miniaturisation on a grand scale.
By manipulation of magnetic frequen-
sphere becomes dank with steam. which can create a bubble of Etherspace
cies within Etherspace itself, ether can be
with energetic lift properties within Prime
moulded into a number of pseudo-forms.
Zeppelin-Tech and Zepcars Reality — an invulnerable and control-
This sequencing of magnetic frequencies
lable balloon for all aircraft. The ether
P owered flight has also taken a
unique direction, thanks to a num-
ber of factors.
balloon itself is completely invulnerable. If
a bullet, or indeed any other material, hits
to create forms is called program craft-
ing. Although these forms do not survive
outside Etherspace, program crafters can
the bubble, the object immediately vapo-
Militarily, there is little need for air build a wide variety of structures within
rises. In the aftermath of a battle, it is not
power. The massive power of ether guns its confines. These creations can be pro-
an uncommon sight to see the burnt-out
has increased the tactical range of battle- grammed to respond to specific circum-
shells of destroyed zeppelins still floating
ship weaponry to hundreds of miles. With stances. Thus the program crafters have
immobile above the battlefield.
the advanced targeting systems allowed by been able to create processing systems to
Civilian applications widely use zeppelin
Etherscope technologies, ether guns have solve a variety of information problems.
technologies. With the massive growth of
grown to become the most devastating and This has enabled the creation of a number
city populations, and requirements for lon-
cost-effective way to wage war. of technologies: small processing systems
ger-distance travel, the Etherscope world’s
Dieter Keinann developed ether jet to handle all domestic and commercial
cities have become massively congested.
engine technology in 1897. With this appliances, large data processors of indus-
That private transportation remains a
breakthrough came quick and manoeu- try, targeting systems for ether guns, and
privilege of the upper and middle classes
vrable zeppelins that can carry vast communication devices allowing trans-
makes this advance in transportation
amounts of armour and heavy weapons. mission broadcasts of audio and visual
technology even more remarkable. How-
The New Reich’s air dreadnoughts of the imagery through Etherspace — radio
ever, a new social class of skilled workers
Pan-European War were the result — waves are literally transmitted through the
has evolved: the enginaughts. These pilots
flying fortresses capable of waging war ether almost instantaneously.
of commerce and public transportation
in any terrain. Even these behemoths, vehicles have flooded the city streets.
however, cannot match the armour and Another application of zeppelin tech- Scope Points
weapons mountable on naval super-
dreadnoughts of the British Empire. The
Empire guards its superdreadnought
nologies, the zepcar, provided a temporary
solution to congestion problems. These
vehicles are small zeppelins, of a similar
S cope points are access and control sys-
tems for the Etherscope. Each is a por-
tal which connects to a specified processor
military advantage with ruthless deter- size to an ordinary town car. Within stored somewhere in Etherspace. Typical
mination, even though no other nation areas of heavy congestion, pylons run user interfaces are handled by generating
has the wealth and political will needed alongside the road, allowing transmission an Etherscope environment that can be
to create these ships. The power of the of traffic flow data for vertical lanes. Thus interacted with. Most commonly a desk
Reich’s air dreadnoughts and the devas- the zepcars “drive” at a given altitude, analogy is used. When the user’s Scope
tation they caused during the Pan-Euro- dictated by the pylons. If the pilot wants point is activated, the portal opens onto the
pean War has led to the German word to move up or down a lane, an on-board image of a desk, visually representing their
zeppelin replacing “airship” or “dirigible” Scope processor determines when there various different applications and data
in common usage. Now people across the is a safe opening and shuffles the zepcar files as objects on the desk. These objects
world refer to any dirigible as a zeppelin. up or down a lane. As a result, driving a act not only as the processing system of the
Early experimentations with using vent zepcar remains a largely two-dimensional Scope point, but also as storage: An indi-
portals for direct propulsion proved prob- experience in terms of manual piloting vidual document contains all the rules that
lematic. As vent portals convert matter operations. The introduction of the zep- dictate its behaviour and interaction with
into energy, there was an unfortunate ten- car had a massive immediate impact on the rest of the Etherscope, as well as the
dency for such portals attached to vehicles congestion. However, in the fifteen years data stored within its contents. Ether pro-
to suck in the vehicle’s workings structure. since, traffic levels have increased further cessors involve interactions between pro-

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grammed ether objects. Data is stored by transfer the consciousness to a specific to function outside of the Scope. However,
creating new objects, and systems involve place, usually a recreational domain in the gremlins are rare, as only the greatest pro-
the objects effectively “talking” to each Scope. The type of tab you buy will take gram crafters are able to create them.
other. For example, a search program will you on a specific trip. When immersed,
“talk” to each data file program it encoun- you take on an avatar, a Scope persona. Military Technology
ters as its object form moves through the This stems from your subconscious or
area of its search and encounters the object psyche, and will invariably look like you,
Applications
forms of data files.
It is important, however, to point out
that the portal opens a three-dimensional
although the avatar is often a stylised or
idealised form. Avatars can interact with
the domains of the Etherscope as if they
T he military uses technology on
many different levels. There are
the massive land and air dreadnaughts
domain within Etherspace, and as such, were Prime Reality. However, some have of the New Reich — huge mobile bases
interfacing with that domain is more com- found ways to bend the physical laws of the size of small towns. Bigger still are
plicated than simpler two-dimensional these domains, being able to move vast the superdreadnaughts of the sea that
output devices. The most common way distances with a single thought and act afford military dominance to the Brit-
of interacting with your Scope environ- much quicker than the domain would ish Empire. Powerful cannons on these
ment is through a pair of Scope gloves normally allow. battleships, which patrol all the seas of
that transmit your movements into a Tabs can also provide the Scope rider the world, are used to assert British con-
similar pair of hands within your Scope with a short-term boost to skills or knowl- trol of the oceans and ports. Infantry in
environment, thus allowing you to readily edge. These “uploads” can allow you to steam-powered heavy armour fight most
manipulate your objects. Older, simpler access Scope programs that boost your land combat. Handguns, rifles, and auto-
interfaces included a mechanical arm, avatar’s abilities and draw from data banks guns are common, but powered armour
whose movements were mirrored in the within the Scope. These tabs provide allows for much heavier weaponry to be
Scope alongside a keyboard for text input. boosts to skills, but only last for a short carried by the infantry. Zeppelins are
Scope point processors use magnetic time. The information conveyed can only used for reconnaissance flights, but the
switches within Etherspace to allow you to occupy short-term memory. The implica- big accurate guns of the battleships and
interpret, input, control output, and store tions of technology that would manipulate dreadnaughts are used for tactical bomb-
and process data. the long-term memory and the ethical use ings and other more traditional aircraft
of such technologies are under debate. duties. Small, one-man steam-powered
The Etherscope tanks thunder across the battlefields in
Drones and Gremlins lightning shock attacks, and small-scale

A s Etherspace is one large continuum;


all “computers” are effectively “online.”
All the data and processing technology A mongst the most frequently encoun-
tered Scope programs are drones.
air dreadnaughts fill out similar roles in
supporting infantry offensives. Many
soldiers are enhanced with cybernaughtic
is held within Etherspace. As such, tight These small animated programs perform attachments, including weapon systems,
security walls and systems must be built specific tasks. They are often shaped like targeting devices, and built-in armour,
up to protect systems from invasion by a creature or some bizarre automaton, creating “perfect” soldiers. The deltas are
hackers, known as Scope riders. A Scope but some of the best look just like men also widely used by the military forces of
user can choose to access the Etherscope or women. Drones are, though, nothing the world. Their keen sense of smell and
remotely or immersed. Remote access is more complicated than a Scope program dogged nature makes them the ultimate
described above, typically involving the and only able to act in specified situations soldier and scout.
use of Scope gloves. The user can travel according to specific rules of operation.
the Scope, viewing the different domains They are quite limited and so are often
and systems she visits on the other side only used to help bolster security (acting
Cybernaughtics
of the glass of her Scope point. Interest-
ingly, Etherspace appears to be able to be
manipulated to a small degree by thought.
in response to a hacker) or to perform
simple filing-type tasks.
Gremlins, on the other hand, are bril-
C ombining the technologies of eugen-
ics and ether science has allowed the
integration of machinery into the human
This has led to the development of tech- liantly sophisticated programs, able to body. Industry and the military have leapt
nologies that allow people to transfer their think for themselves, and possess per- upon this process in their never-ending
consciousness into the Scope. sonalities of their own. Scope hackers quest to create the ultimate worker or
Immersed Scope use, as this method is originally created the gremlins, designing soldier. From cybernaughtic limbs that
called, requires either Scope tabs or a Scope them to cause havoc within a system. More dramatically increase strength, to internal
jack to transfer the user’s consciousness. A recently, any program crafter with enough processors that enhance neural responses,
Scope jack is a cybernaughtic attachment ability has made use of gremlins. Seeding cybernaughtics have found many applica-
that can plug the user’s brain directly into a a drone with a part of the program crafter’s tions in the Etherscope world. As with the
Scope point. As such, it transfers the user’s personality creates gremlins. Whilst this Etherscope, access to these technologies is
consciousness to the same domain that the does weaken the program crafter in the carefully controlled, becoming as much an
Scope point is plugged into. Scope tabs Scope, it seems not to affect their ability indication of status and class as anything

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else. Systems range from clunking heavy age, leaving Britain for America, where his their national security fervently and do not
collections of pistons and gears given to spires are commissioned in every city and want information to pass to other nations
labourers as new limbs, to sleek servo- which has become rich on the fruits of his through the domains. However, some
geared chrome constructs sported by the genius. Spire cities are found throughout Scope riders and spies have learnt to jump
elite. A lack of safety regulations in many the United States; the five boroughs of the rails and break out of these domains
factories has led to a high level of indus- New York each have their own impressive and travel to the cities of other nations.


trial accidents, impacting efficiency. For dome-and-spire structure, whilst Chicago The Scope riders even have their own city
the unscrupulous industrialist, the cheap remains the tallest and largest single struc- domain: Haven.
industry-level cybernaughtic attachments ture in the world, encasing hundreds of
have become a way to ensure the assembly square miles under a single roof.
lines continue to run. Like most technolo-
A Typical
gies in the Etherscope world, it has found
its way to criminals and adventurers alike.
A thriving black market exists, with a good 
Geography
Scope City
number of chop-shops hiding in the shad-
ows of all the great industrial cities. Such
locations are discrete, as discovery can of the Scope E ach Scope city is built around a
similar set of principles. The city
itself contains many structures, each
lead to a jail sentence. Cybernaughtics are designed for multiple purposes. There
a popular fad amongst the upper classes,
where fashion designers have manoeuvred
into the world of cybernaughtics and pro-
E therspace is an infinite swirling sea
of etheric current. The Etherscope
has been crafted out of this sea, creat-
are libraries and museums, recreational
centres, debating halls, and conference
centres. See the illustration for the lay-
vide sophisticated and artistic attachments ing domains that appear as encapsulated out of a typical Scope city.
that become the talk of society. bubbles within the ocean of Etherspace.
The creators of these domains can set the The Central
Stephenson-Brunell Spires rules by which people’s Scope avatars can
Administration Tower
move and interact. They can craft physi-
T wo key figures of Victorian engineer-
ing have led to the greatest engineer-
ing achievement of the modern age. Law-
cal structures, from great skyscrapers to
tunnel complexes. There are a number of E ach city is characterised by a Cen-
tral Administration Tower, through
domains created within Etherspace that which the civil servants of the nation can
rence Isambard Stephenson-Brunell is the now make up the Scope. Each nation has watch and govern the city domain. This
inheritor of the engineering greatness of its own main domain — a Scope city in is usually represented as a tall skyscraper
his great-great-grandfathers, George Ste- which people can meet, host conferences, that touches the roof of the domain. Inside
phenson and Isambard Kingdom Brunell. socialise, or conduct research. Each city the tower is a closed domain in its own
Stephenson-Brunell, following in their is isolated from the others, as the imperi- right. It is much larger than it appears from
footsteps, developed a new form of engi- alistic times mean that the nations guard the outside. It is not a tower on the inside,
neering, completely altering the face of
the planet as a result. Ironically, Britain
has not been the greatest beneficiary of his typical scope city
work. His greatest achievement, if not the
greatest engineering feat of the century, is
the spire complex — an entire city encap-
sulated within a single structure. The spire l,
Industria
is a mighty structure of glass and ethe- military,re
asu
or pleain
rium, built to contain its populace within dom s
in d u
a smog-free environment, where every s tria
l dom
amenity is close at hand. The first spire a in
city, Bristol, was built to help purify the
military domain
air of industrial pollutants, and maintain
a higher level of cleanliness, reducing the
spread of disease. After forty years, Bristol
has outgrown its two-million-plus popula-
tion and is in a poor state of repair due to
the lack of investment by the British gov-
ernment. However, in America the newer,
modular dome-and-spires structure allows service shafts connected
systems
cities to grow. Stephenson-Brunell is the
most noteworthy defector in the modern the wall holding area domain hub

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more a series of looping floors, with the top


floor having stairs and elevators that lead
up to the lobby.
that can hold more than one million.
Interestingly, the British government has
a completely separate military domain,
The Pleasure

not located in the vicinity of their city.
The Wall Whether this distance between the Domes
military and the city it protects is a secu-
B
 T
ordering each city is the Wall. This he Pleasure Domes are another inde-
rity advantage or disadvantage is a hotly
is a collection of small domains, pendent domain. Largely sanctioned
debated issue in Parliament.
owned by the personal Scope users. by the American government, this is the
These domains are where each user will target domain of most commercially avail-
store their own documents and personal able Scope tabs. The corporations that
programs, and they provide the users Centropolis own these domains produce pleasure tabs,
with quick and easy access to the City. for those in need of entertainment, adven-
Access to these personal domains, and
hence the city, is carefully controlled by
most nations, being retained as a privi-
T he American city Centropolis is
the largest of the Scope cities. The
Americans are the least restrictive in
ture, or seedier distractions. This city is a
collection of themed domains connected
by a central domain. This central domain
lege for the elite and middle classes. whom they allow access to their domains,
has a tunnel that connects it to Centropo-
and have created a domain with an impres-
lis, but strict border controls are in place
Industrial and sive social dynamic. However, the city has
to ensure this does not become an entry
begun to get somewhat out of the govern-
Military Domains ment’s control, with red light districts and
point for spies and others who would dis-
rupt Centropolis. However, Scope riders
S urrounding the cities, beyond the
Wall, are the industrial and military
gambling dens springing up in its darkest
reaches. As a result, Centropolis is often
can find ways past this security and often


use the tunnel for quick access elsewhere


domains. These are a number of larger visited by Scope riders for the nightlife it
after a tab trip has brought them to the
isolated domains. Although physically offers.
Pleasure Domes.
attached to the city, the skin of the domains
isolates them from one another. City-
going Scope users need to break through
this skin to access these domains. Large
Schopheim Other Cities
processing equipment is stored within.
These domains contain the communica-
tions and gun-targeting systems of the
S chopheim (pronounced ‘Scope Hime’)
is the New Reich’s Scope city, famous
for its fine concert halls and opera and
T he Dutch, Japanese, Ottomans,
and Soviets also have their own city
military and the vast data-crunching sys- domains. Leningrad, the Soviet city, is the
ballet houses. Schopheim is the cultural
tems of industry. They are targets for the most open, hosting conferences for indus-
centre of Etherspace and is often visited
Scope riders and have additional security trialists from around the world. It is also
by the more sophisticated Scope riders. It
measures in place to defend against such open to all in their society as a reflection
has also become a Roman Catholic shrine,
attacks. Drones, programmed to attack of the communist principle. Kabuki, the
with many coming to the great Cathedral
who that try to invade their system, guard Japanese city, and Aetherdam, the Dutch
of St. Mark as pilgrims. For the devout, the


these domains. Some of the best industrial city, are similar, nondescript cities, simply
Scope has opened up new ways in which
program crafters have also mastered the modelling Centropolis, New London, and


one can profess his faith.
ability to make gremlins, finding them Schopheim on a smaller scale. Xanadu,
much more efficient defenders. the Ottoman domain, is smaller still,
being little more than a playground for the
Haven Sultan and his closest friends.

New London
T he Scope riders have their own city,
hidden away in a dark corner of

T his is the British Scope domain.
It is characterised by its squat and
ornate architecture. New London is
Etherspace. This city is tiny by comparison
to other cities, but as the Scope rider sub- Scope Riding
culture grows internationally, it is becom-
by far the most attractive of the Scope
domains. New London is renowned
for its fine museums. The industrial
ing increasingly overcrowded. This city has
no Wall or Central Administration Tower,
providing an anarchist utopia. However, as
S cope riding is the term used to describe
the experience of characters that
are able to immerse their consciousness
domains attached to New London are it grows in population and the subculture within the Scope and control an avatar.
the largest in the world, whereas the city attracts more and more self-interested par- Governments try to restrict the technol-
itself is one of the smallest. The British ties, the dream will surely end, unless the ogy used to achieve Scope immersion and
are most restrictive in whom they let use Scope riders start to manage Haven as a free access to the Scope, particularly to
the Scope, and so have little use for a city proper city.

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the lower classes. Hence Scope riding has in the realms of pure ether are creatures of your mind, it becomes the avatar’s
become a hobby of the elite and a tool of of nightmare and legend whose strength Strength score. Wisdom represents
rebellion for the counterculture. and interest in those who enter Etherspace your mental flexibility, perception, and
Whether through the technological grows exponentially as humanity increases speed of thought, and as such becomes
interface at a Scope point or the chemical its journeys into that realm. Likewise, the Dexterity. Charisma represents your
consciousness alteration of Scope tabs, System agents, master-less programs that strength of spirit and personality; it
immersed Scope users leave their bodies seem bent on controlling Etherspace embodies the physical resilience of the
behind and enter an alternative world according to their own laws, often come avatar, and thus becomes Constitution.
where their essence takes the form of an into conflict with Scope riders. This is summarised in Table 6–1: Ava-
avatar, the character’s body within the Like the risks, the rewards of Scope tar Ability Scores.
Scope. What a Scope rider encounters riding are many. Pleasure domains offer
depends upon where he travels. Etherspace escape from the tedium of life for the Avatar Traits
is a formless void where time and space are masses. Service to country or corporation
mutable and the rules of physical reality
have little relevance. Imposed upon this
as programmers, engineers, system opera-
tors, spies, or saboteurs earns many a good Y our Scope avatar has the same traits
— base attack bonus, saving throws,
skills, feats, and the like — as a character
vastness are the domains, where physical living and status within the rigid hier-
in Prime Reality. Whilst your Will save is
laws that apply in the ordinary world are no archies of society. The secrets and tech-
longer binding. Populating the domains are nologies of the world’s great powers can applicable in the Scope, your avatar’s phys-
ical traits, such as base attack bonus and
the avatars of immersed Scope users, the be found within the Scope and this draws
Fortitude and Reflex saves, change in the
programs of remote users, and the drones many to seek them, whether their motiva-


Scope, much as your physical ability scores
and gremlins, physical representations of tion is moral or monetary, for secrets and
do. These traits are based upon your abil-
quasi-autonomous programmes. technologies are valuable commodities.
ity to interact with Etherspace through
Many dangers face Scope riders.
your Scope skills. The three core Scope
Governments and corporations do not
riding skills represent your familiarity at
welcome unauthorised visitors to their
domains. To access these domains, Scope Avatars guiding your Scope avatar, and therefore
are the source of its traits.
Scope riders must overcome passive and
active security, as well as avoid the system
administrators and their watchdog grem-
A nyone entering the Etherscope cre-
ates an avatar — their essence, con-
sciousness, or soul, some would say, given
Table 6–1: Avatar Ability Scores
Avatar Ability Score Core Character Ability Score Used
lins. Within the free domains, outside of
form within the ether. Your Scope avatar is Strength Intelligence
government or corporate control, battles
your physical presence in the Scope when Dexterity Wisdom
and conflicts mirror those of the physical
you jack or tab in. Most characters have Constitution Charisma
world as gangs, criminals, and freedom
a set avatar in the Scope, which will take Intelligence Intelligence
fighters vie for power and control. Lurk-
on their features, maybe with an idealised Wisdom Wisdom
ing in the shadows of the domains and
physique, stylised clothes, and a fine gen- Charisma Charisma
eral appearance. An avatar’s appearance
Calculating is not restricted by finances and acts as a Table 6–2: Avatar Base Traits
Avatar Traits great equaliser of class. Within the Scope, Avatar Base Trait Core Character Skill Ranks Used
all are dressed like the elite, be it of high Base Attack Bonus Scope Use (immersed)
The information in this sidebar is includ- society or street culture. The Scope ava-
ed for those who wish to alter the relative Defence Bonus Scope Awareness
power and ability of avatars. tar is effectively a separate character that Fortitude Save Scope Resilience
Table 6–3 uses the following calculations: you control when immersed in the Scope. Reflex Save Scope Awareness
To calculate the base attack bonus However, the traits of this character are Will Save Will Save
of a Scope avatar, take the number of determined by your own abilities. Initiative Bonus Wisdom modifier + applicable feats
ranks that the character has in Scope Use
(immersed) and subtract 2. Then multi-
ply the result by 3/4, and round down any
Avatar Ability Scores Your ranks in Scope Use (immersed)
fractions to find the base attack bonus of
the character’s Scope avatar.
Saving throws are calculated by simply
A Scope avatar has ability scores based
on your ability scores. As your intel-
lect and personality remain intact, Intel-
determine your avatar’s base attack
bonus. Scope Resilience is an indication
of how good you are at remaining in the
dividing the number of ranks by 2 and
rounding any fractions up. ligence, Wisdom, and Charisma abil- Scope when your avatar is under physical
The Defence bonus is calculated in a ity scores are unchanged for the avatar. pressure. As such, your ranks in Scope
similar manner to the base attack bonus, However, the physical body has been left Resilience determine your avatar’s base
by first subtracting 2 from the number behind, thus the physical ability scores Fortitude save bonus. Scope Awareness,
of ranks. Then divide the result by 2 and are replaced with Scope equivalents based finally, represents your awareness of the
round down. upon your mental attributes. Scope and how natural your avatar feels.
As Intelligence represents the power As such, use your ranks in Scope Aware-

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Table 6–3: Avatar Trait Values by Skill Ranks with Scope Use (immersed) checks,
Ranks in Skill Base Attack Bonus Base Saving Throw Bonus Defence Bonus whilst Dexterity-based skills use Scope
1–2 +0 +1 +0 Awareness and Constitution-based skill
3 +0 +2 +0 checks use Scope Resilience. Some men-
4 +1 +2 +1
tal skills normally involve an interaction
5 +2 +3 +1
6 +3 +3 +2
with the physical world and therefore
7 +3 +4 +2 also use Scope-based skill checks in their
8 +4 +4 +3 stead. Listen, Spot, and Search checks
9 +5 +5 +3 involve your eyesight and hearing, neither
10 +6/+1 +5 +4 of which directly translates to your avatar.
11 +6/+1 +6 +4 A Scope Awareness skill check is made in
12 +7+/2 +6 +5
their stead. Likewise, using Knowledge
13 +8/+3 +7 +5
14 +9/+4 +7 +6
(medicine) to heal a Scope avatar is not
15 +9/+4 +8 +6 appropriate; Scope Use (immersed) is
16 +10/+5 +8 +7 used instead. The Surgery feat does not
17 +11/+6/+1 +9 +7 negate the penalty to surgery checks in the
18 +12/+7/+2 +9 +8 Scope, as a Scope avatar does not have an
19 +12/+7/+2 +10 +8 anatomy. Surgery checks still benefit ava-
20 +13/+8/+3 +10 +9
tars, though, and the avatar is ready to act
21 +14/+9/+4 +11 +9
22 +15/+10/+5 +11 +10
immediately following the operation (no
23 +15/+10/+5 +12 +10 recovery time). Finally, Disguise requires
24 +16/+11/+6/+1 +12 +11 you to physically alter your appearance.
25 +17/+12/+7/+2 +13 +11 As such, Scope Resilience replaces the
26 +18/+13/+8/+3 +13 +12 Disguise skill for your avatar. Your avatar
27 +18/+13/+8/+3 +14 +12 uses all other Intelligence-, Wisdom-, and
Charisma-based skills normally.
ness to determine your avatar’s bonus When your avatar reaches 0 hit points, Table 6–4: Avatar Skills summarises
to Defence (replacing Defence bonuses you are expelled from the Scope and must these substitutions.
gained from your character classes) and make a Will save (DC 15) or be knocked
Reflex saves. Your Wisdom provides your unconscious for 1d6 rounds; if you suc- Table 6–4: Avatar Skills
avatar with a bonus on initiative checks ceed, you are stunned for 1 round. You can Avatar Skill Check Core Character Skill Used
(since your Wisdom score becomes your immediately jack in again with your avatar Str-based skills Scope Use (immersed)
avatar’s Dexterity score). Any feats or at full hit points, but you will have to find Dex-based skills Scope Awareness
other abilities that give you bonuses on ini- your way back to the same place if you wish Con-based skills Scope Resilience
tiative checks, such as Improved Initiative, to rejoin the fight. Scope avatars are never Knowledge (medicine) Scope Use (immersed)
likewise affect your avatar. These bonuses considered to be dying and never need to Other Int-based skills Usual skill
are in addition to those gained from your stabilise. While immersed, you remain Listen, Spot, Search Scope Awareness
avatar’s ability scores (see above), which conscious and aware but must focus fully Other Wis-based skills Usual skill


apply as normal to the relevant character- on maintaining your avatar. If your body is Disguise Scope Resilience
istics; for example, your avatar’s Dexterity knocked unconscious or otherwise unable Other Cha-based skills Usual skill
modifier, your Wisdom modifier, is added to maintain a conscious stream of thought
to its Defence score. — if you react to a threat against you out-
These effects are summarised in Table side the Scope, for example — your Scope
6–2: Avatar Base Traits. avatar dissipates. An avatar is vulnerable Avatars and
The skill ranks used do not directly
replace their equivalent trait. Table
to the same effects and conditions as a nor-
mal character.
Equipment
Y
6–3 shows the values of your avatar’s traits our character’s equipment is not car-
according to the number of ranks in the Avatar Skills ried over into the Etherscope when
relevant skill.
W hilst many skills remain usable in you jack in. You will be clothed but have
the Scope, any skill with a physi- little else beside. Scope programs are used
Scope Hit Points cal component in the Scope requires the as equipment for your avatar. The easy way

S cope avatars have a number of hit points character to use an alternative skill, as the of developing these programs is to choose
in the same manner as any character physical laws of the material world are a piece of real-world equipment, then engi-
(see Chapter 1: Character). Some classes irrelevant there and characters must rely neering or buying a Scope analogue of it.
have talents or class features that increase upon an understanding of the Scope. All However, with a bit of imagination, you
the base hit dice for Scope hit points. Strength-based skill checks are replaced can have a much wider range of equipment
available to your Scope avatar.

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Using equipment follows the usual teleport or fly; you must run and walk as
rules, but your avatar will have to use any
Class A normal. As with class B domains, you can
replacement skills as shown in Table 6–4.
Feats that affect your ability to use equip-
ment (particularly weaponry) work the
C lass A movement allows instanta-
neous teleportation to anywhere
within the domain that is within your line
manipulate the plane of gravity and walk
on any surface as if were the ground.
Example Domains: Class C domains
same inside or outside of the Scope. of sight. You can perform this movement as are rare. The Scope riders’ secret domains,
Your access to these programs depends a free action once per round. Thus you can such as Haven, are class C.
largely on how you jack in (see below for get to any openly accessible location within
more details). When you use a Scope jack a given class A domain without taking any Class D
to access any Scope point, you can attach actions or time. Additionally, you can fly
the programs you require to your avatar at
the point of jacking in. Otherwise, you will
at a rate of double the base movement for
the domain. The laws of gravity are easily C lass D Domains allow a more lim-
ited degree of gravity control. You
are able to walk on walls of up to ninety
have to have a stash of your programs held manipulated in class A domains; you may
treat any surface as if it were the ground degrees without falling off, provided you
somewhere so that you can access them
and are thus able to walk, stand, and fight move at least 10 feet in a round. If you
before travelling to your target domain.
on walls and ceilings. When in a class A take a full-round action to attack, you gain
Cybernaughtics do not function in the
domain, you can take one move action and one additional attack at your highest base
Scope and your avatar regains any replaced
body parts. Bonuses gained for physi- two attack actions (or one attack action attack bonus. You cannot, however, take a
and one full-round action) each round. It full attack action and a move action in the
cal enhancements from cybernaughtics
takes a move action to leave the domain same round.
have no effect on your avatar. However, a
through an exit portal. Example Domains: The city domain of
cybernaughtic bonus that affected your


Example Domains: Most personal each nation is typically a class D domain,
mental processes would similarly affect
Scope domains, whilst small, count as with sidewalks traversing the sides of
your avatar.
Class A. buildings to enable access to the multiple
Special: Domains listed as class A do levels of the city skyscrapers.
not have a listed movement score as move-
Movement in ment is unrestricted. Class E
the Scope
Class B C lass E domains are the mainstay of
the Etherscope, allowing standard,

T he rate at which your avatar can


move throughout the Scope, and
the speed at which data can be accessed C lass B domains are almost as fast
as class A domains, with very few
Earth-like movement and action speed.
Example Domains: Class E domains
restrictions placed upon your manoeu- are the default domain for most of the
by Scope Use (remote), is determined by Scope, providing the casual Scope user
the Scope domain in which you are trav- vrability within the domain. In a class
B domain, you can fly at a rate of double with a familiar environment to explore.
elling. A domain is an area of imposed
the base movement for the domain and
programmed reality within Etherspace.
walk and run normally. When in a class B Class F
Large domains can possess numerous

C
subdomains operating under different domain, you can take one move action and lass F domains are the slow and cum-
laws for different purposes. two attack actions (or one attack action bersome domains used by business
Different domains have different and one full-round action) each round. and industry to store vast quantities of
speeds of movement. Some allow the The laws of gravity are easily manipulated data. Whilst slow to access, programs have
character to teleport instantly to any- in class B domains; you may treat any sur- been crafted that can quickly retrieve files.
where within line of sight, whilst others face as if it were the ground and are thus The advantage for the business user for
feel slow and cumbersome, as if the ava- able to walk, stand, and fight on walls and this type of domain is security: Any hack-
tar is walking under water. There are six ceilings. ing attempts are quickly spotted by moni-
classes of Scope movement, designated Example Domains: There are no tor programs as the hackers are slowed by
A to F. Each domain has its own class of officially developed class B domains, but the domain. When in a class F domain, all
movement, as well as a base speed that some Scope riders have found regions of avatars are only allowed a single attack or
applies to all avatars within it. Domains Etherspace that are class B. move action each round.
are listed with a class and a number; for Example Domains: Any industrial
example; a domain listed as C50 allows Class C domain.
class C movement with a 50-foot base
speed. The movement class provides
your character with additional actions
C lass C domains are similar to class
B domains except that they include
pseudo-gravity. When in a class C domain,
and attacks based upon how fast they you can take one move action and two
allow you to move. attack actions (or one attack action and one
full-round action) each round. You cannot

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Remote Users
 work your way back to the system from
scratch.
You can attack remotely, being able to
abilities of your Scope avatar are unaffected
by your choice of entry. Whatever method
you used, you can perform all the usual
manipulate weaponry programs with your actions available to your Scope avatar.
Scope hands. However, you do not receive
I f you choose not to send your conscious-
ness into Etherspace, you can still inter-
a base attack bonus with your Scope Use
ranks and cannot use feats in the Scope.
Jacking In
act and navigate the Scope with relative
ease. Scope Use (remote) is the skill used
for every action you make. Remote users
Therefore, you suffer the –4 nonproficient
penalty with any weapon and cannot make T o jack in, you must have a Scope jack
implant, a special cybernaughtic
implant that enables you to transfer your
use of defensive feats, such as Combat
appear in the Scope as circular windows, consciousness directly into the Etherscope.
Expertise. Many remote users make the
floating through the air. The window is This is, for many, the preferable method
wise choice of avoiding combat by moving
two-way, with characters inside the Scope for transferring one’s consciousness into
out of range and using the total defence


able to see through the window into the the Scope as it is quicker and has none of
action (see Chapter 4: Combat) whenever
remote user’s room, as well as enabling the the drawbacks of Scope tabs. A Scope jack
they find themselves in a combat situation.
remote user to view the domain. Moving also allows you to leave the Scope at will,
around the Scope is a simple activity, but a major advantage when faced with the
does require a Scope Use (remote) check many dangers of the Scope and the often-
to direct your viewpoint (see Table 2–44: Entering needed option of a quick getaway. Scopers
Remote Movement DCs for more details). commonly become experts at breaking
the Scope into secure buildings and then jacking in
Remote Users in Combat directly to an industrial system. The jack-

A s a remote user, you can act in combat,


but are at a severe disadvantage. You
T here are two ways to enter the Scope.
With a Scope jack, you can plug into
any Scope point and transfer your con-
in method allows you to enter the Scope
at any location where you can find a Scope
sciousness to that domain. Scope tabs can point. Given the controlled access to the
have no ability to use the strength of your
also be used. A short while after you take Scope most nations desire, Scope points are
personality to maintain your Scope pres-
(or “drop,” in common parlance) a tab, your usually found in the hands of the wealthy,
ence, and as such they are easily crashed
consciousness is transferred to a set loca- industrialists, scientists, bureaucrats, and
out from a domain or system. When
tion. This location is determined by the tab; government and military officials and are
remote, you only have 1 Scope hit point,
known chemical combinations are used often well guarded. Most personal users of
and your Defence score is equal to 10 plus
to determine specific states of conscious- the Scope will have their own tiny domain
your Wisdom modifier (which is lost if you
ness that harmonise with patterns within in the Wall of their nation’s city domain,
are flat-footed). As such, one simple hit is
the Scope programming of a domain that which is their standard point of entry —
likely to crash you out, from which point
represents a location. Whilst the different each Scope point acts as a “doorway” to a
you will need to jack back in, entering the
methods of entering the Scope provide dif- specific point within a domain. From an
Scope at your usual home domain. If you
ferent options with regards to exiting, the entry point, you can quickly enter the city
want to rejoin your companions, you must

203
THE SCOPE
CH 6
A P T E R №

and hence travel to the domains beyond. until your perception is fully transferred may also want to use bad trips for dramatic
Due to the tight controls on Etherspace, into the Scope. situations where it benefits the story.
legal use of Scope jacks is highly restrict- When in the Scope on a tab trip, the When you’re on a bad trip, the world
ed, following the same limitations as world does not have the same sheen as it looks even more dark and dirty. The DC for
Scope points, and many Scope riders dis- does through a clean cybernaughtic con- the Fortitude saving throw on entering the
play their implants as a badge of defiance nection. The world generally looks a bit Scope is 15 and the penalty to Charisma-
against authority. darker and dirtier. You must make a DC based checks is –2. In addition, bad trips
10 Will save when you enter the Scope make your mind more vulnerable; charac-


Tab Trip with a tab or take a –1 morale penalty to ters on a bad trip take a –4 penalty on Will
all Charisma-based skill checks and abil- saves against mind-affecting attacks.
S cope tabs take the user on a trip. Scope
tabs are paper wafers, usually 1/12th
of an inch square, impregnated with
ity checks. This effect can be negated by
spending an excellence point.
Jacking out from a tab trip is much
chemicals and decorated with colours and harder than with a Scope jack. You can Upload Tabs
symbols to designate the domain they lead exit in one of three ways.
into. Scope tabs are illegal throughout the
civilised world, yet this has not stopped
their proliferation and popularity. Indeed,
Firstly, the tab can wear off. Scope tabs
typically last approximately 2 hours, and
P opular with street mercenaries, Scope
riders, rebels, gang bangers, spies,
soldiers, and criminals, upload tabs flood
GMs should feel free to manipulate this
the black market flourishes on supplying your synapses with brief knowledge, grant-
to suit the drama of the situation. As
tab trips to the masses. Covert agencies, ing you temporary ranks in a skill. They’re
the tab wears off, you have 2d4 rounds
resistance movements, and crime organi- based on the same technology used by
where you experience the same effects as
sations create more specific tabs for their Scope tabs, although their sophistication
when you entered the Scope, finding your
own purposes, and corporations and gov- means their creation is beyond common
perception gradually shift from the Scope
ernments face a growing problem with means and a bad tab would be lethal to
and back to Prime Reality.
tab-based Scope raiders. You take a tab by the user. Given the nature of upload tabs’
Second, you may attempt to leave vol-
placing it under your tongue and allowing primary users, trying to pass off bad tabs
untarily. One method is through the many
the chemicals they contain to enter your usually results in a death sentence for the
exit points set up in a typical tab domain.
system. vendor. Street mercenaries, Scope riders,
Simply by passing through the exit, you
Usually, a tab trip involves some seedy, rebels, and gang bangers in particular
awake back in your body with no ill
off-track “entertainment” domain. Once do not take kindly to such activities and
effects, just as if you had unplugged from
in, you might be expected to partake in police their communities with direct, and
a Scope jack.
the offerings of the domain, but there often lethal, actions.
You can also try to make your own
is nothing to stop you from jumping the Upload tabs are slightly larger than
exit points. An exit point is a complexity
rails and exploring other domains once Scope tabs and have their own colour
level 2 program to craft (see the Scope
you are in. and symbol coding system. Upload tabs
Use skill in Chapter 2: Traits). If you
Taking a trip tab requires you to make work by subjecting your consciousness
are adjacent to an exit point, you can pass
a DC 10 Fortitude save. If this save fails, to an assault of information. Thousands
through it with a move action.
you do not enter the Scope and are vio- of images and verbal information flash
Finally, if you have a hardy constitution,
lently sick for 5 minutes, becoming nause- though your consciousness, too fast
you can attempt to jack out by sheer force
ated, after which time you may try again, if for you to absorb anything consciously.
of will. This is a standard action. Make a
you have another tab available. If the save However, the information lodges itself
DC 25 Scope Resilience skill. If successful,
succeeds, it takes 1 minute for the Scope into your short-term memory, allowing
you awake in your body immediately, but
tab to take effect, followed by a 30-second you to almost subconsciously retrieve it.
are shaken for 1d4 rounds.
delay as your awareness gradually slips into However, short-term memory is fleeting,
the Scope. During the adjustment period, so the inclusion of a short-term-memory–
you are aware both of the Scope and the
Bad Trips enhancing drug in the tab is necessary for
real world, but take a –4 penalty on attack
rolls, skill checks, and saving throws in
both. You also find that you perform the
S ometimes you might receive a bad
Scope tab, mixed with too many
impurities or badly crafted. Scope tabs
it to be of practical use.

Dropping an Upload Tab


same actions in both worlds, so if you try require complex chemical components and
to move, you may find a wall in one world
hinders you from moving to a free space in
chemical engineering to create properly. It
is up to the GM to decide when a player
T aking an upload tab requires you to
make a DC 10 Fortitude save. If you
fail, you are violently sick for the next 5
the other. During this period, any domain finds a bad tab. The GM may wish to roll
minutes, becoming nauseated, after which
is considered a class F domain. Most tabs, the Engineer (pharmaceutical) or acqui-
time you may try again, if you have another
however, ease you into a nice, comfortable sition check for the tabs in secret; if the
tab. If the save succeeds, it takes 1 minute
environment, such as a bed or a seat on a check fails by 5 or more, the player could
for the upload tab to take effect. When
train. Thus you can wait to come round have found a bad trip instead. The GM
the tab kicks in, the assault on your senses

204
THE SCOPE
CH 6
A P T E R №

leaves you shaken for 30 seconds. After information carried in upload capsules it is specific. The GM should determine
this period, you gain the ranks in the new is so specific, it is not uncommon for a what information is available, but that
skill that the tab supplies. single capsule to contain several pieces, information should be coherent. For
or “grains,” of information. example, an upload capsule that includes
Uploads and Skill Ranks the layout of a specific building allows you
Taking an Upload Capsule to automatically succeed at any Navigation
E ach tab is defined as a skill and a num-
ber of ranks in that skill. You gain
these ranks for a number of hours equal to T aking an upload capsule requires
you to make a Fortitude save (DC
checks relating to that building, but noth-
ing else. Each grain of an upload capsule
contains one specific piece of information.
your Constitution modifier plus 1d4, for 10 +2 per grain beyond the first). If you Skill Bonus: The second advantage
a minimum of 1 hour. Ranks uploaded, fail this save, the information is lost, imparted by an upload capsule is a skill
however, do not stack with your existing and you are violently sick for the next bonus in certain situations. A capsule can
ranks in the skill. 5 minutes, becoming nauseated, after provide familiarity with a number of sub-
You can drop any number of upload which time you may try again, if you have jects. Such subjects may include certain
tabs, but your maximum number of another capsule. If the save succeeds, it ethertech devices, a geographical region,
uploaded skill ranks cannot exceed the takes 1 minute for the upload capsule esoteric occult books, or many other
following limits: to take effect. When the capsule kicks areas. In cases where such knowledge or
• You cannot upload ranks for more than in, the assault on your mind leaves you familiarity would be beneficial to the use
two different skills at a time. If you drop shaken for 1d4 rounds per grain. After of a skill, the character receives a +2 or
a third upload tab, the ranks it provides this period, you gain the knowledge. +5 competence bonus (GM’s discretion)
replace those of the first. to that skill as applied to the subject for
• You cannot upload more skill ranks in a Uploaded Knowledge the duration of the upload. For example,
single skill than your maximum ranks
in a cross-class skill. For example, a 2nd-
level character can upload a maximum U pload capsules work mnemonically,
creating memories and implanting
related sounds, images, and other sensa-
a capsule that imparted knowledge from a
number of occult books could provide you
with a +2 bonus on Knowledge (mystical
of 2 ranks in any given skill.
tions directly into your short-term memory. philosophy) and Hex Lore skill checks
• You cannot upload more total skill ranks
Information about the location of a place or for the duration of the capsule’s effects.
at any one time greater than your maxi-
object, for instance, allows you to find your Which skill or skills are affected is at the
mum ranks in a class skill. For example,
way there with relative ease. It does not, GM’s discretion, based on the information
the same 2nd-level character can upload
however, necessarily allow you to point out included in the capsule, but a good indica-
up to 5 skill ranks total.
your location on a map (unless, of course, tor is that each grain should not affect
A number of feats modify these
the engineer of the capsule ingrained the more than one skill check.
limitations: Improved Upload Learning,
image of a map). It is up to the GM to adju-
Advanced Upload Learning, Upload
Residual Effects: Recall


dicate the nature of this knowledge, but the
Savant, and Greater Upload Savant. See
most common description of the effect of
Chapter 2: Traits.
an upload capsule is a feeling of familiar-
ity. The knowledge remains for a number
O wing to the specific nature of cap-
sule-uploaded knowledge, there is a
chance that you will be able to remember
of hours equal to your Constitution modi- bits of information even after the capsule
Upload Capsules fier +1d4, for a minimum of 1 hour. You has worn off. This effect is referred to as
cannot gain the benefits of more than one “recall.” If you wish to recall information
S imilar in purpose and use to upload
tabs, upload capsules are hollow pills
upload capsule at a time. obtained from an upload capsule, you may
attempt an Intelligence check. The DC is
built to contain “grains” — small particles Upload Capsules 15, +1 per hour since the tab lost its effect.
of human-upload data. These capsules
are about 1/4-inch long with a diameter
and Skill Bonuses Again, it is up to the GM to determine
how the knowledge manifests.
of 1/6 inch and are colour and symbol
coded according to their purpose, num-
ber of grains, and potency. These grains
U pload capsules typically provide two
different types of bonus.
Automatic Success: The first type of “I Know Scope Fu”
can be likened to tiny upload tabs. The bonus allows you to automatically succeed Upload tabs are particularly effective
purpose of an upload capsule is to impart at skill checks pertaining to the subject when used in conjunction with the Fighting
a specific set of information contained contained in the grain. This is most often Technique skills. These allow you to gain
in the individual grains. This is typical- a Knowledge check, or possibly another feats and special manoeuvres through an
ly done to pass on particular details or Intelligence-based skill, but it can be upload, hence instantly becoming a master
of a given martial art. In fact, Scope fu did
parcels of information. The knowledge another if the GM sees fit. The automatic not originally exist in any true form and has
gained does not provide skill ranks, success is regardless of whether the char- only been created through the program-
but rather imparts the knowledge acter has the required modifier to even ming of upload tabs.
ingrained in the capsule. Because the achieve the DC on a roll of a 20; however,

205
THE ADVANCING CHARACTER
CH 7
A P T E R №

206
THE ADVANCING CHARACTER
CH 7
A P T E R №

Chapter VII:
The Advancing Character
T his chapter considers the advancing character. As you play Etherscope, your character grows and develops
through your experiences. The character becomes more skilled and competent as the challenges that you
face shape you. As your character progresses, you gains levels, providing you more points to spend on skills and
influences, an increase in your combat statistics and saving throws, and new feats to develop your prowess. This
chapter also provides you with a new option to develop your character: advanced classes. These classes are refined,
specific character classes that allow you to specialise your character concept into a given area of expertise.


Experience and
Level
1
2
Table 7–1: Experience Level
XP Required
0
100
Level
11
12
XP Required
5,500
6,600
Character 3
4
300
600
13
14
7,800
9,100
Advancement 5 1,000 15 10,500
6 1,500 16 12,000

E xperience points, often referred to as XP, are a measure of 7 2,100 17 13,600


a character’s growth in personal power. Characters earn 8 2,800 18 15,300
XP by achieving their goals and overcoming the obstacles and 9 3,600 19 17,100
enemies who oppose them through the course of adventures. 10 4,500 20 19,000
Gamesmasters assign XP to the characters at the end of each
adventure, dependent upon what has been accomplished. Char- Cross-Template Influence Max Ranks: The maximum
acters accumulate experience from adventure to adventure and number of cross-template influence ranks a character of the
obtain new levels when they achieve the indicated amount of stated level may possess.


experience (see Table 7–1: Experience Level and Table 7–2: Extra Influence Max Ranks: The maximum number of extra
Character-Level Dependent Benefits). influence ranks a character of the stated level may possess.
Feats: This column indicates at which levels the character
gains new feats. Unlike the bonus feats provided by a charac-
ter class, characters can take any feat for which they meet the
Character-Level requirements.
Dependent Benefits Excellence Points: This column indicates the levels at which
a character gains excellence points and how many are gained.

A s you advance, you go up in both character and class level.


Choose a class for each character level advanced and gain
the benefits of a level in that class. In addition to attack bonuses,
Ability Score Increases: This column indicates the levels at
which a character may increase one ability score of his choice
by 1 point. This can represent maturity, training, education, or
saving throw bonuses, and class features indicated on the class/ simply the benefit of life experience. Players should discuss why


level charts (see “Basic Classes” in Chapter 1: Characters and they are increasing a specific attribute from a roleplaying point
“Advanced Classes” later in this chapter), you gain other benefits of view with the GM.
for advancing in level. The following summarises the categories
on Table 7–2: Character-Level Dependent Abilities.
Class Skill Max Ranks: The maximum number of class skill
ranks a character of the stated level may possess. Advancing a Level
Template Influence Max Ranks: The maximum number
of template influence ranks a character of the stated level may
possess.
A ttaining a new level grants characters several immediate
benefits (see below). A character can only advance one level
at a time. If a character gains enough XP to advance two or more
Cross-Class Skill Max Ranks: The maximum number of cross-
levels at once, he instead gains one level and enough XP to leave
class skill ranks a character of the stated level may possess.
him 1 experience point short of the next level. For example, a
1st-level character earns 350 experience points on his first adven-

207
THE ADVANCING CHARACTER
CH 7
A P T E R №

Table 7–2: Character-Level Dependent Abilities


Level Maximum Influence/Skill Ranks by Level Feats Excellence Points Ability Score Increases Character Level


Class Skill or
Template Influence
Cross-Class Skill or
Cross-Template Influence Extra Influence
and Class Level
1 4 2 1 1st, 2nd* 1st, 2nd**, 3rd** – There is an important difference to note
2 5 2 1/2 1 1/4 – – –
between class level and character level.
When your character gains a level, your
3 6 3 1 1/2 3rd 4th –
character level increases by 1 and you
4 7 3 1/2 1 3/4 – – 1st receive all the associated benefits found
5 8 4 2 – 5th – on Table 7–1: Experience Level. You must
6 9 4 1/2 2 1/4 4th – – also choose a character class in which to
7 10 5 2 1/2 – 6th – advance which also increases by one
8 11 5 1/2 2 3/4 – – 2nd level. This choice does not mean that a
9 12 6 3 5th 7th –
class is at the same level as your charac-
ter level. Characters can multiclass (see
10 13 6 1/2 3 1/4 – – –
below) and gain levels in many different
11 14 7 3 1/2 – 8th – classes. As a result, you might be charac-
12 15 7 1/2 3 3/4 6th – 3rd ter level 5, but be level 3 in one class and
13 16 8 4 – 9th – level 2 in another. When you gain a level
14 17 8 1/2 4 1/4 – – – in a class, you increase the level in that
15 18 9 4 1/2 7th 10th – class by one and look up that level on the
16 19 9 1/2 4 3/4 – – 4th
class chart to find the benefits you gain. If
you have just gone up to character level 6
17 20 10 5 – 11th –
and have selected your 4th level of com-
18 21 10 1/2 5 1/4 8th – – batant, you look at the row for level 4 on
19 22 11 5 1/2 – 12th – the combatant chart, not level 6. Con-
20 23 11 1/2 5 3/4 – – 5th versely, you look at level 6 on Table 7–2:
* This bonus feat is only available to human characters. Character-Level Dependent Abilities to
** These bonus excellence points are not available to transgenic human characters. determine your character level-based
increases, not level 4.
ture. This would be enough experience
to increase him to 3rd level. Instead
Step 1: Choose Class
the character receives 299, 1 experi-
ence point below the amount required W hen a character attains a new
level, decide between taking
Step 2: Base Attack Bonus
for 3rd level, and advances to 2nd level.
In Etherscope, characters should not
that level in an existing class or in a new
class. Every time you advance a character
level you may choose any class (although
I f your character’s base attack bonus
increases, record the new value on
your character sheet. Do not forget
progress beyond 20th level — this is
considered the pinnacle of achievement. advanced classes have requirements that to recalculate your melee and ranged
Some GMs and players may want to you must meet before you can take any attack bonuses based upon this new
continue advancing their characters levels in the class). Thus characters can figure. The bonus listed at a new char-
beyond 20th level. Although this is have different class levels and character acter level is not cumulative with the
certainly possible within the scope of levels. A combatant 3/broker 2 has a previously listed bonus but instead rep-
these rules (no pun intended), we would character level of 5 (3 levels of combat- resents the new total base attack bonus.


strongly recommend that characters are ant plus 2 levels of broker), whereas their However, base attack bonuses from dif-
retired at this level. class level is 3 for combatant and 2 for ferent classes are cumulative.
broker. Once you have chosen which
class you want to take at your current Step 3: Base Save Bonus
character level, you must find the table
Level
Advancement
for that class and find the level of that
class you can take. If you are a level 1
S ee if any base saving throw bonuses
increase at your new character level.
If so, recalculate your new saving throw
combatant and you want to take another bonuses based upon these new numbers.

T he following section takes you


through the step required to “level
up” a character. Both basic and advanced
level in combatant, then you should look
at the second row of the combatant table,
whereas if you are a level 3 scoundrel and
The bonus listed at a new character level
is not cumulative with the previously
listed bonus but instead represents the
class descriptions include tables that want to take another level in scoundrel, new total base save bonus. However,
show how the class features and statistics you need to look at the fourth row of the base save bonuses from different classes
increase as a member of that class advanc- scoundrel table. are cumulative.
es in level. When your character advances
to a new level, make these changes.

208
THE ADVANCING CHARACTER
CH 7
A P T E R №

acter level. At 3rd, 5th, 7th, 9th, 11th,


Step 4: Class Features Step 8: Scope Hit Points 13th, 15th, 17th, and 19th level, you gain

C R

heck the table for new capabilities, or oll the appropriate Scope Hit Dice an additional excellence point to spend
extensions of existing ones, you may for the class just obtained, add your as you wish.
receive. You gain a variety of class features Charisma modifier and add the total to
as you advance in levels. Sometimes these your Scope hit points. You always gain at
may involve selecting a talent or bonus feat least 1 Scope hit point at each new level,
from a list. If this is the case, make sure even if a Charisma penalty would produce Multiclass
you have all requirements for the feat or
talent that you are selecting; if not, you’ll
a result of 0 or lower on the hit point roll. Characters
Step 9: Skill Points
have to develop your character further to
meet those requirements before you can Y ou may add new classes as you prog-
ress in levels, becoming a multiclass
take that talent or feat.
A t each new level, a character gains
skill points to spend on skills, as
detailed in the particular class descrip-
character. The class abilities of all your
classes combine to determine your over-
Step 5: Defence Bonus tion. For class skills, 1 skill rank costs
all abilities. Generally, the abilities of a
multiclass character are the sum of the
I f your Defence bonus increases,
record the new value on the char-
acter sheet. The bonus listed at a new
1 skill point. Your maximum rank in
a class skill is your character level + 3.
For cross-class skills, one skill point
abilities provided by each of the charac-
ter’s classes.
character level is not cumulative with buys 1/2 rank. Your maximum rank
the previously listed bonus but instead in a cross-class skill is one half that of Level
represents the new total Defence bonus.
However, Defence bonuses from differ-
ent classes are cumulative.
a class skill (do not round up or down).
Remember, you buy skills based upon
the class you have advanced in, so only
“C haracter level” is your total num-
ber of levels. It determines when
feats, ability score increases and excel-
those skills given as class skills for that lence points are gained, as per Table 7–1:
Step 6: Ability class can be purchased as class skills for Experience Level. “Class level” is your
this level, regardless of what other class-
Score Increase es you have levels in.
level in a particular class. Characters who
have all their levels in one class have the

I f your character has just attained 4th,


8th, 12th, 16th, or 20th level, raise one Step 10: Influences
same character level and class level.

of your ability scores by 1 point. If your Hit Points


Constitution modifier increases by 1
point, retroactively increase your hit point A t each level, the character receives
the stated number of Influence
points to be spent upon increasing Y ou gain hit points from each of your
classes as your class levels increase, add-
total by +1 for every character level lower
than the one just obtained. Likewise, if existing or purchasing new influences. ing the new hit points to the previous total.
your Charisma modifier increases by 1 Remember, template influences cost 1
point, retroactively increase your Scope influence per rank, cross template inlu- Scope Points
hit point total by +1 for every character ences cost 1 point per 1/2 rank, and
level lower than the one just obtained.
Increases to Intelligence, however, only
extra influences cost 1 point per 1/4
rank. Maximum ranks in template, Y ou gain Scope hit points from each
of your classes as your class levels
increase, adding the new Scope points
gain you additional skill points for your cross-template, and extra influences are
summarised in Table 7–2: Character- to the previous total.
current and subsequent levels. If the
increase to your ability score improves Level Dependent Abilities.
its modifier, you need to update the skills
Base Attack Bonus
Step 11: Feats
section and any effects it might have on
A dd the base attack bonuses for each

U
your attack rolls, melee damage, saving pon reaching your 3rd character class to get your base attack bonus. A
throws, Defence, and initiative. level and every third level thereaf- resulting total of +6 or higher provides you
ter (6th, 9th, 12th, 15th, and 18th), you with multiple attacks (see Table 7–3: Addi-
Step 7: Hit Points gain one feat of your choice (see “Feats” in tional Attacks). To use multiple attacks in
the same round, you must use a full attack,
R oll the appropriate Hit Dice for the Chapter 2: Traits). The feat selected can
be any feat, provided that you meet the which is a full-round action (see Attack
class just obtained, add your Consti- Actions in Chapter 4: Combat).
tution modifier, if any, and add the total to listed prerequisites.
your hit points. You always gain at least 1
hit point at each new level, even if a Con- Step 12: Excellence Points Saving Throws
stitution penalty would produce a result
of 0 or lower on the hit point roll. I n addition to beginning with three
excellence points, you gain additional A dd the base save bonuses for each
class together.
excellence points based upon your char-

209
THE ADVANCING CHARACTER
CH 7
A P T E R №

Table 7–3: Additional Attacks


Base Attack Bonus
+0 to +5
+6
Additional Attacks
None
+1
the feature). Quarter and half ranks in
influences have no game effect until they
become full ranks except to allow access
to items with purchase restrictions (see

Advanced
+7 +2
“Influences” in Chapter 2: Traits).
Classes
+8 +3
Class Features
A
+9 +4 dvanced classes allow you to refine
+10
+11
+12
+5
+6/+1
+7/+2
Y ou get all class features (talents,
bonus feats, or other abilities) of all
classes for the levels you posses. Some-
the focus of your character This
section provides twelve advanced char-
acter classes. Further advanced classes,
+13 +8/+3 times two different classes provide simi- specific to different settings and themes,
+14 +9/+4 lar features that have a numerical modi- will be included in future supplements.
+15 +10/+5 fier which apples to the same check or Advanced classes in Etherscope have
+16 +11/+6/+1 effect. Such abilities likely stack unless seven levels. Even taking all the levels of
+17 +12/+7/+2 they are listed as the same type of bonus a basic class and an advanced class leaves
+18 +13/+8/+3 (as like bonuses do not stack), or the text room for you to further explore and define
+19 +14/+9/+4 otherwise mentions that they do not your character through levels in other
+20 +15/+10/+5 stack. However, competence and dodge advanced classes.
bonuses always stack with each other, Unless otherwise stated, all advanced
Defence Bonus so class feature bonuses listed as such class features are extraordinary abilities
stack. that can be used at will.
A dd the base Defence bonuses for
each class together. Feats
It is important to note you cannot meet
the prerequisites for an advanced class due


to character level and select that advanced
Skills
A multiclass character receives a new
feat every three character levels, class at the same level.

I f you are a multiclass character, use


your character level to determine the
maximum ranks you can have in a skill. If
regardless of individual class levels (see
Table 7–2: Character-Level Dependent

a skill is a class skill for any of your classes,


Abilities). Taking one level in a new class
does not entitle you to receive the two
Overview
you use your character level to determine
A
feats that a beginning 1st-level character ll Etherscope advanced classes
a skill’s maximum rank (the maximum gets. Bonus feats are often available as expand upon the themes of one giv-
rank for a class skill is 3 + character level). class features. If you already have a feat en base class, but are not available exclu-
When multiclass characters gain a level that is being offered by the class level, sively to characters with levels in those
in a class, basic or advanced, you spend you will not normally be able to select classes. The twelve classes presented in
that level’s skill points as a member of that that feat, unless the class allows you to this section are as follows:
class. Only that class’ class skills may be select an alternative option for the feat, Connector: An advanced class that
purchased as class skills. All other skills, such as Military Vehicle Operation, specialises in developing social contacts
including skills for another class you have making it, effectively, a different feat. and spinning webs of intrigue. This class
levels in, are considered cross-class skills
can also be useful for detectives and street
when purchasing ranks in those skills at Ability Increases criminals.
this level.

A multiclass character increases an Cybernaught: An advanced class spe-


cialising in improving tolerance and devel-
Influences ability score by +1 every four char-
oping the body with cybernaughtics. Most
acter levels, regardless of individual class

I f you are a multiclass character, use


your character level to determine
the maximum ranks you can have in an
level (see Table 7–1). commonly, cybernaughts are seen among
the working classes in industrial cities, but
can be found in the stylish upper classes
influence. Influences are determined by
Excellence Points where the cybernaughtics fad has become
your social template, regardless of indi-
vidual class levels. Some classes provide
class abilities that alter the availability
A t 3rd, 5th, 7th, 9th, 11th, 13th,
15th, 17th, and 19th character
level, you gain an additional excellence
an addiction. The class is also common in
the military.
Explorer: A class dedicated to roaming
of specific influences. These class fea- point to spend each adventure. Taking the untamed wilds of the world in search of
tures apply to your social template, not one level in a new class does not entitle adventure and new discoveries. This class
to a specific class, and thus the changes you to receive the three excellence points is often found amongst the upper classes,
in influence availability apply to all your that a beginning 1st-level character gets. but professionals and those with military
classes (not just the class that provided backgrounds can also be found in this role.

210
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Street Mercenary: An advanced Scope Points


class specialising in cybernaughtics-
enhanced combat. Whilst common at
street levels, many soldiers and big
C onnectors gain 1d6 Scope hit points
at each level, adding their Charisma
modifier to the die roll.
game hunters may also possess lev-
els in this class. Class Skills
Tab-Jammer: Tab-jammers
are the hardened users of Scope
tabs, better able to cope with
T he connector has the following class
skills: Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Forgery (Int), Intimidate
their ill effects. This advanced (Cha), Investigate (Int), Knowledge (civ-
class is, like the Scope rider, a ics, current events, industry, linguistics,
good way to add a little Scope tactics) (Int), Listen (Wis), Perform
ability to any character. (Cha), Research (Int), Resolve (Cha),
Thief: The master gentle- Sense Motive (Wis), Sleight of Hand
man thief or smash-and-grab


(Dex), and Spot (Wis).
street-scally, these scoundrels Skill Points at each level: 7 + Int modifier.
are found in every city and town.
Influences

Connector Y our social template determines the


influences available to your charac-
ter. The connector receives the following
number of points to spend on influences:

Industrialist: This class is the


T his class represents those char-
acters of all strata of society who
build up a web of contacts, becoming
Influence Points at each level: 4.

embodiment of industrial power in the fixers and information brokers. They Class Features
Etherscope world. This is a dedicated
A
are often found in the midst of com- ll of the following are class features
middle-class advanced class that per- plicated webs of intrigue, playing their of the connector class.
sonifies the entrepreneurial spirit of enemies against each other. They are in Influence Focus: The connector attain-
Victorian industrialism. the know and find that many pay hand- ing this ability choose one template influ-
Occult Investigator: A class that somely, either with favours or cold hard ence or cross-template influence, he now
mixes detective skills with occult lore cash, for their privileged information. receives a +2 bonus to all checks made
and magic ability. This class seeks to The connector class develops your influ- using that influence. This ability is gained
uncover the mysteries of the occult and ences, wealth, and social skills, but is at 1st and 4th level, each time applying to a
battle those who use its secrets in dan- not renowned for its combat abilities. different influence.
gerous ways.
Negotiator: Levels of this class stack
Program Crafter: A class that spe- Game Rule Information with levels of broker when determining
cialises in crafting programs for the
the effects of the following talents: charm,
Scope. This class makes a good second
choice for other Scope specialist charac-
ters to round out their Scope abilities.
T he rules for playing a connector are
described below. coordinate, favour, greater inspiration,
inspiration, and web of intrigue.
Requirements: Bonus Feat: At 2nd and 5th level, the
Scope Rider: This class embodies

T o qualify for the connector advanced connector gains a bonus feat from the fol-
those who jump the rails of the Ether-
class, a character must meet the fol- lowing list (all usual requirements must
scope. Scope riders are the true masters of
lowing requirements, be met):
immersive Scope use and pursue a broad
Influences: Any one, 5 ranks Attentive, Bureaucrat, Deceptive, Frightful
range of agendas. This class can also add
Any one, 2 1/2 ranks Presence, Influential, Iron Will, Meticulous,
some Scope skill to any character.
Skills: Bluff 5 ranks Persuasive.
Scope Warrior: Within this class are
Diplomacy 5 ranks Bonus Influence: At 3rd and 6th level,
the martial artists and gunslingers of the
Sense Motive 5 ranks the character chooses an influence with
Scope. They are a new warrior for a new
which he possess at least one full rank in
era, and can be found in all walks of life. Hit Dice and is not currently a template influence. If
Spy: These masters of intrigue and
espionage rely on their resources and pow-
er rather than fighting skills and gadgets.
C onnectors gain 1d6 hit points at
each level, adding their Constitu-
tion modifier to the die roll.
that influence was a cross-template influ-
ence, it now becomes a template influence;
if it was an extra influence, it now becomes
This class is most often found amongst the
a cross-template influence.
upper classes, but exceptional individuals
Expert Negotiator: The connector is
of any background can rise to prominence
a master of one-to-one dealings and per-
with this class.

211
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Table 7–4: The Connector Game Rule Information


Level Base Attack Fort Ref Will Defence Bonus Special
1
2
+0
+1
+0
+0
+0
+0
+2
+3
+0
+0
Influence focus, Negotiator
Bonus feat T he rules for playing a cybernaught
are described below.
3 +1 +1 +1 +3 +1 Bonus influence Requirements:
4 +2 +1 +1 +4 +1 Expert negotiator, influence focus
5
6
+2
+3
+1
+2
+1
+2
+4
+5
+1
+2
Bonus feat
Bonus influence, winning smile T o qualify for the cybernaught
advanced class, a character must
meet the following requirements:
7 +3 +2 +2 +5 +2 Sow distrust
Skills: Knowledge (industry) 5 ranks
sonal interaction. Whilst different char- he is attempting to persuade, as well as Engineer (ethertech) 5 ranks
acters have different styles in which they the name of the character towards which Engineer (mechanical) 5 ranks
approach such situations, all are masters of the target’s distrust will be directed. The Feat: Major Cybernaughtic App
interpersonal dealings. Choose two skills target must be able to hear and understand Talent: Improved Tolerance
from the following list: Bluff, Diplomacy, the connector and cannot be threatened or Hit Dice
Intimidate, Resolve, and Sense Motive. under attack from the connector.
The connector receives a +2 competence
bonus to any uses of these skills where he
The target makes a Will save. The DC
is equal to 10 + connector’s class level + C ybernaughts gain 1d12 hit points at
each level, adding their Constitu-
tion modifier to the die roll.
is dealing with a single individual. connector’s Charisma bonus. If the tar-
Winning Smile: At 6th level, the con- get fails the save, his attitude toward the Scope Points
nector develops such a force of personal designated character worsens by one
magnetism that he can convince a single
target to regard him as a trusted friend.
step: Helpful turns to friendly, friendly
to indifferent, indifferent to unfriendly,
C ybernaughts gain 1d6 Scope hit
points at each level, adding their
Charisma modifier to the die roll.
Convincing someone in this manner is a unfriendly to hostile (see the Diplomacy
full-round action. However, if the target skill in Chapter 2: Traits). Class Skills
is currently being threatened or attacked The target makes a Will save whenever
by the connector or his allies, this ability
doesn’t work.
the connector uses this talent against him.
As long as the target continues to fail the
T he cybernaught has the following
class skills: Engineer (ethertech,
mechanical, structural) (Int), Knowledge
The target makes a Will saving throw to Will save, the connector can continue (current events, industry) (Int), Muni-
avoid being persuaded by the connector’s taking full-round actions to worsen the tions (Int), Navigate (Int), Pilot (civilian,
words and actions. The DC is 10 + target’s attitude towards a designated military) (Dex), Resolve (Cha), Scope
connector’s class level + connector’s Cha- character. When the target’s attitude Use (remote) (Int), and Survival (Wis).
risma bonus. If the save fails, the target drops to hostile, he attacks the designated Skill Points at each level: 3 + Int
is affected. This ability doesn’t enable the character. A successful Will save doesn’t modifier.
connector to control the target, but the restore previous attitude shifts, but it does
target perceives the connector’s words and render the target immune for 24 hours to Influences

Y
actions in the most favourable way. The further attempts by the connector to sow our social template determines the
connector can try to give the target orders, distrust. The connector can’t use this tal- influences available to your charac-


but he must win an opposed Diplomacy ent on his allies. This is a language-depen- ter. The cybernaught receives the follow-
against Resolve check to convince the dent, mind-affecting ability. ing number of points to spend on influ-
target to perform any actions the target ences:
wouldn’t normally undertake. The target Influence Points at each level: 1.
never obeys suicidal or obviously harmful
orders, and any act by the connector or Cybernaught Class Features
his allies that threatens the target breaks
the mood and clears the target’s head.
Otherwise, a target remains won over for C ybernaughts are the most extensive
users of cybernaughtic technology.
From the hulking industrial labourers of
A ll of the following are class features
of the cybernaught class.
1 minute per connector level. After the Greater Improved Tolerance: The
duration expires, the GM determines the the Great Metropolis’s docks to the sleek cybernaught employs powerful cyber-
reaction and attitude of the target based cyber-jaegers of the New Reich, many find naughtic systems and his body learns to
on what the connector compelled the the sacrifice of flesh for iron and steam accept these intrusive augmentations.
target to do. This is a language-dependent, augmentation a worthwhile exchange. This class feature functions identically the
mind-affecting ability. Whatever their focus and enhancements, enginaught talent of the same name. If the
Sow Distrust: A connector of 7th level all cybernaughts represent the extremes of character already possesses the enginaught
can turn one character against another. cybernaughtic technology and its impact class talent, he gains no further bonus.
The connector must spend a full-round upon the world. Whether for good or ill is Bonus Feat: At 2nd and 5th level, the
action and know the name of the character a matter many still debate. cybernaught gains a bonus feat from the

212
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Level
1
Base Attack
+0 +2
Table 7–5: The Cybernaught
Fort Ref
+0
Will
+0
Defence Bonus
+1
Special
Greater improved tolerance
Explorer

2 +1 +3 +0 +0 +2 Bonus feat

D
3 +2 +3 +1 +1 +2 Body repairs espite Etherspace’s status as the
4 +3 +4 +1 +1 +3 Supreme tolerance new frontier in exploration, the
5 +3 +4 +1 +1 +4 Bonus feat wonders of nature still draw many, as the
6 +4 +5 +2 +2 +4 Enhance cybernaughtics instinct to challenge nature and advance
7 +5 +5 +2 +2 +5 Body of iron civilisation and understanding remains
strong in humanity. From bold adven-
following list (all usual requirements equal to the character’s cybernaught tures facing the barriers, natural and
must be met): level, beginning when he chooses to unnatural, of China’s lands to the fron-
Brawl, Civilian Vehicle Operation, Endur- activate the enhancement, which can be tiersmen of the Savage South, explor-
ance, Great Fortitude, Major Cybernaugh- any time after the modification is made. ers exemplify a desire to learn from the
tic Appliance, Master Engineer, Military However, a cybernaughtic app may only natural world and reveal its secrets or its
Vehicle Operation, Minor Cybernaughtic have one enhancement at a time. After hidden wealth.
Appliance, Spirited, Toughness (body), the duration of the enhancement ends,
Vehicle Operation. the application returns to its normal
Body Repairs: So integral are the state, and the cybernaught must make
Game Rule Information
cybernaught’s augmentations that
they are as important to his survival
as his flesh and blood. As a result, all
a repair percentile roll. The result of the
role indicates whether the application
requires repairs before it can be used
T he rules for playing an explorer are
described below.
Requirements:
cybernaughts learn to ensure they are again. Should the cybernaughtic app
familiar as possible with the function-
ing of their cybernaughtics. At 3rd level,
require repair, use the standard rules for
repair under the Engineer (mechanical) T o qualify for the explorer advanced
class, a character must meet the fol-
lowing requirements:
the character adds +4 to all Engineer skill in Chapter 2: Traits.
(ethertech) and Engineer (mechanical) Body of Iron: Cybernaughts are the Skills: Knowledge (linguistics) 5 ranks
checks to diagnose malfunctions in his truest expression of the synergy that can Navigate 5 ranks
cybernaughtics and repair damage to exist between man and machine, their Resolve 5 ranks
his own cybernaughtic applications. cybernaughtic components becoming as Feat: Guide
Supreme Tolerance: As they inte- natural to them as flesh and bone. At 7th Hit Dice
grate increasing amounts of applications level, a cybernaught’s Constitution score is
into their bodies, cybernaughts develop
a natural harmony between their physi-
considered to be an additional 4 points
higher (a total of +8 including the bonus- E xplorers gain 1d8 hit points at each
level, adding their Constitution
modifier to the die roll.
cal and mechanical parts. At 4th level, es to Constitution from Improved Toler-
cybernaughts apply the Constitution ance, Greater Improved Tolerance and Scope Points
bonus effect from Greater Improved Supreme Tolerance) when calculating all
Tolerance to all cybernaughtic-related
tolerance calculations, total tolerance,
tolerance-related effects of cybernaugh-
tics, including total tolerance, healing
E xplorers gain 1d6 Scope hit points
at each level, adding their Charisma
modifier to the die roll.
healing rates, and minimum Constitu- rates, and minimum Constitution.
tion, not just the minimum Constitu- Class Skills
tion needed for an application. Table 7–6: Cybernaughtic
Enhance Cybernaughtics: Such is a
cybernaught’s knowledge of his applica-
Enhancement Engineer DCs
Enhancement Engineer DC Repair Chance
T he explorer has the following class
skills: Balance (Dex), Climb (Str),
Diplomacy (Cha), Handle Animal (Cha),
tions that he can temporarily boost his Weapon Systems
Intimidate (Cha), Knowledge (art, cur-
effectiveness, albeit at the risk of dam- +1 to attack or damage 15 01–25
rent events, history, linguistics, mystical
aging the applications and needing time +2 to attack or damage 20 01–50
philosophy, natural philosophy) (Int),
to repair them. By spending 1 hour and +3 to attack or damage 25 01–75
Listen (Wis), Navigate (Int), Research
making a Engineer (ethertech) or Engi- +5 ft. to range increment 15 01–25
(Int), Resolve (Cha), Ride (Dex), Sense
neer (mechanical) check (as appropriate) +10 ft. to range increment 25 01–50
Motive (Wis), Spot (Wis), Survival
a 6th-level cybernaught can make the Cybernaughtic Devices
(Wis), and Swim (Str).
stated adjustments to his applications +1 equipment bonus 15 01–25
Skill Points at each level: 7 + Int modifier.
at the DC listed on Table 7–6: Cyber- +2 equipment bonus 20 01–50
naughtic Enhancement Engineer DCs. +3 equipment bonus 25 01–75 Influences

Y
Characters may not take a 10 or a 20 Cybernaughtic Augmentation
our social template determines the
on this check. If the check succeeds, +1 attribute bonus 25 01–50
influences available to your charac-
the effect lasts for a number of minutes +2 attribute bonus 30 01–75
ter. The explorer receives the following

213
THE ADVANCING CHARACTER
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number of points to spend on influences: example, use the acquisition DC of a small


Influence Points at each level: 2. tent to calculate the DC of the Survival
check to build a shelter out of leaves.
Class Features Only objects that can normally be
used more than once can be impro-
A ll of the following are class features
of the explorer class.
Wilderness Instincts: Such is their
vised. For example, an explorer
cannot build a grenade, as it is
only usable once. You cannot
natural attunement to the world and envi- improvise ethertech or com-
ronment around them that explorers pos- plex mechanical devices using
sess a formidable ability to orient them- this class feature. Once put
selves. Beginning at 1st level, characters into use, the object created
add a bonus equal to their explorer class lasts for a number of rounds
level on all Survival checks to avoid get- equal to the explorer’s class
ting lost and to avoid obstacles. level, or until the end of an
Bonus Feat: At 2nd and 5th level, the encounter (GM’s discretion),
explorer gains a bonus feat from the fol- as appropriate, at which point
lowing list (all usual requirements must the object becomes unusable.
be met): Objects created through this fea-
Academic, Animal Affinity, Alertness, Endur- ture cannot be repaired.
ance, Field Medic, Iron Will, Personal Fire- Urban Survival: Even in the heart
arms Proficiency, Toughness (body), Track. of the greatest city, man unknowingly
Wilderness Knowledge: To survive in follows nature’s laws. An experienced
any environment, an understanding of the explorer can put his skills and senses to
patterns of survival and the flora and fauna or roads within 3 miles; the temperature,
good use in civilised settings, although
that can be lived off is essential. This class within 5 degrees; the present latitude,
some might question the propriety of


feature functions identically to the pursuer within 5 degrees; or the weather for the
the character’s natural way of doing
talent of the same name. If the character next 8 hours.
things. At 6th level, the character can
already possesses this talent, he instead use his Survival skill in an urban envi-
gains a bonus to all Survival checks to ronment to follow tracks, find (or lose)
get along in the wild (see the Survival individuals in the urban maze, find safe
skill in Chapter 2: Traits) equal to his refuges, and avoid hazards particular to
Industrialist
explorer level, or vice versa if he first city environments, such as industrial
gains this class feature and then the
pursuer talent of the same name.
waste sites, using the DCs of equiva-
lent wilderness tasks as listed under the
I t is industry and commerce that drive
Empires, and industrialists under-
stand this is a route to social progression.
Improvised Equipment: To achieve Survival skill (see the Skills section in From Northumbrian industrial barons
their goals, explorers must often impro- Chapter 2: Traits). to American corporate executives, hands
vise. At 4th level, an explorer gains the Lay of the Land: Explorers are on or hands off, industrialists bring inno-
ability to improvise solutions using nat- experts at using natural and environ- vation and profit to their business inter-
ural or common objects and his practi- mental clues to understand and predict ests and so garner influence for them-
cal survivalist knowledge. By spending 1 information. After spending 1 minute selves. Business can be cutthroat and
minute and combining natural/common studying an area, a 7th-level explorer can many industrialists fall prey to avarice,
objects, the explorer can build a tool or attempt a DC 15 Survival check to deter- yet some strive to better the workforce.
device to deal with a situation. To create mine any two of the following pieces of All are pragmatic when it comes to busi-
the object, he makes a Survival check (DC information: the location of the nearest ness, embracing new technology and its
5 + the acquisition DC of the object that river or stream; the time of day, within 15 application to business.
closely matches the desired function). For minutes; any one compass point; any trails

Table 7–7: The Explorer Game Rule Information


Level
1
2
Base Attack
+0
+1
Fort
+1
+2
Ref
+1
+2
Will
+1
+2
Defence Bonus
+1
+1
Special
Wilderness Instincts
Bonus feat
T he rules for playing an industrialist
are described below.
Requirements:
3 +2 +2 +2 +2 +2 Wilderness knowledge
4
5
6
+3
+3
+4
+3
+3
+3
+3
+3
+3
+3
+3
+3
+2
+3
+3
Improvised equipment
Bonus feat
Urban survival
T o qualify for the industrialist
advanced class, a character must
meet the following requirements:
7 +5 +4 +4 +4 +4 Lay of the land Influence: Industrial 5 ranks

214
THE ADVANCING CHARACTER
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(Wis), and Scope Use (remote) (Int). to any contested checks made using his
Skill Points at each level: 7 + Int Industrial influence.
modifier. Wealth and Status: In the Etheric
Influences Age, new money has carved a niche for
itself and looks for room to grow. Indus-

Y our social template deter-


mines the influences avail-
able to your character. The
trialists represent the dynamic force of
industry and are well regarded in certain
circles. At 6th level onwards, the charac-
industrialist receives the fol- ter adds a bonus equal to half his indus-
lowing number of points to trialist class level, rounded up, to any
spend on influences: standing checks (see Table 2–74) made
Influence Points at each using his Industrial influence.
level: 4. Business and Society: As time has
gone on, business and society have
Class Features become more interlinked, through corpo-
rations and the rise of the business classes.
A
class.
ll of the following are class
features of the industrialist
Throughout the industrialised world,
prominent industrialists can make their
reputation and power work for them at
Business Resources: Industrialists
many levels of society. A 7th-level indus-
can draw upon the wealth and prestige
trialist may attempt to use his Industrial
generated by their business to acquire
influence as any other type of influence
goods more easily. The character adds a
when making any influence check. The
bonus equal to half his industrialist class
industrialist takes a –4 penalty on this
Skills: Knowledge civics 5 ranks level, rounded up, to any acquisition checks
roll and may not use this ability more
Knowledge industry 5 ranks made to purchase items or services with
than a number of times per week equal to
Wealth Bonus: +12 the Industrial influence restriction.
his Intelligence modifier. In addition, the
Bonus Feat: At 2nd and 5th level, the
Hit Dice character cannot use his industrialist class


industrialist gains a bonus feat from the
features (shrewd businessman and wealth
Industrialists gain 1d6 hit points at
each level, adding their Constitution
modifier to the die roll.
following list (all usual requirements must
be met):
Academic, Bureaucrat, Improved Upload
and status) to modify his roll.

Learning, Influential, Master Engineer, Per-


Scope Points
suasive, Upload Savant, Windfall. Occult
Industrialists gain 1d6 Scope hit points
at each level, adding their Charisma
modifier to the die roll.
Muck ’n’ Brass: “Where there’s muck,
there’s brass,” the saying goes, and most
industrialists know wealth doesn’t come
Investigator
Class Skills
easy — sometimes you have to get dirty,
one way or another. However, at 3rd level, T he world of Etherscope is full of
unexplained occurrences and mys-

T he industrialist has the following the character’s actions pay off and he gains terious forces. Etherspace is known to
class skills: Bluff (Cha), Diplo- a +3 wealth bonus. be the source of a number of psychic and
macy (Cha), Engineer (chemical, Shrewd Businessman: You don’t do occult phenomena, such as object reading
ethertech, mechanical, pharmaceuti- well in business unless you know a good and telepathy. Some think that Ether-
cal, structural), (Int), Intimidate (Cha), deal from a bad one, or how to change space is inhabited by demons or alien enti-
Knowledge (civics, current events, one into the other. At 4th level onwards, ties beyond human comprehension. The
industry) (Int), Listen (Wis), Research the character adds a bonus equal to half occult investigator combines the skills of
(Int), Resolve (Cha), Sense Motive his industrialist class level, rounded up, the detective with a greater understanding
of the dark forces to solve the unexplained
Table 7–8: The Industrialist and unexplainable.
Level
1
Base Attack
+0
Fort
+0
Ref
+0
Will
+2
Defence Bonus
+0
Special
Business resources
Game Rule Information
2
3
4
+1
+1
+2
+0
+1
+1
+0
+1
+1
+3
+3
+4
+1
+1
+1
Bonus feat
Muck ’n’ brass
Shrewd businessman
T he rules for playing an occult investi-
gator are described below.
Requirements:
5 +2 +1 +1 +4 +2 Bonus feat
6
7
+3
+3
+2
+2
+2
+2
+5
+5
+2
+2
Wealth and status
Business and society T o qualify for the occult investigator
advanced class, a character must

215
THE ADVANCING CHARACTER
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A P T E R №

meet the following requirements: Obvious clues, such as spellbooks, are DC


Influence: Occult 1 rank 10. Unclear clues, such as occult symbols
Skills: Investigate 5 ranks jotted down on a notepad, are DC 15.
Knowledge (mystical phil- Obscure clues, such as a short pas-
osophy) 5 ranks sage of text in Latin, are DC 20,
Resolve 5 ranks and cryptic clues, such a hidden
Feat: Attentive reference to a secret society in a
Hit Dice newspaper article, are DC 25.
The crime scene modifiers that

O ccult investigators gain 1d6 hit


points at each level, adding their
Constitution modifier to the die roll.
usually apply to the Investigate
skill apply to this skill check.
Bonus Feat: At 2nd and
Scope Points 5th level, the occult investiga-
tor gains a bonus feat from the

O ccult investigators gain 1d6 Scope


hit points at each level, adding their
Constitution modifier to the die roll.
following list (all usual require-
ments must be met):
Academic, Alertness, Archaic
Class Skills Weapons Proficiency, Deceptive, Iron
Will, Literate, Meticulous, Personal
T he occult investigator has the fol-
lowing class skills: Bluff (Cha),
Concentration (Con), Diplomacy (Cha),
Firearms Proficiency, Spirited.
Occult Resistance: The occult
investigator is often exposed to occult
Disguise (Cha), Forgery (Int), Intimi- energies, and becomes resistant to their
date (Cha), Investigate (Int), Knowl- effects. At 3rd level, he gains a +2 bonus
edge (art, civics, current events, history, tify the perpetrator of a given crime he is
on saving throws required due to the
linguistics, mystical philosophy) (Int), investigating upon meeting them, but not
results of an Occult, Psychic or Spirit
Listen (Wis), Research (Int), Resolve any of the details or proof required to take
Medium skill check. At 6th level, this
(Cha), Search (Int), Sense Motive (Wis), further steps. The character activates this
bonus increases to +4.
and Spot (Wis). power by spending an excellence point and
Occult Connections: Through his
Skill Points at each level: 9 + Int modifier. making a DC 15 Sense Motive check. If
respected investigations and noteworthy
successful, the occult investigator knows
Influences research into the occult, the character has
that the character he is facing has com-
gained a great deal of respect amongst the
Y our social template determines the
influences available to your charac-
ter. The occult investigator receives the
occult community. From 4th level, the
character’s access to the Occult influence
mitted the crime. If the perpetrator of the
crime is in the employ of another charac-
ter, the occult investigator becomes aware
improves by one grade. If Occult influ-
following number of points to spend on of this and can then make a sixth sense
ence is an extra influence, it is now a cross-
influences: check when he comes into contact with
template influence; if it is a cross-template
Influence Points at each level: 3. the mastermind. In order to maintain the
influence, it now counts as a template
mystery on a failed check, the GM should
influence. If it was already a template influ-
Class Features ence, the character gains a +2 bonus to any
make the die rolls for the character in
secret and simply tell the character when
A ll of the following are class features
of the occult investigator class.
Occultist: Many occult investiga-
checks made with his Occult influence.
Sixth Sense: Whether due to their
great skill, or an effect of his dealings with
his sixth sense kicks in.
Disrupt Power: At 7th level, the occult
investigator is able to spot an occult power
tors are skilled occult practitioners. Any the supernatural, the character gains a
as it is being used and attack the opponent
Occult, Psychic, or Spirit Medium skills sixth sense for determining the secrets
to disrupt the power. The character makes
which the character has as class skills, involved in any investigation. An occult
a Spot check at DC 20 to detect the power
through purchase of the appropriate tal- investigator of 6th level can instantly iden-
ents from a basic class, are considered class
skills of the occult investigator. Table 7–9: The Occult Investigator
Paranormal Deduction: The char- Level Base Attack Fort Ref Will Defence Bonus Special
acter is an expert in investigating real or 1 +0 +0 +0 +2 +0 Occultist, paranormal deduction
false occult phenomenon. He can make a 2 +1 +0 +0 +3 +0 Bonus feat
Knowledge (mystical philosophy) check 3 +2 +1 +1 +3 +1 Occult resistance +2
to determine the occult significance of 4 +3 +1 +1 +4 +1 Occult connections
any clues in a given investigation. The DC 5 +3 +1 +1 +4 +1 Bonus feat
for this check depends upon how obvi- 6 +4 +2 +2 +5 +2 Sixth sense, occult resistance +4
ous the occult significance of the clue is. 7 +5 +2 +2 +5 +2 Disrupt power

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engineers of all varieties, ether is a sub- (Int), Research (Int), and Scope Use
stance that enables the creation of struc- (immersed, remote) (Int).
tures, machines, and devices impossible Skill Points at each level: 7 + Int modifier.
outside the Scope. Program crafters Influences
are the characters who have learnt
how to craft the essence of Ether-
space and build the domains of
the Scope. Unlike their Scope-
Y our social template determines the
influences available to your char-
acter. The program crafter receives the
riding contemporaries, a pro- following number of points to spend on
gram crafter is not necessarily influences:
an immersed user of the Scope. Influence Points at each level: 1.
Whilst more time consuming
for the uninitiated, crafting a Class Features
program remotely is no more
challenging than performing
the activity whilst immersed.
A ll of the following are class features
of the program crafter class.
Greater Program: The program craft-
er is capable of crafting Scope programs of
Game Rule much greater complexity than other char-
Information acters. The levels in this class are added to
the maximum complexity level the charac-
T he rules for playing a program
crafter are described below.
ter can craft, which is normally based on
his Intelligence modifier. See the Scope
Requirements: Use skill in Chapter 2: Traits for more

T
use. He may then, as an attack of oppor- o qualify for the program crafter details on program complexity levels.
tunity, attack the character attempting to advanced class, a character must Bonus Feat: At 2nd and 5th level, the
use the occult power. Remember that only meet the following requirements: program crafter gains a bonus feat from
melee attacks can be attacks of oppor- Skills: Scope Use (either) 5 ranks the following list (all usual requirements
tunity (see “Attacks of Opportunity” in Engineer (ethertech) 5 ranks must be met):
Chapter 4: Combat). If this attack hits, it Feats: Scope Raider or Tinkerer Academic, Bureaucrat, Improved Upload
forces the target to make a Concentration Learning, Iron Will, Literate, Master
Hit Dice Engineer, Meticulous, Military Scientist,
check at a DC equal to 15 plus the dam-

P
age dealt or the target is unable to manifest rogram crafters gain 1d6 hit points Scope Raider.
the power. Any cost of the power, such as at each level, adding their Constitu- Scope Use Master: At 3rd level, the


an excellence point cost, is still paid by the tion modifier to the die roll. program crafter receives a +2 bonus on
character attempting to use the power. Scope Use (immersed) checks.
Scope Points Optimise Device: At 3rd level, the

Program
P rogram crafters gain 1d8 Scope hit
points at each level, adding their
Charisma modifier to the die roll.
program crafter becomes a master of the
simple programming used in control-
ling ethertech devices. He becomes able
to optimise the pathways of the device’s
Crafter Class Skills
control systems and maximise its efficien-

T he Etherscope is a vast realm forged


out of pure Etherspace. It contains
T he program crafter has the follow-
ing class skills: Engineer (ethertech,
mechanical, structural) (Int), Knowl-
cy and effectiveness. However, this is often
done at the expense of long-term wear.
The program crafter may spend one
many structures more fantastic than
edge (civics, current events, industry, excellence point and make an Engineer
their earthly counterparts — all built by
natural philosophy) (Int), Munitions (ethertech) check to improve an ethertech
the program crafters. For architects and
device. DCs for this check are detailed in
Table 7–10: The Program Crafter Table 7–11: Optimise Device Check DCs.
The character cannot take 10 or 20 on this
Level Base Attack Fort Ref Will Defence Bonus Special
check. After modifications, the device
1 +0 +0 +0 +2 +0 Greater program
provides the listed equipment bonus on all
2 +1 +0 +0 +3 +0 Bonus feat
checks made with it.
3 +1 +1 +1 +3 +1 Scope use master, optimise device
Only devices that have ethertech com-
4 +2 +1 +1 +4 +1 Scope gremlin
ponents can be affected; those which are
5 +2 +1 +1 +4 +1 Bonus feat
simply mechanical cannot be altered. Each
6 +3 +2 +2 +5 +2 Enhanced transfer, Scope mastercraft
improvement requires 10 minutes to com-
7 +3 +2 +2 +5 +2 Spontaneous crafting

217
THE ADVANCING CHARACTER
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plete and the effects last for a number of the avatar’s Constitution penalty, plus To install the class feature of an
minutes equal to the character’s program the creator’s Intelligence modifier. Thus, advanced class, the DC is equal to 20 plus
crafter level, beginning when he acti- a program crafter with an Intelligence of the level at which the class gains the fea-
vates the enhancement, which can be 16 (+3 modifier) who takes a –3 penalty to ture. To install a prestige class feature, the
any time after the modification is made. his avatar’s Constitution creates a gremlin DC is 25 plus the level at which the class
After the duration expires, the GM with an Intelligence, Wisdom, and Cha- gains the feature.
makes a percentage check based on the risma of 9. None of the gremlin’s mental The creator does not need to have the
Repair Chance listed in Table 7–11. If ability scores can be above the ability score feats, special abilities, talents, or class fea-
the result shows that repair is required, of the program crafter. For example, if the tures that they are programming in, nor do
the device is useless until it can be program crafter in the above example had they need to have any ranks in a skill they
repaired with an Engineer (ethertech) a Wisdom score of 8, the gremlin’s Wis- wish to program into the gremlin.
check at the standard Repair DC (see dom score would be 8, but its Intelligence Table 7–12: Gremlin Statistics indi-
the Skills section in Chapter 2: Traits) and Charisma would be 9. cates the maximum numbers of skill ranks
before it can be used again. Otherwise, Once created, a Scope gremlin can be that a Scope gremlin can possess, based on
the device returns to normal. programmed with ability score bonuses, its size, its maximum ability scores, and its
For example, a program crafter could skills, feats, and class abilities to improve maximum number of feats, talents, and
enhance the Scope point he intends its effectiveness. The maximum potential class features (combined). For example,
to use to enter the Scope to give him a of Scope gremlins is shown in Table 7–12: a Medium Scope gremlin with 12 Intel-
bonus to his Scope Use (remote) checks Gremlin Statistics. Each individual skill, ligence can have the Power Attack and
whilst accessing the Scope from that feat, talent, or class ability installed into Cleave feats, the enhanced transfer I class
Scope point for the ability’s duration. the gremlin, or each increase of a physical feature (from the program crafter class),
ability score, requires a different Scope and the evasion talent (from the scoundrel
Table 7–11: Optimise Device Use skill check. Its Intelligence, Wisdom, class), but cannot have any more feats,
Check DCs and Charisma scores are determined by talents, or class features. It can have up to
Improvement Engineer (ethertech) DC Repair Chance
the seeding process described above and 6 ranks in any one skill and a total of 18
+1 equipment bonus 15 01–25
cannot be further increased. ranks across its skills.
+2 equipment bonus 20 01–50
The DCs for programming ability As an extension of the character’s
+3 equipment bonus 25 01–75
score bonuses, skills, feats, and class abili- consciousness in the Scope, the gremlin
Scope Gremlin: A 4th-level program ties depend upon what the character is cannot go rogue and disobey its creator
crafter can create an autonomous program attempting to program into the gremlin. or operate beyond its programming. Upon
construct, known as a gremlin. This is a A gremlin starts with Strength, Dex- dismissal of the gremlin, a free action,
similar process to making a drone, but the terity, and Constitution scores based on its the program crafter’s avatar’s Constitu-
gremlin created is capable of independent size, but the program crafter can increase tion penalty dissipates. If the gremlin is
action and thought. There are three steps these scores. To increase the gremlin’s destroyed, the penalty lessens at the rate
to creating a gremlin. ability scores requires a DC of 20 for +2 of one point per minute.
Firstly, the character must create and DC 25 for +4. Each ability score Enhanced Transfer: The program
the basic drone form using Scope Use is increased individually and cannot be crafter is used to finding his way through
(immersed or remote), although the drone increased by more than +4. the Scope, whether immersed or remote.
does not require a task component (see To program a skill into the gremlin, the At 6th level, the program crafter can treat
Chapter 2: Traits). Scope Use DC is 5, +5 per skill rank. Feats the domain class of a Scope domain he is
The second step is to seed the drone with and basic class talents are DC 20 each, but accessing as being one class better. For
some of the creator’s own personality or the gremlin must meet all prerequisites example, he would treat a class C domain
essence, turning it into a gremlin. This is a as normal. Thus, to program the gremlin is treated as a class B domain for deter-
dangerous process that invariably weakens with Cleave, the gremlin must have a mining his movement rates. This enhance-
the character’s Scope avatar, as the essence Strength score of 13 or higher and already ment stacks with similar abilities gained
used for the gremlin is unavailable to form possess the Power Attack feat. in other advanced classes. However,
the avatar. The character’s Scope avatar
takes a penalty to its Constitution (but Table 7–12: Gremlin Statistics
not Charisma). This penalty remains until Gremlin Size Skills Max Feats*/Talents/Class Features Max Str/Con Max Dex
the gremlin is destroyed or it rejoins the Max Ranks (1 skill) Max Ranks (total)**
program crafter. The size, Hit Dice, and Diminutive 4 8 + 4x Int mod 2 9 21
effectiveness of the gremlin are set with the Tiny 4 8 + 4x Int mod 3 11 19
creation of the drone in the first step, but Small 5 10 + 5x Int mod 4 13 17
the size of the Constitution penalty deter- Medium 6 12 + 6x Int mod 5 15 15
mines the mental ability scores of the crea- Large 7 14 + 7x Int mod 6 19 13
ture. The gremlin’s Intelligence, Wisdom, * Not including Improve Initiative or Toughness (avatar), which can be programmed into the base drone.
and Charisma scores are equal to twice ** These are in addition to the ranks the base drone gets in the three Scope skills.

218
THE ADVANCING CHARACTER
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no domain can be treated as more than Requirements: rounded down. For example, in a domain
three levels higher — from E to B, for where the base speed for all users is 40 feet,
example. Levels of enhanced transfer in
excess of three instead grant the char-
T o qualify for the Scope rider
advanced class, a character must
meet the following requirements:
the Scope rider’s base movement is 50 feet
(see Chapter 6: The Scope).
acter a movement bonus of +5 feet per Ride the Currents: This specialist
Skills: Scope Awareness 5 ranks
additional level within the domain. ability enables the character to travel the
Scope Resilience 5 ranks
Scope Mastercraft: At 6th level, the open Etherspace between cities and leave
Scope Use (immersed) 5 ranks
program crafter is a master in his field. the confines of the domains in which
Feat: Scope Raider
He may choose to make any program he all Etherscope exploration is normally
crafts a mastercraft program. The DC Hit Dice bound. Normally, when you are in empty
to attempts to degrade a mastercraft Etherspace, a grey/black formless void
program increases by +5. Mastercraft
drones have +2 maximum Scope skill
S cope riders gain 1d6 hit points at
each level, adding their Constitution
modifier to the die roll.
where physical direction and orientation
are meaningless, you must locate your
ranks (see the Skills section of Chapter target destination. This requires a Scope
2: Traits). Creating a mastercraft pro- Scope Points Awareness skill check at the usual DC

S
gram increases its complexity level by 1. cope riders gain 1d8 Scope hit points (30). See “Locate Domain” under the
Spontaneous Crafting: At 7th at each level, adding their Charisma Scope Awareness skill in Chapter 2: Traits
level, the character becomes a master modifier to the die roll. for full details. Once the target is located,
of crafting programs, whether inside you can ride the currents of Etherspace
or outside of the Scope. The character Class Skills to it. If you wish to take others with you
chooses immersed or remote. Crafting
a program using the chosen Scope Use
(immersed or remote) skill is now an
T he Scope rider has the following
class skills: Bluff (Cha), Disguise
(Cha), Engineer (ethertech) (Int), Escape
between domains, you must make a Scope
Use (immersed) skill check at a DC equal
to 15 plus the number of companions.


attack action (see the Scope Use skill in Artist (Dex), Hide (Dex), Knowledge The time taken to travel depends upon
Chapter 2: Traits). (current events, industry) (Int), Move the Etherspace distances, measured in
Silently (Dex), Scope Awareness, Scope minutes, between locations (see Table
Resilience, Scope Use (immersed) (Int), 7–14 for distances between the different
Search (Int), and Sense Motive (Wis). cities of Etherspace). To enter the domain
Scope Rider Skill Points at each level: 5 + Int modifier. at a specified point requires a further
Scope Awareness check at the standard
S cope riders are the heroes and vil-
lains of the Scope. They are adept at
Influences
DC (35) to target the location and then
breaking off the rails imposed by govern-
ment controllers and exploring the great
Y our social template determines the
influences available to your charac-
ter. The Scope rider receives the follow-
another minute to travel to it before open-
ing the portal (see “Locate Domain” under
the Scope Awareness skill in Chapter 2:
unknown wilderness of Etherspace. Many ing number of points to spend on influ- Traits for full details).
are the scourge of industry and government ences: Bonus Feat: At 2nd and 5th level, the
alike, uncovering methods to hack into Influence Points at each level: 2. Scope rider gains a bonus feat from the
the secrets of protected domains and dis- following list (all usual requirements
tributing them for the greater good. Oth-
ers enter the domains of enemy nations
Class Features must be met):
Armour Proficiency (light), Deceptive,
and act as spies and saboteurs. Some such
Scope riders act out of simple patriotic
zeal. Some are professionals playing their
A ll of the following are class features
of the Scope rider class.
Enhanced Scope Movement: The
Dodge, Improved Initiative, Improved
Upload Learning, Lightning Reflexes, Minor
Cybernaughtic App, Personal Firearms Pro-
own role in the Great Game, whilst others Scope rider is able to move his avatar much ficiency, Upload Savant.
sell their abilities for cold hard cash. The quicker through Etherspace. His base Expert Hacker: The character with
Scope holds many secrets, and Scope rid- movement increases by 5 feet for every 20 this ability is expert at defeating security.
ers balance risk against reward every time feet of base movement of the domain class, At 3rd level, he receives a +4 bonus to any
they enter a forbidden domain, which is
often. Whatever their purpose Scope rid- Table 7–13: The Scope Rider
ers have become a permanent fixture in Level Base Attack Fort Ref Will Defence Bonus Special
the world and are the high-tech rogues of 1 +0 +0 +1 +1 +1 Enhanced Scope movement, ride the currents
the Etheric Age. 2 +1 +0 +2 +2 +2 Bonus feat
3 +1 +1 +2 +2 +2 Expert hacker, Scope master
Game Rule Information 4 +2 +1 +3 +3 +3 Stealthy avatar, enhanced transfer I

T he rules for playing a Scope rider 5 +2 +1 +3 +3 +4 Bonus feat


are described below. 6 +3 +2 +3 +3 +4 Enhanced transfer II
7 +3 +2 +4 +4 +5 Degrading touch

219
THE ADVANCING CHARACTER
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A P T E R №

Scope. At 4th level, he develops the acter a movement bonus of +5 feet per
ability turn his Scope avatar almost additional level within the domain.
invisible. To do so, he spends an Degrading Touch: This ability is the
excellence point makes a DC 25 pinnacle of the Scope rider’s hacking
Scope Resilience check. If suc- skills, allowing him to make a defeat secu-
cessful his avatar becomes rity or degrade programming Scope Use
transparent — blurred and (immersed) check as an attack action. He
faint almost to the point can also use this ability to attack another
of invisibility. The Scope character’s avatar, a gremlin, or a drone.
rider gains a +10 bonus Doing so requires a touch attack and
on any Scope Awareness deals 1d3 points of Constitution damage
checks to avoid being to the target. This does not affect a target
seen and can move at the avatar’s controller’s Constitution or Cha-
base movement rate and risma scores and does not affect an ava-
suffers no penalty to hid- tar’s Charisma. If an avatar is reduced to
ing and moving silently. 0 Constitution by this attack, its control-


This ability lasts as long ler is ejected from the Scope and takes
as the character takes no 1d3 points of Charisma damage.
offensive action or any action
that would provoke an attack of
opportunity.
Enhanced Transfer: The Scope Scope Warrior
rider is used to finding his way through

Scope Use (immersed) skill checks made


to defeat security.
the Scope, whether immersed or remote.
Beginning at 4th level, he can treat a W hilst others may be better able to
bypass defences or alter the fab-
ric of the Scope, none surpass the virtual
domain’s class as being one class better
Scope Master: The Scope rider is the for determining his movement rates. combat skills of the Scope warrior. These
master of the Etherscope. Choose two (He treats a class D domain as a class new warriors seem to mingle with the
of the following skills: Scope Aware- C domain, for example.) At 6th level, fabric of the Scope, surpassing the limi-
ness, Scope Resilience, or Scope Use he can treat the domain class as being tations imposed by programs and the
(immersed). You receive an additional +2 two classes better. (He treats a class structuring of Etherspace. Weaker than
virtual ranks to the chosen skills that can D domain as a class B domain.) This other combat specialists in Prime Real-
increase these skills beyond their normal enhancement stacks with similar abilities ity, Scope warriors are the premier fight-
maximum ranks. These ranks count when gained in other advanced classes. How- ing force in the ether reality. From heroic
using the skill, but not when meeting any ever, no domain can be treated as more raiders seeking to free the masses, to
requirements for feats or advanced classes. than three levels higher — from E to B, loyal virtual soldiers in the wars between
Stealthy Avatar: The Scope rider is for example. Levels of enhanced transfer the great powers, Scope warriors can be
a master of escaping enemies within the in excess of three instead grant the char- found at the Etheric Age’s front lines,

Table 7–14: Ride the Currents Distances Between Scope Cities (in minutes)
New London
(Britain)

Royal Barracks
9 (Britain)

Aetherdam
10 17 (Holland)

Xanadu
23 32 19 (Ottoman Empire)

The
36 38 30 14 Pleasure Domes
(Independent)

Centropolis
37 39 35 24 15 (USA)

34 42 27 18 23 32 Schopheim

Haven
47 53 39 25 10 19 18 (Scope riders)

64 66 65 38 32 16 59 27 Kabuki (Japan)

220
THE ADVANCING CHARACTER
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waging wars on battlefields unimagina- Table 7–15: The Scope Warrior


ble to the warriors of the past. Level Base Attack Fort Ref Will Defence Bonus Special
1 +0 +1 +1 +0 +1 Enhanced transfer I
Game Rule Information 2 +1 +2 +2 +0 +1 Bonus feat

T
3 +2 +2 +2 +1 +2 Scope combatant +2
he rules for playing a Scope warrior
4 +3 +3 +3 +1 +2 Enhanced transfer II
are described below.
5 +3 +3 +3 +1 +3 Bonus feat
Requirements: 6 +4 +3 +3 +2 +3 Combat upload, Scope combatant +4

T o qualify for the Scope warrior 7 +5 +4 +4 +2 +4 Enhanced transfer III


advanced class, a character must
Motive (Wis), Spot (Wis), Survival Scope Combatant: Due to her immer-
meet the following requirements:
(Wis), and Tumble (Dex). sion into the flow of Etherspace, a Scope
Base Attack Bonus: +2
Skill Points at each level: 5 + Int modifier. warrior becomes superior in her avatar
Skills: Scope Awareness 5 ranks
Influences form, effectively drawing upon the power
Feat: Improved Upload Learning
of Etherspace to empower her avatar when
Hit Dice
Y our social template determines the
influences available to your char-
fighting in the Scope. At 3rd level, the
character treats her Scope Use (immersed)
S cope warriors gain 1d8 hit points at
each level, adding their Constitution
modifier to the die roll.
acter. The Scope warrior receives the
following number of points to spend on
as 2 ranks higher when calculating her
avatar’s base attack bonus and her Scope
influences: Awareness as 2 ranks higher when calcu-
Scope Points Influence Points at each level: 2. lating her avatar’s Defence bonus. At 6th

S cope warriors gain 1d10 Scope hit level, these bonuses increase to +4. These
points at each level, adding their Class Features bonuses stack with similar bonuses from
other classes.
Charisma modifier to the die roll.
Class Skills A ll of the following are class features
of the Scope warrior class.
Enhanced Transfer: The Scope war-
Combat Upload: Scope warriors excel
at synchronising combat programs to the

T he Scope warrior has the following


class skills: Bluff (Cha), Intimidate
(Cha), Jump (Str), Knowledge (current
rior harmonises with the flow of Ether-
space more than any other Scope user.
Scope environment around them, another
benefit of their harmony with Ether-
space. A 6th-level Scope warrior adds +4
She can treat a domain’s class as being one
events, tactics) (Int), Munitions (Int), to the maximum number of ranks she
class better for determining her movement
Navigate (Int), Pilot (military) (Dex), can upload in a fighting technique. These
rates. (She treats a class D domain as a
Scope Awareness (Int), Scope Resilience ranks stack with limits granted by feats
class C domain, for example.) At 4th level,
(Int), Scope Use (immersed) (Int), Sense such as Improved Upload Learning and
she can treat the domain class as being two
can take her over the normal rank limit on
classes better. (She treats a class D domain
skills for a character of her level. For exam-
as a class B domain.) At 7th level, she can
ple, an 8th-level character with fighting
treat the domain class as being three class-
techniques as a class skill and Improved
es better. (She treats a class D domain as
Upload Learning would normally be able
a class A domain.) This enhancement
to increase her fighting technique ranks up
stacks with similar abilities gained in
to a maximum of 11. With combat upload,


other advanced classes. However, no
she can increase her fighting technique
domain can be treated as more than
ranks to a maximum of 15.
three levels higher — from E to B,
for example. Levels of enhanced
transfer in excess of three instead
grant the character a movement
bonus of +5 feet per additional
Spy
level within the domain.
Bonus Feat: At 2nd and 5th
level, the Scope warrior gains a
K nowledge is power, and in the
Etherscope world many parties are
interested in power. Groups, nations, and
bonus feat from the following list individuals can all make use of spies and
(all usual requirements must be need to counter infiltration by the spies
met): of their rivals. From the stealthy and effi-
Acrobatic, Advanced Firearms Pro- cient corporate intelligence of the USA
ficiency, Advanced Upload Learn- to lone frontiersmen organising native
ing, Blind-Fight, Combat Martial Arts, intelligence on enemy interests, spies
Greater Upload Savant, Scope Raider, are the professional players in the intel-
Upload Savant.

221
THE ADVANCING CHARACTER
CH 7
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ligence business. Suave to ruthless, loyal


agents or freelancers, all spies share the
skills and motivation that make them a
specialised group whose services are cru-
cial to the success of many enterprises.

Game Rule Information


T he rules for playing a spy are
described below.
Requirements:

T o qualify for the spy advanced class,


a character must meet the following
requirements:
Influence: Intelligence 1 rank acter. The spy In addition, he
Skills: Knowledge (civics) 5 ranks receives the follow- gains the same bonus
Knowledge (current events) ing number of points to spend on when making Sense Motive checks
5 ranks influences: to oppose Bluff attempts, except feints.
Sense Motive 5 ranks Influence Points at each level: 4. Intelligence Network: People are
Hit Dice resources and the spy cultivates many
Class Features associations in order to gain the informa-
S pies gain 1d6 hit points at each level,
adding their Constitution modifier
to the die roll. A ll of the following are class features of
the spy class.
tion he needs. Beginning at 4th level, the
spy adds a +4 circumstance bonus to all
gather information checks using his influ-
Scope Points The Great Game: By the very nature ences.
of his work, a spy becomes embroiled in Skill Mastery: The life of a spy is full
S pies gain 1d6 Scope hit points at
each level, adding their Charisma
modifier to the die roll.
the global espionage community and its
machinations. His Intelligence influence
increases in its availability for purchase. If
of risk, but to succeed he knows he must
control his nerves and be able to rely upon
his skills in any circumstance. At 6th level,
Class Skills currently an extra influence, it becomes a he selects a number of skills from his class
cross-template influence; if a cross-tem-

T he spy class has the following class list equal to 3 + his Intelligence modifier.
plate influence, it becomes a template
skills: Bluff (Cha), Diplomacy When making a skill check using these
influence; and if a template influence, the
(Cha), Disguise (Cha), Escape Artist skills, he may take 10 even if stress and
character gains a permanent +2 bonus to
(Dex), Forgery (Int), Hide (Dex), Intimi- distractions would normally prevent him
all Intelligence influence checks.
date (Cha), Knowledge (civics, current from doing so.
Bonus Feat: At 2nd and 5th level, the
events, industry, linguistics, tactics) (Int), Loyal Unto Death: It is the spy’s
spy gains a bonus feat from the following
Listen (Wis), Move Silently (Dex), Navi- resistance to revealing his true cause that
list (all usual requirements must be met):
gate (Int), Pilot (civilian) (Dex), Research makes him so valuable, and feared, by
Alertness, Attentive, Combat Martial Arts,
(Int), Resolve (Cha), Ride (Dex), Search those who control knowledge and power.
Deceptive, Defensive Martial Arts, Meticu-
(Int), Sense Motive (Wis), Scope Use A 7th-level spy gains a +2 bonus on Will
lous, Persuasive, Stealthy.
(remote) (Int), and Survival (Wis). saving throws and a +4 bonus on Resolve
Hidden Motives: Since their lives often
Skill Points at each level: 7 + Int modifier. skill checks and attribute checks made to
depend upon knowing the truth without resist revealing his true allegiance or infor-


Influences revealing it, spies are experts on deception. mation relevant to his mission (GM’s dis-
At 3rd level, the spy gains a competence
Y our social template determines the cretion applies).
bonus equal to his spy level when making
influences available to your char- any Bluff check, except feinting in combat.
Table 7–16: The Spy
Level Base Attack Fort Ref Will Defence Bonus Special
Street
1 +0 +1 +0 +1 +1 The Great Game Mercenary
2 +1 +2 +0 +2 +1 Bonus feat
3
4
+2
+3
+2
+3
+1
+1
+2
+3
+2
+2
Hidden motives
Intelligence network S treet mercenaries are the warriors of
the Etherscope world who learn to
integrate their cybernaughtics with com-
5 +3 +3 +1 +3 +3 Bonus feat
6 +4 +3 +2 +3 +3 Skill mastery bat prowess. They are capable of utilising
7 +5 +4 +2 +4 +4 Loyal unto death equipment to the best of its ability and

222
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to maximise the effectiveness of attacks. Table 7–17: The Street Mercenary


Often employed at street level, hence the Level Base Attack Fort Ref Will Defence Bonus Special
moniker, street mercenaries can be found 1 +1 +1 +0 +0 +1 Contacts
working for crime bosses or whoever 2 +2 +2 +0 +0 +1 Bonus feat
can pay them a living wage. Often they 3 +3 +2 +1 +1 +2 Weapon focus
are discharged soldiers who have little 4 +4 +3 +1 +1 +2 Improved tolerance
to offer society other than a proficiency 5 +5 +3 +1 +1 +3 Bonus feat
for violence. Others are found in higher 6 +6 +3 +2 +2 +3 Field repair
classes: daring military officers who have 7 +7 +4 +2 +2 +4 Weapon specialisation
seen battle and required cybernaughtics
to recover from injury. Such people, how- Scope Points Firearms Proficiency, Improved Initiative,
ever, rarely refer to themselves as “street Major Cybernaughtic App, Point Blank
mercenaries.” Hunters, whether profes-
sional or upper class hobbyists, can gain S treet mercenaries gain 1d6 Scope
hit points at each level, adding their
Charisma modifier to the die roll.
Shot, Power Attack, Precise Shot, Strafe,
Streetfighting, Sunder.
an advantage from integrating cyber- Weapon Focus: The street merce-
naughtics with their hunting techniques. Class Skills nary is a skilled fighter. At 3rd level, he
gains a +1 bonus to hit with a selected
Game Rule Information T he street mercenary has the follow-
ing class skills: Bluff (Cha), Climb weapon. He may choose to select a
cybernaughtic attachment as his weapon
T he rules for playing a street merce-
nary are described below.
(Str), Engineer (ethertech, mechanical)
(Int), Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (current events,
focus for this feature.
Improved Tolerance: With this ability,
Requirements: gained at 4th level, the street mercenary
tactics), Move Silently (Dex), Muni-
is able to handle the grafting of bigger,
T o qualify for the street mercenary
advanced class, a character must
meet the following requirements:
tions (Int), Sense Motive (Wis), Spot
(Wis), Survival (Wis), Swim (Str),and
Tumble (Dex).
more invasive cybernaughtic implants. His
Constitution score is considered 2 points
Base Attack Bonus: +2 Skill Points at each level: 5 + Int higher when determining the maximum
Feat: Personal Firearms Proficiency modifier. individual tolerance of a cybernaughtic
Cybernaughtics: At least one app that app, provided that that app has a deliber-
Influences ate combat use (GM’s discretion). This
improves the character’s combat effective-

Y
ness, such as targeting systems or inte- our social template determines the does not affect the total tolerance maxi-
grated weapons (GM discretion) influences available to your char- mum. See Chapter 3: Equipment for more
acter. The street mercenary receives the details on cybernaughtic apps.
Hit Dice Field Repair: The street mercenary
following number of points to spend on

S treet mercenaries gain 1d10 hit influences: often has to rely on his own skill when
points at each level, adding their Influence Points at each level: 2. maintaining his equipment. As a result,
Constitution modifier to the die roll. he becomes very familiar with the
Class Features nuances and bugs of his own equipment
and can fix them a lot quicker than

A ll of the following are class features


of the street mercenary class.
Contacts: It is important for a sol-
normal. At 6th level, the character can
attempt a jury rig repair without having
to make an acquisition check, and the
dier of fortune to build up a network attempt only takes 1 round for every
of potential clients and fixers who minute it would normally take.
can set him up with business. This Weapon Specialisation: The street
provides him with a ready source mercenary’s level of combat proficiency
of people to share information improves with experience. At 7th level,
with. As a result, he gains an he gets a +2 bonus on damage rolls with


increased level of contacts. The the weapon he selected for his weapon
character gains a +4 bonus to focus feature at 3rd level.
any gather information influ-
ence checks.
Bonus Feat: At 2nd and 5th
level, the street mercenary gains Tab-Jammer
a bonus feat from the following list
(all usual requirements must be met):
Advanced Firearms Proficiency, Brawl, T ab-jammers are the drug-using
counterparts of the Scope riders.
Scope tabs are commonly, although ille-
Burst Fire, Cleave, Double Tap, Exotic

223
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gally, available across society and their Table 7–18: The Tab-jammer
ability to allow anyone access to the Level Base Attack Fort Ref Will Defence Bonus Special
Scope has made them a hot commodity. 1 +0 +1 +0 +1 +1 Improved recovery, resilient avatar
Whether to escape the tedium of life, 2 +1 +2 +0 +2 +1 Bonus feat
fight oppression, or make money, many 3 +2 +2 +1 +2 +2 Avatar biofeedback
turn to Scope tabs. Tab-jammers are 4 +3 +3 +1 +3 +2 Enhanced transfer, tough avatar I
veterans of Scope tab use whose minds 5 +3 +3 +1 +3 +3 Bonus feat
and bodies have become accustomed to 6 +4 +3 +2 +3 +3 Craft Scope tab
the process of being a living Scope point. 7 +5 +4 +2 +4 +4 Tough avatar II
Like the Scope riders, tab-jammers have
created a new role in society. Whether Enhanced Transfer: The tab-jam-
this role will do more harm than good
Class Features mer is used to finding his way through
remains to be seen.

Game Rule Information


A ll of the following are class features
of the tab-jammer class.
Improved Recovery: Tab-jammers
the Scope. He can treat a domain’s class
as being one class better for determin-
ing his movement rates. (He treats a
become used to dropping out of a Scope class D domain as a class C domain,
T he rules for playing a tab-jammer
are described below.
tab trip simply by force of will. The Scope
Resilience check DC for doing so is
for example.) This only works if the
character has entered the Scope on
Requirements: reduced to 20 and the character is shaken a Scope tab trip. This enhancement
for only 1 round (see “Tab Trip” in Chap- stacks with similar abilities gained in
T o qualify for the tab-jammer basic
class a character must meet the fol-
lowing requirements:
ter 6: The Scope for more details).
Resilient Avatar: Tab-jammers’ avatars
other advanced classes. However, no
domain can be treated as more than
Skills: Engineer (pharmaceutical) 5 ranks are used to taking a lot more punishment three levels higher — from E to B, for
Scope Resilience 5 ranks than other characters’ avatars due to the example. Levels of enhanced transfer in
Resolve 2 ranks physiological effects of Scope tabs and its excess of three instead grant the char-
Feats: Spirited effect on the human spirit. A tab-jammer acter a movement bonus of +5 feet per
receives an additional +2 virtual ranks in additional level within the domain.
Hit Dice Scope Resilience that can increase the skill Tough Avatar: Boosted by his con-

T ab-jammers gain 1d8 hit points at beyond its normal maximum. These ranks tinuous drug use, a tab-jammer has
each level, adding their Constitu- count when using the skill, but not when a tougher than normal avatar as the
tion modifier to the die roll. meeting any requirements for feats or essence-avatar connection continues
advanced classes. This ability stacks with to be altered by the effect of Scope tab
Scope Points similar abilities gained from other classes. trips on the tab-jammer’s essence. His

T ab-jammers gain 1d12 Scope hit


points at each level, adding their
Charisma modifier to the die roll.
Bonus Feat: At 2nd and 5th level, the
tab-jammer gains a bonus feat from the
following list (all usual requirements must
avatar gains damage reduction 2/– at
4th level and 4/– at 7th level.
Craft Scope Tab: At 6th level, the
be met): tab-jammer is familiar enough with
Class Skills
Armour Proficiency (light), Armour Pro- the science of Scope tabs to create a tab

T he tab-jammer has the follow-


ing class skills: Bluff (Cha), Con-
centration (Con), Engineer (ethertech,
ficiency (tactical), Brawl, Great Fortitude,
Improved Upload Learning, Iron Will,
Master Engineer, Scope Raider, Toughness
that enters the Scope at whatever point
he wishes. The character must locate the
target entry point using the locate domain
pharmaceutical) (Int), Intimidate (Cha), (avatar), Upload Savant. ability (see the Scope Awareness skill in
Knowledge (current events, mysti- Avatar Biofeedback: Through the Chapter 2: Traits). This process follows
cal philosophy), Resolve (Cha), Scope use of Scope tabs, a tab-jammer’s natu- the normal rules for creating Scope tabs


Resilience, Scope Awareness, Scope Use ral toughness increases to cope with the (see the Engineer (pharmaceutical) skill in
(immersed), Sense Motive (Wis), and demands the drugs place upon his essence Chapter 2: Traits).
Survival (Wis). — those who don’t toughen simply become
Skill Points at each level: 5 + Int modifier. burnouts, not tab-jammers. As a reflection
of the tab-jammers essence, this tough-
Influences
ness feeds back to his avatar, making the Thief
Y our social template determines the
influences available to your charac-
ter. The tab-jammer receives the following
tab-jammer as tough in the Scope as out
of it. At 3rd level, the avatar of a tab-jam-
mer determines its Constitution score I n any time and place, there is crime.
In the Etheric Age, poverty, inequal-
number of points to spend on influences: based on the character’s Constitution ity, corporate warfare, international
Influence Points at each level: 2. or Charisma, whichever is highest. This espionage, genetic creation, the Scope,
only works if the character has entered and corrupt political power have all
the Scope on a Scope tab trip. given crime a place to grow. From com-

224
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Class Skills Bonus Feat: At 2nd and 5th level, the


thief gains a bonus feat from the following
T he thief has the following class
skills: Balance (Dex), Diplo-
macy (Cha), Climb (Str), Engineer
list (all usual requirements must be met):
Acrobatic, Alertness, Combat Reflexes,
Dodge, Improved Initiative, Lightning
(mechanical, structural) (Int),
Reflexes, Mobility, Nimble.
Escape Artist (Dex), Hide (Dex),
Cool Under Pressure: No thief can
Jump (Str), Knowledge (art, civ-
afford to loose their calm under pressure
ics, current events, industry,
when using the skills their profession
history, tactics) (Int), Listen
relies upon. When making a skill check
(Wis), Move Silently (Dex),
using Listen, Search, or Spot, a 3rd-level
Navigate (Int), Search (Int),
thief may take 10 even if stress and distrac-
Sleight of Hand (Dex), Spot
tions would normally prevent him from
(Wis), and Tumble (Dex).
doing so.
Skill Points at each level: 7 + Int
No Trace: A true professional leaves no
modifier.
trace of his passing except the loss of some-
Influences thing valuable. Any attempts to track a
thief of 4th level or above treat any surface
Your social template deter-
mines the influences available
to your character. The thief receives
as hard ground for the purposes of setting
the Track DC (see Track in the Feats sec-
the following number of points to spend tion of Chapter 2: Traits). In addition, any
on influences: Investigate skill checks made against the
Influence Points at each level: 4. thief have their DCs increased by +4.
Efficient: Time is always a factor, but
mon thieves on The Great Metropolis’s the professional thief knows a job must
cobbled streets to the elegant gentlemen Class Features be done properly. Select two skills from

A
jewel thieves of Europe, many talents are ll of the following are class features among the following: Balance, Climb,
put to use in the arts of theft. Numerous of the thief class. Engineer (mechanical), Engineer (struc-
people and organisations are interested Sweep: All thieves share a common tural), Hide, Jump, Listen, Move Silently,
in acquiring “things” for cash. Others need to absorb information quickly, a skill Search, Sleight of Hand, and Spot. A 6th-
live for the adrenaline surge a successful crucial in any type of theft. This ability level thief may halve the time necessary to
theft brings. Whatever their motivation, provides a +4 circumstance bonus on Spot take 10 or 20 on checks using the selected
skilled thieves can find many opportuni- checks and covers an area out to 30 feet skills.
ties, although all have their risks. in every direction. The thief can use this Improved Sweep: Master thieves are
bonus at the start of an encounter as a free constantly aware of their surroundings
Game Rule Information action to look for obvious enemies, alarms and situations, alert for potential prob-
and surveillance devices, traps, escape
T he rules for playing a thief are lems and dangers, an instinct that’s part of
described below. routes, and any valuable/venerable objects the reason for their success in a dangerous
he could steal. Anything can be spotted profession. By 7th level, a sweep not only
Requirements: with a successful DC 10 check, if it is not reveals potential problems and traps but

T o qualify for the thief advanced concealed. The DC for concealed and/or also the relative strength of such dan-
class, a character must meet the fol- less obvious threats is equal to their Hide gers. On a successful check, the danger’s
lowing requirements: results. This ability does not stack with the strength, relative to the thief, is relayed as
Skills: Search 5 ranks scan talent of the pursuer class, as each follows: stronger (higher level or CR), on
Sleight of Hand 5 ranks awareness is developed and focused in a par (same level or CR), or weaker (lower
Feat: Stealthy different way. level or CR).
Hit Dice
Table 7–19: The Thief
T hieves gain 1d6 hit points at each
level, adding their Constitution
modifier to the die roll.
Level
1
Base Attack
+0
Fort
+0
Ref
+2
Will
+1
Defence Bonus
+1
Special
Sweep
2 +1 +0 +3 +2 +1 Bonus feat
Scope Points 3 +1 +1 +3 +2 +2 Cool under pressure

T hieves gain 1d6 Scope hit points at


each level, adding their Charisma
modifier to the die roll.
4
5
6
+2
+2
+3
+1
+1
+2
+4
+4
+5
+3
+3
+3
+2
+3
+3
No trace
Bonus feat
Efficient
7 +3 +2 +5 +4 +4 Improved sweep

225
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226
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Chapter VIII:
Gamesmastering
T his chapter provides the Gamesmaster with hints and tips on how to create an Etherscope game. It provides
a selection of antagonists for the PCs to encounter and notes on understanding the Victorian mindset so that
you can immerse yourself in the world. There is a detailed section considering the styles of game that you can run
with Etherscope. This looks at how you might structure the adventures or stories in which your players’ characters
play the lead roles and provides a few adventure seeds to help inspire you to build your own Etherscope games.
Reading this chapter should prepare you well for running your own Etherscope game.
encounters during the adventure might possess ELs two or three


Encounters
lower than the party’s average character level, making these
largely inconsequential. These encounters are used as much for
dramatic flavour and pacing as to challenge the party. Over the
course of an adventure, encounters of many different ELs take
place, ranging from simple to extremely difficult obstacles for the

T he section below looks at creating encounters for your characters to overcome.


group’s PCs and the different types of creature or people
the characters may face: ordinaries, the nonheroic people of the Determining Encounter Levels
world; Scope drones and the mysterious System agents that the
T

he process of determining encounter level involves four
characters may encounter if they hack into Scope domains; and steps: determining the Challenge Ratings (CRs) of indi-
the demons that lurk in untamed Etherspace. vidual opponents or hazards that make up the encounter; calcu-
lating the overall Challenge Rating from those individual CRs;
considering the threat level of the encounter; and considering
Designing Encounters the encounter circumstances. As a rule of thumb, four heroes
of a level equal to a creature’s Challenge Rating should exhaust

E ncounters are an important part of the Etherscope game. As roughly one-quarter of their resources battling it, but situations
the PCs progress through an adventure, they must overcome may arise where a creature’s Challenge Rating does not accu-
challenges, perhaps fighting off servants of the main villain or rately reflect the difficulty of the challenge.
strange creatures of the Scope. An encounter acts as an obstacle
that prevents characters achieving specific goals important to the Individual Challenge Ratings
T
adventure. An obstacle can be overcome through good roleplay- he first step to determine the EL of an encounter is to
ing, combat, skill use, or any combination of these elements. calculate the Challenge Rating (CR) for each opponent or
Characters receive experience points for overcoming these hazard involved. This process assumes that in encounters with
obstacles. Weighing the strength of encounters in comparison to multiple opponents/hazards, all are encountered as part of the
the characters’ skill requires a fair amount of judgement, which same event. If the opponents/hazards aren’t encountered at the
becomes simpler as you become familiar with players and char- same time, they should be considered separate encounters. Only
acters alike. You should also feel free to adjust experience awards count individual opponents/hazards that are important to the
based upon on how easily characters achieved their goals. The encounter. Extras to a scene do not count towards EL; only those
following rules and notes will help you plan out the encounters who will be directly involved with the characters should be added
for your adventures. into the EL calculation.
For a single creature: Use the CR listed for the creature. If
Encounter Levels it has any class levels, add its character levels to the CR. If it has

E ach encounter has an Encounter Level (EL) indicating the ordinary class levels (see Ordinaries, in the Creatures and Char-
expected difficulty the encounter will provide. Generally, acters section below), add these levels and subtract 1.
an encounter with an EL equal to the average character level For a single character: A 1st-level ordinary character (see
of the party is a moderate encounter, difficult but not overly life “Creatures and Characters” below for more details on ordinar-
threatening unless the characters are careless. An EL two or ies) has a CR of 1/2. For an ordinary of 2nd level or higher, the
three higher than the party’s average character level is a danger- character’s CR is equal to his character level minus 1. Characters
ous encounter, a major conflict for the party. Conversely, minor generated using the same classes that the player characters have

227
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access to — normally only the major as failure will likely mean that the sys- in the encounter (rounding down) and
villains of the adventure — have a chal- tem sends protection, such as drones, then add the number of obstacles to
lenge rating equal to their effective char- to attack them. Alternatively, using an this, provided there is more than one
acter level. Engineer skill to create an item that obstacle, up to a maximum of +6. For
For a hazard: Hazard applies to vari- could have been just as easily bought is obstacles where the average CR is 1 or
ous types of obstacles. A hazard could be not a critical skill use. below, add half of this value for every
a bomb, a storm, or a natural obstacle. A additional obstacle. As with larger CR
hazard’s CR depends on the total damage Table 8–2: creatures, any more than six additional
it can deal, as noted on Table 8–1. Char- CRs for Skill Checks obstacles does not further increase the
acters must face a real threat of taking Check DC CR total EL. For example, a horde of ten
this damage, but the encounter does not Less than 15 0 CR 1/2 creatures would provide a total
have to mandate it. The personal equip- 15–19 1 EL of 2. This is calculated by taking the
ment of opponents does not count as a 20–24 2 individual challenge rating and adding
hazard. Two damage listings are shown 25–29 3 1/4 (half of 1/2) six times (the maxi-
on Table 8–1. The first is for hazards that 30–34 4 mum bonus for multiple obstacles is x6)
deal damage at one time, the second is for 35–39 5 — one half plus six quarters is two.
hazards that deal damage over a period 40+ 6
of time. The second listing assumes that Consider Threat Level
characters are potentially exposed to
Calculate an Overall
the hazard for at least two of the time
intervals listed; otherwise, use the list- Encounter Level N ext, consider the nature of the
expected interaction between the
characters and the obstacles, and adjust
ing for one-time damage. Hazards that
deal less than 1d6 points of damage per
minute probably shouldn’t be treated
C alculate the total EL as follows:
If all obstacles have the same
CR: Start with the base CR of one of
the encounter’s EL accordingly. An
encounters where the characters have to
overcome a high-challenge-rating GM
as hazards, but simply environmental the obstacles in the encounter and then character by force is far more challenging
conditions. If a hazard doesn’t allow for add the number of additional obstacles than one where they only need to get that
a saving throw, increase its CR by +1. after the first. For example, an encoun- GM character to answer a few questions.
Also, if occult in nature, such as a pow- ter involving three CR 4 creatures has As Gamesmaster, you need to reduce the
erful curse created using the Hex Lore a total EL of 7, adding the number of EL as appropriate to the level of danger
skill, a hazard’s CR likewise increases obstacles to the base CR. The maxi- the characters face in the encounter.
by +1. mum adjustment to EL from multiple Using the guidelines below, decide what
threats is +6; any more than six addi- level of threat you consider the encoun-
Table 8–1: Hazard CRs tional obstacles does not further adjust ter to be. Then use the CR adjustment to
One-Time Damage Ongoing Damage CR the EL of the encounter. For obstacles modify the encounter’s EL.
1d6 1d6/minute 1 where the CR is 1 or below, add half of High threat: High threat encoun-
2d6 1d6/5 rounds 2 this value for every additional obstacle. ters put characters in real danger. This
3d6 1d6/2 rounds 3 As with larger CR creatures, any more can mean anything from fire fights to
4d6 1d6/round 4 than six additional obstacles does not bypassing ancient traps to talking the
5d6 2d6/round 5 further increase the total EL. For exam- cultists out of throwing the PCs to their
6d6 3d6/round 6 ple, a horde of ten CR 1/2 creatures pet Scope demon.
Each additional d6 Each additional d6/round +1 would provide a total EL of 2. This is Low threat: This type of encounter
calculated by taking the individual chal- puts the characters in danger, but vio-
For critical skill checks: Likewise, lenge rating and adding 1/4 (half of 1/2) lence is likely to be avoided. Using wits
situations that involve skills, such as six times (the maximum bonus for mul- and skill rather than brute force is the
picking a lock or gaining information tiple obstacles is x6) — one half plus six key to these types of encounters. If it is
from a GM character can be treated as quarters is two. reasonable to assume the characters can
hazards. Generally, these types of haz- If the obstacles have a different CR: avoid the encounter without violence, it
ards should have their CR based on the This situation works a similar manner should be considered low risk. Charac-
difficulty of skill checks involved; see to where all the obstacles are of the same ters trying to get some information out
Table 8–2. Note that only challenges CR. Use the average CR of all obstacles of a street gang about a mutual enemy
where failure will penalise the charac-
ters or where roleplaying is emphasised Table 8–3: Encounter Threat Levels and EL Adjustment
should use these CRs, not all skill checks
Encounter Threat Level EL Adjustment
should be considered part of a challenge.
High Threat (where danger is expected or dictated) None
For example, a Scope Use check made to
Low Threat (where danger is threatened but can be avoided) x 1/2
hack into a restricted industrial domain
No Threat (where danger is unlikely) x 1/4
could well be critical to the characters,

228
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Table 8–4: Experience Point Awards


Average Encounter Level
Character
Level
1 2 3 4 5 6 7 8 9 10
1–3 45 65 90 127 180 255 360 510 720 1,020
4 42 60 85 120 170 240 340 480 680 960
5 37 52 75 105 150 210 300 420 600 840
6 37 45 62 90 12 5 180 250 360 500 720
7 27 37 52 75 105 150 210 300 420 600
8 22 30 42 60 85 120 170 240 340 480
9 – 25 35 47 67 95 135 190 270 380
10 – – 27 37 52 75 105 150 210 300
11 – – – 30 42 60 82 117 165 235
12 – – – – 32 45 65 90 127 180
13 – – – – – 35 50 70 97 137
14 – – – – – – 37 52 75 105
15 – – – – – – – 40 55 80
16 – – – – – – – – 42 60
17 – – – – – – – – – 45
18 – – – – – – – – – –
19 – – – – – – – – – –
20 – – – – – – – – – –
Average Encounter Level
Character
Level
11 12 13 14 15 16 17 18 19 20
1–3 – – – – – – – – – –
4 1,360 – – – – – – – – –
5 1,200 1,680 – – – – – – – –
6 1,000 1,440 2,000 – – – – – – –
7 840 1,200 1,680 2,400 – – – – – –
8 680 960 1,360 1,920 2,720 – – – – –
9 540 760 1,080 1,520 2,160 3,040 – – – –
10 420 600 840 1,200 1,680 2,400 3,360 – – –
11 330 470 660 940 1,320 1,880 2,640 3,760 – –
12 255 360 510 720 1,020 1,440 2,040 2,880 4,080 –
13 195 275 390 550 780 1,100 1,560 2,200 3,120 4,400
14 150 210 300 420 600 840 1,200 1,680 2,400 3,360
15 112 160 225 320 450 640 900 1,280 1,800 2,560
16 85 120 170 240 340 280 680 960 1,360 1,920
17 65 90 127 180 255 360 510 720 1,020 1,440
18 47 67 95 135 190 270 380 540 760 1,080
19 – 50 70 100 142 200 285 400 570 800
20 – – 52 75 105 150 210 300 420 600

might make some unfortunate faux pas sense the location of New London with level of challenge from different encoun-
and antagonise the gang, but most likely a Scope Awareness check, are no-threat ters. As such, it is important for you, as
they will be able to persuade the gang to encounters. GM, to adjust the EL depending upon
tell them what they want to know. how complicated or easy the encounter
No threat: This encounter presents Encounter Circumstances was to play out. This is a completely sub-
no threat to life, only that encounter jective decision, but as a rough guide you
goals will not be met. Often failure
at these types of encounters leads to O nce the encounter has been run in
the game, you should have a better
understanding of how difficult the play-
should only adjust Encounter Levels up
or down by one or two.
larger problems for the characters at a
ers found the encounter. It is important
later time. Do not take the EL of later
to recognise that this system does not
accountability into this encounter’s
always provide an accurate assessment of
EL, however. For example, failing to
the challenge each encounter will provide
uncover the crucial secret from the late
to every group of characters — different
professor’s diaries that could lead the
parties of PCs will experience a different
characters to the villain, or failing to

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Awarding
 and Healing” in Chapter 4: Combat)
gives the PCs an edge by enabling them
to make last-gasp actions in combat. In
“The Bugger
order to build stories that have both
Won’t Die!”
Experience major villains who challenge the char- The classification of Major and Support-
ing characters was introduced as a result
Points acters and minor henchmen who drop a
of playtesting experience, where it was
little easier, Etherscope makes a simple
found that a freak string of high dice rolls
R ewards exist within the game for
successfully fighting enemies, gath-
ering crucial information, or accom-
differentiation between Major and Sup-
porting characters. The PCs are Major
characters, as are the main villains that
can keep a villain alive at 0 hit points for a
long time. Whilst the playtesters enjoyed
the dramatic effect that this has on com-
plishing any other challenge as described they encounter during an adventure. bat — most notably in keeping their own
above. This reward comes in the form of Henchmen and others who play a less player characters alive longer — the situ-
experience points. Players use experience crucial role in the development of the ation arose a couple of occasions during
minor encounters.
points to improve and develop their char- storyline are the Supporting charac-
We did consider making a distinction
acters. The results of gaining experience ters. This is a completely arbitrary deci- between PCs and GM characters, so that
are discussed in Chapter 7: The Advanc- sion you must make for every character all villains would fall unconscious at 0 hit
ing Character. After determining the or creature that your PCs face. It is points, but we thought that the drama
final EL for an encounter, you reference likely that the characters or creatures of the game would be better served by
this with the average character level of all that provide the largest challenges are allowing the main villains of an adventure
PCs involved in the encounter to find the Major, but this is not necessarily the to have the same staying power as a PC.
It is important to note that although
number of experience points they gain, case. In game terms, the only difference
such hard-to-kill villains do add to the
using Table 8–4. The experience award between Major and Supporting charac-


drama, even they could become a bit
from the table is split equally between all ters is whether they continue fighting tiresome after a long string of passed sav-
characters who took part in the encoun- after they have been dropped to 0 hp. ing throws. Fortunately, most of you will
ter. If a PC was missing from the encoun- never encounter this situation as GMs.
ter due to the party having split up or However, should it occur, be mindful
being otherwise incapacitated, they do that your players may get frustrated and
not gain any experience points. Creating a be willing to fudge a failed roll so that
they can finish the villain off in a dramati-
Creature or cally appropriate amount of time.


Creatures T
Character
o create a creature or character,
you need to first decide what type
Outsiders: This category covers all
creatures from outside Prime Real-
and of creature or charter it is. All creatures
or characters in the Etherscope game
ity. In game terms, this means Scope
demons and other creatures native to
Characters are defined as belonging to one of four
Etherspace.
When you construct creatures or
broad groups: Animals, Constructs,
characters, you need to consider their

T his following section looks at Humanoids, or Outsiders.


relative size and skill level, as this deter-
designing creatures or other char- Animals: The animals category repre-
mines their Hit Dice (creatures) or level
acters for your party to encounter. These sents any nonhumanoid animal life on the
(characters). You can then begin to work
may be friends, enemies, or indifferent planet, from blue whales to earthworms.
out what statistics they must have from
creatures, depending upon how you Constructs: This category represents
their size, and the number of Hit Dice or
want to use them in your adventures. automated creatures that have been
levels they possess.
A selection of example characters and created by humankind. These can be


creatures is also included, ready for use robotic automatons or sophisticated
in your adventures. Scope gremlins. Creature and
Humanoids: Humanoids are any Character Types
humanlike creature found in Prime

Major and
Reality. This includes normal humans,
the transgenics, and fey. Humanoid
A s discussed above, creatures are
divided into four categories. These
categories are referred to as creature
creatures are almost always also charac-
Supporting ters, having levels in character classes.
types. A creature’s type determines
many of its characteristics and abilities:
Antagonists Characters can either be ordinary (your
physical ability scores, Hit Die type, base
average man in the street) or excep-
attack bonus, saving throw bonuses, skill
I n the Etherscope game, the Death
and Dying system (see “Death, Dying,
tional (heroes or villains, like the player
characters).
points, feats, and special qualities. Men-
tal ability scores (Intelligence, Wisdom,

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Table 8–5: Creature Saves and Base Attack Bonuses Slam attacks are a natural attack rep-
Creature’s Hit Dice Good Save Bonus Poor Save Bonus Base Attack Bonus (A) Base Attack Bonus (B) resenting the use of blunt areas of the
1 or less +2 +0 +1 +0 body, such as flailing limbs or a body-
2 +3 +0 +2 +1 block attack.
3 +3 +1 +3 +2 Bite: The minimum damage a bite
4 +4 +1 +4 +3 attack should deal from this size of
5 +4 +1 +5 +3 creature.
6 +5 +2 +6/+1 +4 Claw: The minimum damage a claw
7 +5 +2 +7/+2 +5 attack should deal from this size of
8 +6 +2 +8/+3 +6/+1 creature.
9 +6 +3 +9/+4 +6/+1 Gore: The minimum damage a gore
10 +7 +3 +10/+5 +7/+2 attack should deal from this size of crea-
11 +7 +3 +11/+6/+1 +8/+3 ture. Gore attacks involve using horns,
12 +8 +4 +12/+7/+2 +9/+4 antlers, or other natural weapons pro-
13 +8 +4 +13/+8/+3 +9/+4 truding from the head.
14 +9 +4 +14/+9/+4 +10/+5
15 +9 +5 +15/+10/+5 +11/+6/+1 Animals
A
16 +10 +5 +16/+11/+6/+1 +12/+7/+2
n animal is a nonhumanoid creature
17 +10 +5 +17/+12/+7/+2 +12/+7/+2
of Prime Reality, usually with no
18 +11 +6 +18/+13/+8/+3 +13/+8/+3
innate capacity for language or culture.
19 +11 +6 +19/+14/+9/+4 +14/+9/+4
See Table 8–6: Animals for physical
20 +12 +6 +20/+15/+10/+5 +15/+10/+5
ability scores, recommended minimum
Hit Dice, and damage based on size.
and Charisma) can vary widely amongst Hit Dice: This is the class of dice you
Hit Die: d8.
creatures of a type; unless a type descrip- roll for each of the creature’s Hit Dice.
Base Attack Bonus: 3/4 of total Hit
tion specifies a particular score for one of Base Attack Bonus: This shows
Dice (use the Base Attack Bonus (B)
these abilities, assign values as you deem how the creature’s base attack bonus
column in Table 8–5).
appropriate. A single creature cannot improves with its Hit Dice.
Good Saving Throws: Fortitude and
have more than one type. Good Saving Throws: This section
Reflex (some animals have different good
Any type of creature can techni- lists the saving throws for which the
saves).
cally also be a character, provided it has “good” progression applies (see Table
Skill Points: 10–15.
a score of at least 3 in each of its mental 8–5). Any saving throws not listed use
Feats: None.
ability scores (Intelligence, Wisdom, and the “poor” progression.
Charisma). A creature becomes a charac- Skill Points: This section lists the Animal Traits
ter by adding levels in a character class. skill points that the creature can spend.
Many creatures only have one Hit Die,
representing something of similar size,
This might be a set amount or an amount
listed per Hit Dice. Unless that creature
A nimals share the following addi-
tional traits.
Weapon and Armour Proficiency:
toughness, and expertise as an average has a character class, all skills are cross- Animals are proficient with their natural
human. When such creatures become class skills and so one skill point buys weapons only. They are not proficient
characters, they replace their one Hit half a rank in a skill. with armour.
Die with one or more levels in their cho- Feats: This lists the rate at which the Ability Scores: Animals typically
sen class or classes. creature type gains bonus feats. have Intelligence scores of 1 or 2 (preda-
Table 8–5: Creature Saves and Base Following this entry, each creature tory animals tend to have Intelligence
Attack Bonuses provides the modifiers type has a list of shared traits — special scores of 2). Animals with an Intel-
to a creature’s saving throws and attack qualities that apply to most creatures of ligence score of 3 or more are sentient
rolls based on its type and Hit Dice. that type. Each creature type section also creatures, not animals.
Following this table are descriptions of includes a table that shows typical sta- Low-Light Vision: Most animals
each creature type, detailing which of tistics based on the size of the creature. have low-light vision and are able to see
the base attack and saving throw options These tables use the following headings: double the usual distance provided by a
the creature uses. Size: The size category of the creature. light source.
Str/Dex/Con: The recommended
Creature Type range for the physical ability scores.
Constructs
Minimum HD: The minimum Hit
Descriptions
T his following section details each of
the four creature types. It uses the
Dice that a creature of this size should
possess.
Slam: The minimum damage that the
A construct is an animated, artifi-
cially constructed creature, wheth-
er it lives within the Scope or in Prime
following headings: creature should deal with a slam attack. Reality. See Table 8–7: Constructs for

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Table 8–6: Animals


Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d6 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 2d8 2d6 2d8
Huge 26–27 10–11 20–21 4d8 1d6 2d6 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 1d8 1d6 1d8
Medium 10–11 14–15 12–13 1d8 1d3 1d6 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d4 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d3 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 – 1d2 1 1d2
Fine 1 22–23 10–11 1/16 d8 – 1 – 1

Table 8–7: Constructs


Size Str Dex Con Minimum HD Extra Hit Points Slam Bite Claw Gore
Colossal 44–47 6–7 — 32d10 120 4d6 2d6 2d8 4d6
Gargantuan 36–39 6–7 — 16d10 80 2d8 1d8 2d6 2d8
Huge 28–31 6–7 — 8d10 40 2d6 1d6 2d4 2d6
Large 20–23 8–9 — 2d10 20 1d8 1d4 1d6 1d8
Medium 12–15 10–11 — 1d10 10 1d6 1d3 1d4 1d6
Small 8–11 12–13 — 1/2 d10 5 1d4 1d2 1d3 1d4
Tiny 4–7 14–15 — 1/4 d10 — 1d3 1 1d2 1d3
Diminutive 2–5 16–17 — 1/8 d10 — 1d2 — 1 1d2
Fine 1 18–19 — 1/16 d10 — 1 — — 1

physical ability scores, recommended up to the listed range, within any natural or have been created by genetic experi-
minimum Hit Dice, and damage based conditions. It does not allow them to see ments. See Table 8–9: Humanoids for
on size. through supernatural darkness. physical ability scores, recommended
Hit Die: d10. Immunities: Constructs are immune minimum Hit Dice, and damage based
Base Attack Bonus: 3/4 of total Hit to mind-influencing effects and to poi- on size.
Dice (use the Base Attack Bonus (B) son, sleep, paralysis, stunning, disease, Hit Die: d8. (Note that the major-
column in Table 8–5). and any effect that requires a Fortitude ity of humanoids encountered in Ether-
Good Saving Throws: None. save unless the effect also works on scope will have character classes and
Skill Points: None. Scope gremlins, objects or is harmless. They are not levels instead of Hit Dice, but should
however, can be programmed with skill subject to critical hits, nonlethal dam- you wish to throw your party against
ranks (see the program crafter advanced age, ability damage, ability drain, or the some primitive humanoid species, such
class in Chapter 7: The Advancing effects of massive damage. as a cloned Neanderthal, you might want
Character for more details on creating Repairable: Constructs cannot heal to create those creature’s statistics using
Scope gremlins). damage on their own but can be repaired Hit Dice rather than class levels.)
Feats: None. using the Engineer (mechanical) skill (for Base Attack Bonus: 3/4 of total Hit
Construct Traits mechanical constructs), the Engineer Dice (use the Base Attack Bonus (B)
(ethertech) skill (for ethertech prime column in Table 8–5).

C onstructs share the following addi-


tional traits.
Weapon and Armour Proficiency:
reality constructs), or the Scope Use skill
(for Etherspace constructs). A successful
Repair check (DC 30) heals 1d10 points
Good Saving Throws: Choose one
(usually Reflex).
Skill Points: 6 + Int modifier, plus 1
Constructs are proficient with their of damage to a construct, and each check point per Hit Die beyond 1.
natural weapons only. They are not profi- represents 1 hour of work. A construct Feats: One, plus one feat per 4 Hit
cient with armour. reduced to 0 hit points is immediately Die beyond 1.
Ability Scores: Constructs have no destroyed and cannot be repaired. They Humanoid Traits
Constitution score and usually no Intel- do not make dying saving throws.
ligence score.
Extra Hit Points: Constructs gain
extra hit points according to size, as
Humanoid H umanoids share the following
additional traits.
Weapon and Armour Proficiency:
shown on Table 8–7: Constructs.
Darkvision: Most constructs have T he only known humanoids are
humans (alphas, normal humans,
and transgenic humans) and fey. How-
Humanoids with more than 1 Hit Die
receive one bonus feat selected from
darkvision with a range of 60 feet. Armour Proficiency (light) or Simple
Darkvision enables the creature to see, ever, other larger or smaller humans may Weapons Proficiency.
exist within the dark forests of the world,

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Racial Subtype: The creature’s race the flesh of humankind. See Table 8–10: Darkvision: Most outsiders have
is listed as a collection of subtypes (see Outsiders for physical ability scores, darkvision with a range of 60 feet. Dark-
below). All human creatures have the recommended minimum Hit Dice, and vision enables the creature to see, up to
human subtype, whereas fey have their damage based on size. the listed range, within any natural con-


own subtype (fey). Any genetically modi- Hit Die: d8. ditions. It does not allow them to see
fied creature that has genes spliced from Base Attack Bonus: Total Hit Dice through supernatural darkness.
other creatures has the transgenic sub- (use the Base Attack Bonus (A) column
type, and each individual breed has its in Table 8–5).
own subtype. The types and subtypes of Good Saving Throws: Fortitude,
the player character races are shown in Reflex, Will. Creature
Table 8–8: Racial Subtypes. Whilst these Skill Points: 8 + Int modifier per Hit Subtypes
subtypes have no game effect other than Dice.
the listed racial adjustments in Chapter
1: Character, certain game effects work
differently based on subtype.
Feats: One, plus one feat per 4 Hit
Dice beyond 1. I n addition to their main type, crea-
tures can also have subtypes. Subtypes
can have shared traits, as do the main
Outsider Traits
creature types. Certain game effects work
Outsiders
O utsiders share the following addi-
tional traits.
differently depending on subtype. For
example, a eugenic scientist may have cre-
O utsiders are those creatures that
live outside Prime Reality. Howev-
er, some can exist within Prime Reality,
Weapon and Armour Proficiency:
Outsiders receive either Archaic Weap-
ated a virus that affects only fey; as such, it
could be used to target any creature with
ons Proficiency or Simple Weapons the fey subtype. Subtypes are not restrict-
and indeed seek ways to enter and taste Proficiency as a bonus feat. They are pro- ed to a given type and a creature can have
ficient with their natural weapons and many subtypes.
any weapon mentioned in their entries. One special subtype is described
Table 8–8: Racial Subtypes Outsiders noted for wearing armour gain below: the etheric subtype. This subtype
the bonus feat Armour Proficiency with represents all creatures that live primar-
Player Race Type and Subtypes
whatever type of armour that their entry ily within Etherspace. The etheric sub-
Normal human Humanoid (human)
mentions (light, archaic, tactical), as well type allows delineating between Ether-
Alpha human Humanoid (alpha, human)
as all lighter types. space and Prime Reality constructs and
Gamma human Humanoid (gamma, human, transgenic)
Delta human Humanoid (delta, human, transgenic) also applies to most outsiders.
Epsilon human Humanoid (epsilon, human, transgenic)
Fey Humanoid (fey)

Table 8–9: Humanoids


Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 46–47 6–7 28–31 32d8 2d6 2d8 2d8 4d6
Gargantuan 38–39 6–7 24–27 16d8 1d8 2d6 2d6 2d8
Huge 30–31 6–7 20–23 8d8 1d6 1d8 2d4 2d6
Large 22–23 8–9 16–19 2d8 1d4 1d6 1d6 1d8
Medium 10–15 10–13 10–11 1d8 1d3 1d4 1d4 1d6
Small 6–11 12–15 8–9 1/2 d8 1d2 1d3 1d3 1d4
Tiny 2–7 14–17 8–9 1/4 d8 1 1d2 1d2 1d3
Diminutive 1 16–19 8–9 1/8 d8 — 1 1 1d2
Fine 1 18–21 8–9 1/16 d8 — — — 1

Table 8–10: Outsiders


Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–47 6–7 28–29 32d8 4d6 4d6 2d8 2d6
Gargantuan 36–39 6–7 24–25 16d8 2d8 2d8 2d6 1d8
Huge 28–31 6–7 20–21 8d8 2d6 2d6 2d4 1d6
Large 20–23 8–9 16–17 2d8 1d8 1d8 1d6 1d4
Medium 12–15 10–11 12–13 1d8 1d6 1d6 1d4 1d3
Small 8–11 12–13 10–11 1/2 d8 1d4 1d4 1d3 1d2
Tiny 4–7 14–15 10–11 1/4 d8 1d3 1d3 1d2 1
Diminutive 2–3 16–17 10–11 1/8 d8 1d2 1d2 1 –
Fine 2–3 18–19 10–11 1/16 d8 1 1 – –

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vided to help you build such characters. Ability Scores: Ordinary characters
Etheric Subtype Ability Scores: Exceptional charac- have a lot less points to spend on ability

E theric creatures act within normally


within Etherspace, but if they are
encountered in Prime Reality, they
ters will have at least the 25 points to
spend on generating their ability scores
(see “Ability Scores” in Chapter 1: Char-
scores. A competent ordinary, such as a
skilled worker, has 20 points, whereas
less competent characters can have as
share a number of traits that describe acters), but many will have more. It is low as 6 points. It is not recommended
the unstable and aberrant nature of recommended, though, that 45 points to create a character with below 6 points
their existence. makes a good maximum limit for abil- of ability scores.
Instability: Etherspace creatures ity scores. Challenge Ratings: An ordinary
cannot survive for long in Prime Real- Challenge Rating: An exceptional character has a Challenge Rating equal
ity. Every hour, they must make a DC character has a Challenge Rating equal to his character level –1. A 1st-level
20 Charisma check or take 1d3 points of to his character level. ordinary has a Challenge Rating of 1/2.
Constitution damage. Hit Points: Exceptional characters Hit Points: Unlike exceptional char-
Fear: Etherspace creatures are so gain maximum hit points at 1st level, acters and PCs, ordinaries do not auto-
unnatural for the human mind to just as PCs do. matically receive maximum hit points at
comprehend that they can cause an Excellence Points: Exceptional 1st level. The GM should roll an ordi-
uncontrollable fear in any who encounter characters gain excellence points just nary’s starting hit points normally.
them in Prime Reality. All creatures of 4 as PCs do. Excellence Points: Unlike heroes,
HD or less within 60 feet of the creature Social Templates: Exceptional char- ordinary characters do not receive excel-
must make a Will save (DC equal to 10 acters acquire and use influences just as lence points. They do not gain excellence
plus the creature’s HD) or be shaken for PCs do. points as they increase in level, either.
as long as they remain within 60 feet. If Class Features: Exceptional char- Social Templates: Ordinaries do take
this save is passé,d they are not affected acters gain class features (talents and a social template and receive the full ben-
by this creature until it is encountered on bonus feats) just as PCs do. efits of the template: bonus feats, skills
a completely separate occasion. Advanced Classes: Exceptional char- and cheaper knowledge skills. These
Avatar Strength: Many etheric crea- acters with levels in one or more basic represent the character’s basic training
tures have limited or animalistic intelli- classes can take levels in an advanced and education and as such are applicable


gence. All action in Etherspace is deter- class, provided they meet the prerequi- to all characters.
mined by the use of the Scope avatar sites for that class.
rules provided in Chapter 6: The Scope.
Using these rules to create a Scope ava-
tar for a creature natural to Etherspace
would give them a weak avatar. Etheric Ordinaries
creatures often have varied Strength
scores depending upon their size and
other factors. When crafting your own “O rdinaries” are non-
heroic allies, villain-
ous henchmen, and extras.
Etherspace creature, rather than direct-
ly converting the creature’s Intelligence Ordinaries are built using
score to determine its avatar’s Strength, the six basic Etherscope
use the guidelines given for the size of classes (broker, combatant,


the creature under the heading for its enginaught, pursuer, savant,
main type. and scoundrel) and have
starting templates, influ-
ences, skills, and feats. As
they gain levels, ordinaries
Exceptional increase their skill points,
base attack bonuses, sav-
Characters ing throw modifiers, and
Defence bonuses — just as
H eroic allies and villainous enemies
for the PCs to encounter are built
the same way as heroic player characters.
PCs do. However, ordinar-
ies differ from heroes in
several ways. An ordinary
To create an exceptional character, you
character has random start-
simply need to follow the rules provided
ing hit points, no excellence
in Chapter 1: Characters and Chapter 7:
points, and no class fea-
The Advancing Character, which enable
tures, and cannot gain levels
you to create an exceptional character of
in advanced classes.
any level. The following notes are pro-

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Challenge Rating (CR) Initiative (Init)


Children
Children (newborns to age 11) are handled
differently from other characters. They do
A creature’s Challenge Rating pro-
vides a rough measure of the crea-
ture’s toughness in a combat situation.
T he creature’s modifier on initiative
checks is usually equal to its Dex-
terity modifier, although the Improved
not have classes or levels. They begin with Initiative feat provides an additional
the same ability score package as ordinar- Creature Size, Type, and Subtypes
+4 bonus.

A
ies (6–20 points depending upon their lev- brief classification of the creature’s
el of competence), but their ability scores Speed (Spd)
are reduced as follows: –3 Str, –1 Dex, size and type follows the Challenge
–3 Con, –1 Int, –1 Wis, –1 Cha. Children of
nonhuman and transgenic races apply their
usual ability score modifiers.
Rating. For example, Medium human-
oid (human) refers to a Medium human
character (with the humanoid type and
A creature’s tactical speed on land is
the amount of distance it can cover
in one move action. If the creature wears
Children have 1d4 hit points plus their human subtype). A creature falls into one armour that reduces its speed, this fact
Constitution modifier (minimum 1 hit of nine size categories (see Table 4–1: Size is given along with a parenthetical note
point). They have no skills, feats, excel- Modifiers). Each size category includes a indicating the armour type; the creature’s
lence points, or influences, and gain no
benefit from their social template until size modifier that applies to the creature’s base unarmoured speed follows. If the
they mature. Their base attack bonus is Defence and attack rolls; a modifier that creature has other modes of movement,
+0, and they have a +0 modifier on all applies to grapple checks; and a modifier these are given after the main entry.
saving throws (plus any modifiers for high that applies to Hide checks. These modi- Burrow: The creature can tunnel
or low ability scores). Children have a +0 fiers have been figured into the statistics through dirt, but not through rock unless
modifier to Defence and a normal speed of for the creatures described here. A crea- the descriptive text says otherwise. Crea-
20 feet. Children have no effective attacks ture’s type determines many of its char- tures cannot run whilst burrowing.
and should be treated as noncombatants.
When a child turns 12, he is considered a acteristics and abilities: physical ability Climb: A creature with a climb speed
young adult and takes his first level in one scores, Hit Die type, base attack bonus, has the Climb skill at no cost and gains
of the six basic classes. At that point, the saving throw bonuses, skill points, feats, a +8 species bonus on Climb checks.
character becomes an ordinary (or hero, and special qualities. See above for more The creature must make a Climb check
in some cases). Children have a Challenge information. to climb any wall or slope with a DC
Rating of 0, and heroes receive no experi- greater than 0, but it always can choose
ence points for “defeating” them. Hit Dice (HD) and Hit Points (hp)
to take 10, even if rushed or threatened

Class Features: Ordinary characters


A creature’s type and size determine
its Hit Dice. A creature’s Hit Dice
is equivalent to its level for determining
whilst climbing. The creature climbs
at the given speed whilst climbing. If it
attempts an accelerated climb, it moves
gain none of the class features (talents or how various abilities affect the creature at double the given climb speed (or its
bonus feats) listed under each basic class. (such as whether it is susceptible to an normal land speed, whichever is less)
This includes, but is not limited to, bonus etheric creature’s fear ability), its rate of and makes a single Climb check at a
feats, talents, and the Simple Weapons natural healing, and its maximum ranks –5 penalty. Creatures cannot use the
Proficiency feat gained at 1st level. in a skill. A creature’s Hit Dice and run action whilst climbing. The creature
Advanced Classes: Although ordi- Constitution modifier determine its hit retains its Dexterity bonus to Defence
naries can multiclass freely between the points. A creature’s entry gives the crea- (if any) whilst climbing, and opponents


six basic classes, they cannot take levels ture’s average hit points. get no special bonus on their attack rolls
in any advanced class. Massive Damage Threshold (Mas) against the climbing creature.
Fly: The creature can fly at the given

Example
W hen a creature takes damage
from a single attack equal to or
greater than its massive damage thresh-
speed if carrying no more than a medi-
um load.
Creatures that fly can make dive
Characters old (usually equal to its Constitution
score), it must make a massive damage
attacks. A dive attack works just like
a charge, but the diving creature must
and Creatures save (see Massive Damage in Chapter 4: move a minimum of 30 feet. It can make
Combat). only claw attacks, but these deal double
B elow you will find a few sample crea-
tures and characters to get you going
with your own adventures. Each has a
damage. Creatures can use the run
action whilst flying, provided they fly in
a straight line.
description and a number of game statis-
Swim: A creature with a swim speed
tics listed so that you can integrate them
can move through water at the given
into your game. These game statistics are
speed without making Swim checks. It
described below:
gains a +8 species bonus on any Swim
check to perform some special action or

235
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avoid a hazard. The creature always can Natural Weapons: Natural weap- only a –2 penalty on secondary attacks.
choose to take 10, even if distracted or ons include teeth, claws, horns, and the Secondary attacks add only one-half the
endangered when swimming. Creatures like. The number of attacks along with creature’s Strength bonus to the damage.
can use the run action whilst swimming, the weapon, attack bonus, and form of Creatures that do not normally carry
provided they swim in a straight line. attack (melee or ranged) are provided in a ranged weapons are still given a ranged
creature’s entry. Unless noted otherwise, attack bonus for situations in which they
Defence
natural weapons threaten critical hits on might be throwing objects at a target.

A creature’s Defence includes a par-


enthetical mention of the modifiers
a natural attack roll of 20 and deal dou-
ble damage on a successful critical hit. If
Fighting Space (FS)
contributing to it. The creature’s “touch”
Defence (discounting natural armour
and other armour modifiers) and “flat-
any attacks also cause some special effect
other than damage, that information is
given along with the damage. Unless
F ighting space approximates the
amount of space a creature needs to
move and fight effectively, and how much
footed” Defence (discounting Dexterity noted otherwise, creatures deal double space it occupies on a grid of 5-foot-by–
bonus and class bonus, if any) are pro- damage on critical hits. Natural weapons 5-foot squares. Size Modifiers in Chap-
vided as well. have types just as other weapons do. The ter 4: Combat, gives the fighting space
most common types are summarised for creatures of any given size, although
Base Attack Bonus (BAB)
below. variations and exceptions are possible.

A creature’s base attack bonus does


not include any modifiers. It is used
• Bite: The creature attacks with its
mouth, dealing piercing damage.
Reach
to calculate a creature’s grapple modifier
as well as the maximum bonus on dam-
age rolls for a creature using the Power
• Claw or Rake: The creature rips with
a sharp appendage, dealing slashing
damage.
A creature’s reach is the distance at
which it can strike targets with
its natural weapons without needing to
Attack feat. A creature’s base attack • Gore: The creature spears the oppo- adjust its position on the grid. A creature
bonus is derived from its Hit Dice. nent with an antler, horn, or similar using its natural weapons threatens all
appendage, dealing piercing damage. squares within its reach. When measur-
Grapple Modifier (Grap)
• Slap or Slam: The creature batters ing diagonally, every second square counts

W henever a creature makes an


opposed grapple check, apply
this modifier to its d20 roll. The total
opponents with an appendage, dealing
bludgeoning damage.
• Sting: The creature stabs with a stinger,
as two squares. Most Medium creatures
have a reach of 5 feet. The GM may mod-
ify this by –5 feet or +5 feet for creatures
modifier on grapple checks is determined dealing piercing damage. Stings are that have less than normal or greater
as follows: base attack bonus + Strength usually poisoned. than normal reach. Unlike the wielder of
modifier + grapple modifier. See the Manufactured Weapons: Creatures a reach weapon, a creature with greater
grapple modifiers for creatures of various that use manufactured weapons follow than normal reach (more than 5 feet) can
sizes in Chapter 4: Combat, “Grapple.” the same rules as characters, including still strike creatures next to it. A creature
those for multiple attacks and two-weap- with greater than normal reach usually
Primary Attack (Atk)
on fighting penalties. gets an attack of opportunity against a

I f a creature moves more than 5 feet


in the same round it attacks, it makes
Full Attack (Full Atk)
character if the character approaches it,
because the character enters a square it
only a single attack using its primary
attack bonus. This bonus includes modi-
fications for size and Strength (for melee
A creature that takes no more than
a 5-foot step during its turn can
make a full attack using all of its natural
threatens before he or she can attack it.
This does not apply if the character takes
only a 5-foot step (see “Actions in Com-
attacks) or Dexterity (for ranged attacks). weapons. A creature’s full attack includes bat” in Chapter 4: Combat). Large or
A creature with the Weapon Finesse both its primary attack and its second- larger creatures with reach weapons can
feat can use its Dexterity modifier on its ary attacks (if any). The primary attack strike targets out to double their reach but
melee attack. The damage and primary bonus includes modifications for size and can’t strike at targets within their normal
weapon type are noted in parentheses. Strength (for melee attacks) or Dexterity reach or less.
The attacks of humanoids are calculated (for ranged attacks). A creature with the A creature with a 0-foot reach must
in the same manner as player characters. Weapon Finesse feat can use its Dexteri- move into the fighting space of its tar-
Other creatures’ primary attack dam- ty modifier on melee attacks. A creature’s get to attack it, provoking an attack of
age includes its full Strength modifier primary attack damage includes its full opportunity from the target as the crea-
(1.5 times its Strength bonus if it is the Strength modifier (1.5 times its Strength ture enters the target’s fighting space and
creature’s sole attack). Use the creature’s bonus if it is the creature’s sole attack or threatened area. Also, creatures with 0-
primary attack bonus whenever the crea- if the creature is wielding a two-handed foot reach do not threaten the squares
ture makes an attack of opportunity. melee weapon). The remaining weapons around them.
Creatures can attack with natural are secondary attacks and take a –5 pen-
weapons, manufactured weapons, or alty on attack rolls. Creatures with the
sometimes both. Multiattack feat (see Feats, below) take

236
GAMESMASTERING
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Special Qualities (SQ) See Carrying Capacity in Chapter 3: statistics that such creatures need to
Equipment. survive within Etherspace that are not
M any creatures have unusual
abilities. Whilst these are listed
in the main stat block for the creature
Intelligence: A creature can speak all
the languages mentioned in its descrip-
described in the Scope avatar section of
their character description.
tive text. Any creature with an Intelli-
they are detailed in full in the descrip- Template
gence score of 3 or higher understands at
tion of that creature.
Values (Val)
least one language.
Unlisted Abilities: Some creatures
lack certain ability scores. These crea-
T he social template is listed for char-
acters. This is followed by their
template and cross-template (listed in
T his entry lists the creature’s most
likely values. Its virtue and vice are
divided by a slash — its virtue comes first
tures do not have an ability score of 0
— they lack the ability altogether. The
italics) influences and any bonus skills
or feats gained from the template. Only
modifier for an unlisted ability is +0. The creatures with at least one level in a char-
followed by its vice. A value of “any” means
effects of unlisted abilities are described acter class can have a social template.
that the GM can select an appropriate
in Chapter 4: Combat.
value depending upon how he wishes the Influences
character or creature to behave, whereas Scope Avatar Statistics
a “—” indicates that the creature has no
value, normally because it does not have a
E ach character or creature described
below has additional statistics pre-
I nfluences are listed in alphabetical
order. Each is followed by its total
modifier, including any bonuses from
high enough Intelligence score.
sented for its Scope avatar. These scores class features. Only creatures with
Allegiances (AL) are calculated for the creature in the a social template can have ranks in
same way as they are for PCs, using the Influences.
T his entry lists the creature’s most
likely allegiances. Their major and
minor allegiances are divided by a slash
rules described in Chapter 6: The Scope.
Some creatures are not capable of sur-
Skills

— its major allegiance comes first fol-


lowed by the minor one.
viving outside of the Scope and so have
a reduced set of main characteristics,
including only those traits that directly
T his section lists alphabetically all
the creature’s skills by name along
with skill modifiers that include adjust-
Saves (SV) affect their Scope avatars. However, such ments for ability scores and any bonuses
creatures have a full set of traits listed for from feats or species abilities (unless oth-
A creature’s Fortitude, Reflex, and
Will saving throw modifiers take
into account the creature’s type, ability
their Scope avatars. Any creature with
a score of at least 3 in each of its mental
erwise noted in the descriptive text). All
skills listed are purchased as class skills,
ability scores (Intelligence, Wisdom, and unless the creature acquires a character
score modifiers, feats, and any special
Charisma) can have a Scope avatar. Crea- class (see Advancement, below).
qualities.
tures with the etheric subtype can, and Automatic Languages: Some crea-
Excellence Points (Ex) must, have an avatar whether they meet tures read, write, or speak unique lan-
these requirements or not. Technically, guages that heroes don’t know anything
O nly exceptional characters have
excellence points; ordinaries and
creatures have no excellence points.
etheric creatures have no avatar, as they
naturally exist within the Scope, but for
about. The GM determines whether a
hero is capable of learning one of these
game purposes the avatar statistics are unique languages and the method by
However, creatures can gain excellence
provided to show their abilities inside the which that language can be learned.
points by taking levels in a heroic charac-
Scope. The following notes should help
ter class. Add together all class levels the Advancement
answer any questions you have regarding
creature has and use that as its character
level for determining excellence points.
This does not affect any other character-
the Scope avatars for the characters and
creatures presented below:
Speed: Scope avatars have no speed
S ome creatures, particularly outsiders,
may appear in more powerful forms
(with more Hit Dice) than a “standard”
level dependent abilities.
rating. Their movement rates are dic- creature of that type. See “Outsiders,”
Abilities tated by the nature of the class of the earlier in this chapter, and Table 8–5 for
domain they are currently in. the impact of higher Hit Dice.
C reatures have the same six abil-
ity scores as characters: Strength
(Str), Dexterity (Dex), Constitution
Minimum Traits: A creature that
cannot survive outside the Scope has a
Note that if a creature acquires a
character class, it improves according to
reduced set of traits for its main set of its class, not its type.
(Con), Intelligence (Int), Wisdom
statistics (the set before the Scope avatar
(Wis), and Charisma (Cha). The six Feats
statistics). The following traits appear in
ability scores are described in more
detail in Chapter 1: Characters. Excep-
tions are noted below.
such a creature’s main statistics: Chal-
lenge Rating, size and class of creature,
Will save, excellence points, and mental
T his section lists alphabetically all the
creature’s feats. Most creatures use
the same feats that are available to char-
Strength: Quadrupeds can carry
ability scores (Intelligence, Wisdom, acters, but some have access to the Multi-
heavier loads than bipedal characters.
and Charisma). These traits are the only attack feat (described in the sidebar).

237
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Animals
Skills: Listen +9, Move Silently +6,
Spot +9.
Feats: None.
Crocodile
Species Traits

B elow you will find a selection of


animals that may be encountered
Bear
Species Traits
A quatic: Crocodiles can move in
water without making Swim checks
and cannot drown in water.
around the world, from the big game of Improved Grab: To use this ability,
Africa to the domestic and urban wildlife
of Britain.
I mproved Grab: To use this ability,
the bear must hit with a claw attack
(see “Special Traits” in Chapter 2: Traits
a crocodile must hit an opponent of its
size or smaller with its bite attack. If
it gets a hold, the crocodile grabs the
for full rules on improved grab).
Ape Scent: This ability allows a bear to
opponent with its mouth and drags it
into deep water, attempting to pin it to
Species Traits detect approaching enemies, sniff out the bottom.
hidden foes, and track by sense of smell
S cent: This ability allows an ape to
detect approaching enemies, sniff
out hidden foes, and track by sense of
(see “Special Traits” in Chapter 2:
Traits).
Skill Bonus: Crocodiles gain a +12
species bonus on Hide checks when
submerged.
Bear: CR 4; Large animal; HD Medium Crocodile: CR 2; Medium
smell (see “Special Traits” in Chapter 2:
6d8+24; hp 51; Mas 19; Init +1; Spd 40 animal; HD 3d8+9; hp 22; Mas 17; Init
Traits).
ft.; Defence 15, touch 10, flat-footed 14 +1; Spd 20 ft., swim 30 ft.; Defence 15,
Ape: CR 2; Large animal; HD 4d8+8;
(–1 size, +1 Dex, +5 natural); BAB +4; touch 11, flat-footed 14 (+1 Dex, +4 nat-
hp 26; Mas 14; Init +2; Spd 30 ft., climb
Grap +16; Atk +11 melee (1d8+8, claw); ural); BAB +2; Grap +6; Atk +6 melee
30 ft.; Defence 14, touch 11, flat-footed
Full Atk +11 melee (1d8+8, 2 claws) and (1d8+6, bite) or +6 melee (1d12+6, tail
12 (–1 size, +2 Dex, +3 natural); BAB +3;
+6 melee (2d8+4 bite); FS 10 ft. by 10 slap); Full Atk +6 melee (1d8+6, bite) or
Grap +12; Atk +7 melee (1d6+5, claw);
ft.; Reach 10 ft.; SQ improved grab, low- +6 melee (1d12+6, tail slap); FS 5 ft. by
Full Atk +7 melee (1d6+5, 2 claws) and
light vision, scent; Val —/—, AL —/ 5 ft.; Reach 5 ft.; SQ aquatic, improved
+2 melee (1d6+2, bite), or +4 ranged; FS
—; SV Fort +9, Ref +6, Will +3; Str 27, grab, low-light vision; Val —/—, AL —/
10 ft. by 10 ft.; Reach 10 ft.; SQ low-light
Dex 13, Con 19, Int 2, Wis 12, Cha 6. —; SV Fort +6, Ref +4, Will +2; Str 19,
vision, scent; Val —/—, AL —/—; SV
Skills: Climb +18, Listen +6, Spot Dex 12, Con 17, Int 2, Wis 12, Cha 2.
Fort +6, Ref +6, Will +2; Str 21, Dex
+6. Skills: Hide +7 (+19 when sub-
15, Con 14, Int 2, Wis 12, Cha 7.
Feats: None. merged), Listen +5, Spot +5.
Skills: Climb +18, Listen +6, Spot
+6. Feats: None.
Feats: None. Cat Huge Crocodile: CR 4; Huge animal;
Species Traits HD 7d8+28; hp 59; Mas 19; Init +1; Spd
Bat 20 ft., swim 30 ft.; Defence 16, touch 9,
Species Traits S kill Bonuses: Cats receive a +8 spe-
cies bonus on Balance checks and
a +4 species bonus on Hide and Move
flat-footed 15 (–2 size, +1 Dex, +7 natu-
ral); BAB +5; Grap +21; Atk +11 melee

B lindsight: Bats can “see” by emitting


high-frequency sounds, inaudible to
most other creatures, that allow them to
Silently checks. In areas of tall grass or
heavy undergrowth, the cat’s Hide bonus
(2d8+12, bite) or +11 melee (1d12+12,
tail slap); Full +11 melee (2d8+12, bite)
or +11 melee (1d12+12, tail slap); FS 15
rises to +8. Cats use their Dexterity
locate objects and creatures within 30 ft. by 15 ft.; Reach 10 ft.; SQ aquatic,
modifier for Climb checks.
feet. Ultrasonic noise forces the bat to improved grab, low-light vision; Val
Cat: CR 1/4; Tiny animal; HD 1/2
rely on its weak vision, which has a maxi- —/—, AL —/—; SV Fort +9, Ref +6,
d8; hp 2; Mas 10; Init +2; Spd 30 ft.;
mum range of 5 feet (see “Special Traits”
Defence 14, touch 14, flat-footed 12 (+2
in Chapter 2: Traits).
size, +2 Dex); BAB +0; Grap –12; Atk
Skill Bonuses: Bats receive a +4 spe-
cies bonus on Listen and Spot checks.
+4 melee (1d2–4, claw); Full Atk +4 Creature Feat:
melee (1d2–4, 2 claws) and –1 melee
These bonuses are lost if the bat’s blind-
(1d3–4, bite); FS 2 1/2 ft. by 2 1/2 ft.;
Multiattack
sight is negated. The creature is adept at using all its natu-
Reach 0 ft.; SQ low-light vision; Val —/
Bat: CR 1/10; Diminutive animal; ral weapons at once.
—, AL none or owner/—; SV Fort +2,
HD 1/4 d8; hp 1; Mas 10; Init +2; Spd Prerequisite: Three or more natural
Ref +4, Will +1; Str 3, Dex 15, Con 10, weapons.
5 ft., fly 40 ft. (good); Defence 16, touch
Int 2, Wis 12, Cha 7. Benefit: The creature’s secondary
16, flat-footed 14 (+4 size, +2 Dex); BAB
Skills: Balance +10, Climb +5, Hide attacks with natural weapons take only a
+0; Grap –17; Atk none; Full Atk none;
+17 (+21 in tall grass or heavy under- –2 penalty.
FS 1 ft. by 1 ft.; Reach 0 ft.; SQ blind- Normal: Without this feat, the crea-
growth), Jump +6, Listen +4, Move
sight 30 ft.; Val —/—, AL —/—; SV ture’s secondary natural attacks take a –5
Silently +9, Spot +4.
Fort +2, Ref +4, Will +2; Str 1, Dex 15, penalty.
Feats: Weapon Finesse.
Con 10, Int 2, Wis 14; Cha 4.

238
GAMESMASTERING
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A P T E R №

Will +3; Str 27, Dex 12, Con 19, Int 1, Scent: This ability allows a ferret in the herd. A successful Reflex save (DC
Wis 12, Cha 2. to detect approaching enemies, sniff 16) halves the damage.
Skills: Hide +0 (+4 whilst sub- out hidden foes, and track by sense of Herd Animal: CR 2; Large animal;
merged), Listen +5, Spot +5. smell (see “Special Traits” in Chapter 2: HD 5d8+15; hp 37; Mas 16; Init +0;
Feats: None. Traits). Spd 40 ft.; Defence 13, touch 9, flat-
Skill Bonuses: A ferret receives a +8 footed 13 (–1 size, +4 natural); BAB +3;
Dog species bonus on Balance checks and Grap +11; Atk +6 melee (1d8+6, butt);
a +4 species bonus on Move Silently Full Atk +6 melee (1d8+6, butt); FS 10
Species Traits checks. It uses its Dexterity modifier for ft. by 10 ft.; Reach 5 ft.; SQ stampede;

S cent: This ability allows a dog to


detect approaching enemies, sniff
out hidden foes, and track by sense of
Climb checks.
Ferret: CR 1/4; Tiny animal; HD 1/4
d8; hp 2; Mas 10; Init +2; Spd 20 ft., climb
Val —/—, AL —/—; SV Fort +7, Ref
+4, Will +1; Str 18, Dex 10, Con 16, Int
2, Wis 11, Cha 4.
smell (see “Special Traits” in Chapter 2: 20 ft.; Defence 14, touch 14, flat-footed 12 Skills: Listen +8, Spot +5.
Traits). (+2 size, +2 Dex); BAB +0; Grap –12; Feats: None.
Skill Bonus: Dogs gain a +2 species Atk +4 melee (1d3–4, bite); Full Atk +4
bonus on Jump checks. Dogs also gain melee (1d3–4, bite); FS 2 1/2 ft. by 2 1/2 Horse
a +4 species bonus on Survival checks ft.; Reach 0 ft.; SQ attach, low-light vision,
when tracking by scent.
Small Dog: CR 1/3; Small animal;
scent; Val —/—, AL —/—; SV Fort +2,
Ref +4, Will +1; Str 3, Dex 15, Con 10, A horse cannot fight whilst carrying
a rider.
HD 1d8+2; hp 6; Mas 15; Init +3; Spd Int 2, Wis 12, Cha 5. Species Traits
40 ft.; Defence 14, touch 14, flat-footed 11 Skills: Balance +10, Climb +11, Hide
(+1 size, +3 Dex); BAB +0; Grap –3; Atk
+2 melee (1d4+1, bite); Full Atk +2 melee
+13, Move Silently +9, Spot +4.
Feats: Weapon Finesse. S cent: This ability allows a horse to
detect approaching enemies, sniff
out hidden foes, and track by sense of
(1d4+1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.;
smell (see “Special Traits” in Chapter 2:
SQ scent; Val —/—, AL none or own- Hawk Traits).
er/—; SV Fort +4, Ref +5, Will +1; Str
Species Traits Horse: CR 1; Large animal; HD
13, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
3d8+6; hp 19; Mas 15; Init +1; Spd 60
Skills: Jump +3, Listen +5, Spot +5,
Survival +1 (+5 when tracking by scent),
Swim +5.
S kill Bonus: Hawks gain a +8 species
bonus on Spot checks in daylight.
Hawk: CR 1; Tiny animal; HD 1d8;
ft.; Defence 13, touch 10, flat-footed 12
(–1 size, +1 Dex, +3 natural); BAB +2;
Grap +7; Atk +2 melee (1d4+1, hoof);
Feats: None. hp 4; Mas 10; Init +3; Spd 10 ft., fly 60
Full Atk +2 melee (1d4+1, 2 hooves);
Medium Dog: CR 1; Medium animal; ft. (average); Defence 17, touch 15, flat-
FS 10 ft. by 10 ft.; Reach 5 ft.; SQ scent,
HD 2d8+4; hp 13; Mas 15; Init +2; Spd footed 14 (+2 size, +3 Dex, +2 natural);
low-light vision; Val —/—, AL none or
40 ft.; Defence 13, touch 12, flat-footed BAB +0; Grap –10; Atk +5 melee (1d4–
owner/—; SV Fort +6, Ref +4, Will +2;
11 (+2 Dex, +1 natural); BAB +1; Grap 2, claw); Full Atk +5 melee (1d4–2,
Str 13, Dex 13, Con 15, Int 2, Wis 12,
+3; Atk +3 melee (1d6+3, bite); Full Atk claw); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0
Cha 6.
+3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; ft.; Val —/—, AL none or owner/—; SV
Skills: Listen +6, Spot +6.
Reach 5 ft.; SQ scent; Val —/—, AL Fort +2, Ref +5, Will +2; Str 6, Dex 17,
Feats: None.
none or owner/—; SV Fort +5, Ref +5, Con 10, Int 2, Wis 14, Cha 6.
Will +1; Str 15, Dex 15, Con 15, Int 2, Skills: Listen +6, Spot +6 (+14 in
Wis 12, Cha 6. daylight). Monkey
Skills: Jump +4, Listen +5, Spot +5, Feats: Weapon Finesse. Species Traits
Survival +1 (+5 when tracking by scent),
Swim +5.
Feats: None.
Herd Animal
Species Traits
M onkey: CR 1/6; Tiny animal; HD
1d8; hp 4; Mas 10; Init +2; Spd
30 ft., climb 30 ft.; Defence 14, touch 14,
flat-footed 12 (+2 size, +2 Dex); BAB
Ferret
Species Traits
T his entry covers a range of animals,
from common cattle and the vast
herds of wildebeest that roam the Afri-
+0; Grap –12; Atk +4 melee (1d3–4,
bite); Full Atk +4 melee (1d3–4, bite);
FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; Val
A ttach: If a ferret hits with a bite
attack, it uses its powerful jaws to
latch onto the opponent’s body and auto-
can savannah.
Stampede: A frightened herd flees as
a group in a random direction, but always
—/—, AL none or owner/—; SV Fort
+2, Ref +4, Will +1; Str 3, Dex 15, Con
10, Int 2, Wis 12, Cha 5.
matically deals bite damage each round away from the perceived source of dan-
Skills: Balance +10, Climb +13, Hide
it remains attached. An attached ferret ger. It runs over anything of size Large or
+13, Listen +4, Spot +4.
loses its Dexterity bonus to Defence and smaller that gets in its way, dealing 1d12
Feats: Weapon Finesse.
has a Defence of 12. points of damage for every five animals

239
GAMESMASTERING
CH 8
A P T E R №

Owl ft., fly 40 ft. (average); Defence 14, touch ute later to negate the venom’s secondary
14, flat-footed 12 (+2 size, +2 Dex); BAB damage (another 1d6 Con). The save DC
Species Traits +0; Grap –13; Atk +4 melee (1d2–5, is equal to 11 + 1/2 the snake’s Hit Dice

S kill Bonuses: Owls receive a +8 claw); Full Atk +4 melee (1d2–5, claw); + the snake’s Constitution modifier (DC
species bonus on Listen checks and FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; Val 11 for a Tiny viper).
a +14 species bonus on Move Silently —/—, AL none or owner/—; SV Fort Scent: This ability allows a snake to
checks. They receive a +8 species bonus +2, Ref +4, Will +2; Str 1, Dex 15, Con detect approaching enemies, sniff out hid-
on Spot checks in dusk and darkness. 10, Int 2, Wis 14, Cha 6. den foes, and track by sense of smell (see
Owl: CR 1/4; Tiny animal; HD 1/2 Skills: Listen +6, Spot +6. “Special Traits” in Chapter 2: Traits).
d8; hp 2; Mas 10; Init +3; Spd 10 ft., fly Feats: Weapon Finesse. Skill Bonuses: Snakes receive a +8
40 ft. (average); Defence 17, touch 15, species bonus on Balance checks and a
flat-footed 14 (+2 size, +3 Dex, +2 natu- Shark +4 species bonus on Hide, Listen, and
ral); BAB +0; Grap –10; Atk +5 melee Spot checks. Snakes apply either their
Species Traits Strength or Dexterity modifier, which-
(1d2–2, claw); Full Atk +5 melee (1d2–
2, claw); FS 2 1/2 ft. by 2 1/2 ft.; Reach
0 ft.; SQ low-light vision; Val —/—, AL
none or owner/—; SV Fort +2, Ref +5,
A quatic: Sharks can move in water
without making Swim checks and
cannot drown in water.
ever is higher, to Climb checks.
Constrictor Snake: CR 2; Medium
animal; HD 3d8+3; hp 16; Mas 13; Init
Will +2; Str 6, Dex 17, Con 10, Int 2, Keen Scent: A shark can notice crea- +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
Wis 14, Cha 4. tures by scent in a 180-foot radius and Defence 15, touch 13, flat-footed 12 (+3
Skills: Listen +14, Move Silently +20, detect blood in the water at ranges of Dex, +2 natural); BAB +2; Grap +5;
Spot +6 (+14 in dusk and darkness). up to one mile (see “Special Traits” in Atk +5 melee (1d6+4, bite); Full Atk
Feats: Weapon Finesse. Chapter 2: Traits). +5 melee (1d6+4, bite); FS 5 ft. by 5 ft.
Shark: CR 1; Medium animal; HD (coiled); Reach 5 ft.; SQ improved grab,
constrict 1d6+4, scent, low-light vision;
Rat 3d8+3; hp 16; Mas 13; Init +2; Spd
Val —/—, AL —/—; SV Fort +4, Ref
swim 60 ft.; Defence 15, touch 12, flat-
Species Traits footed 13 (+2 Dex, +3 natural); BAB +6, Will +2; Str 17, Dex 17, Con 13, Int
1, Wis 12, Cha 2.
S cent: This ability allows a rat to +2; Grap +3; Atk +4 melee (1d6+1,
bite); Full Atk +6 melee (1d6+1, bite); Skills: Balance +11, Climb +14, Hide
detect approaching enemies, sniff
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aquatic, +11, Listen +9, Spot +9, Swim +11.
out hidden foes, and track by sense of
keen scent, low-light vision; Val —/—, Feats: None.
smell (see “Special Traits” in Chapter 2:
AL —/—; SV Fort +4, Ref +5, Will Tiny Viper: CR 1/3; Tiny animal;
Traits).
+2; Str 13, Dex 15, Con 13, Int 1, Wis HD 1/4 d8; hp 1; Mas 11; Init +3; Spd
Skill Bonuses: Rats receive a +8
12, Cha 2. 15 ft., climb 15 ft., swim 15 ft.; Defence
species bonus on Balance checks and
Skills: Listen +7, Spot +7, Swim +9. 17, touch 15, flat-footed 14 (+2 size, +3
a +4 species bonus on Hide and Move
Feats: Weapon Finesse. Dex, +2 natural); BAB +0; Grap –10;
Silently checks. They use their Dexter-
Atk +5 melee (1d3–2 plus poison, bite);
ity modifier for Climb checks.
Rat: CR 1/8; Tiny animal; HD 1/4 Snake Full Atk +5 melee (1d3–2 plus poison,
bite); FS 2 1/2 ft. by 2 1/2 ft. (coiled);
d8; hp 1; Mas 10; Init +2; Spd 15 ft., Species Traits Reach 0 ft.; SQ poison, scent, low-light
climb 15 ft., swim 10 ft.; Defence 14,

S nakes have the following traits. vision; Val —/—, AL —/—; SV Fort
touch 14, flat-footed 12 (+2 size, +2
Improved Grab: Only constrictor +2, Ref +5, Will +1; Str 6, Dex 17, Con
Dex); BAB +0; Grap –12; Atk +4
snakes have this ability. To use this abil- 11, Int 1, Wis 12, Cha 2.
melee (1d3–4, bite); Full Atk +4 melee
ity, a constrictor snake must hit with its Skills: Balance +11, Climb +12, Hide
(1d3–4, bite); FS 2 1/2 ft. by 2 1/2 ft.;
bite attack (see “Special Traits” in Chap- +18, Listen +8, Spot +8, Swim +11.
Reach 0 ft.; SQ scent, low-light vision;
ter 2: Traits for full rules on improved Feat: Weapon Finesse.
Val —/—, AL none or owner/—; SV
Fort +2, Ref +4, Will +1; Str 2, Dex 15, grab). If it gets a hold, it can constrict (see
Con 10, Int 2, Wis 12, Cha 2. below). Tiger
Skills: Balance +10, Climb +12, Hide Constrict: With a successful grapple Species Traits
+18, Move Silently +10, Swim +10. check against a creature of its size or
Feats: Weapon Finesse. smaller, a constrictor snake deals dam-
age equal to its bite damage.
Poison: A viper injects venom with a
P ounce: If a tiger leaps upon a foe dur-
ing the first round of combat, it can
make a full attack even if it has already
Raven taken a move action.
successful bite. The victim must succeed
Species Traits on a Fortitude save or take 1d6 points of Improved Grab: To use this abil-
ity, the tiger must hit with a claw or bite
R aven: CR 1/4; Tiny animal; HD 1/4 temporary Constitution damage; a sec-
ond Fortitude save must be made 1 min- attack (see “Special Traits” in Chapter 2:
d8; hp 1; Mas 10; Init +2; Spd 10
Traits for full rules on improved grab). If

240
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it gets a hold, it can rake (see below). Dex, +0 class); BAB +0; Grap +1; Atk Possessions: Light undercover shirt,
Rake: A tiger that gets a hold of its tar- +2 melee (1d6+1 nonlethal, unarmed counterfeit goods, suitcase, blue collar
get can make two rake attacks (+9 melee) strike) or +0 ranged (1d3+1, rock); FS 5 outfit, coffin flat.
with its hind legs for 1d8+6 points of ft. by 5 ft.; Reach 5 ft.; SQ —; Val any/ Wealth: +1.
damage each. If the tiger pounces on an any; AL any/any; SV Fort +0, Ref +1,
opponent, it can also rake. Will +1; Ex 0; Str 12, Dex 11, Con 11, Doctor Ordinary
Skill Bonuses: Tigers receive a +4 Int 8, Wis 12, Cha 16.
species bonus on Balance, Hide, and
Move Silently checks. In areas of tall
Scope Avatar: HD 1d6+3; hp 7; Mas
16; Init +1; Defence 11, touch 11, flat- D octors are typically self-employed
professional individuals who serve
a limited number of customers. They are
grass or heavy undergrowth, their Hide footed 10 (+1 Dex, +0 class, +0 gear);
not normally available to working class
bonus improves to +8. BAB +0; Grap –1; Atk +0 melee (1d6+1
persons, unless under dire circumstances
Tiger: CR 4; Large animal; HD nonlethal, unarmed strike); FS 5 ft. by 5
– their services can break the bank of
6d8+18; hp 45; Mas 17; Init +2; Spd 40 ft.; Reach 5 ft.; SQ —; SV Fort +2, Ref
many a family. They may work and live in
ft.; Defence 14, touch 11, flat-footed 12 +1; Str 8, Dex 12, Con 16.
an estate or they may make house calls as
(–1 size, +2 Dex, +3 natural); BAB +4; Template: Disenfranchised (Agricul-
requested. Doctors are well educated and
Grap +14; Atk +9 melee (1d8+6, claw); tural, Street, Crime) (Sleight of Hand,
enjoy a comfortable lifestyle from their
Full Atk +9 melee (1d8+6, 2 claws), +4 Survival).
melee (2d6+3, bite); FS 10 ft. by 10 ft.; Skills: Bluff +7, Diplomacy +7, Dis- professional fees. The statistics below are
for a typical Doctor; the GM may adapt
Reach 5 ft.; SQ pounce, improved grab, guise +7, Knowledge (current events)
these statistics for other character types
rake, low-light vision; Val —/—, AL —/ +3, Sense Motive +5, Sleight of Hand
or professions by changing the template
—; SV Fort +8, Ref +7, Will +3; Str 23, +4, Survival +5.
and influences, relocating skill points
Dex 15, Con 17, Int 2, Wis 12, Cha 6. Influences: Agricultural +4, Street
and swapping feats as needed.
Skills: Balance +6, Hide +5 (+9 in +4, Crime +2, Church +1.
Low-Level Doctor (Savant 1): CR
tall grass or undergrowth), Listen +3, Feats: Brawl, Run, Toughness (body).


1/2; Medium humanoid (human); HD
Move Silently +9, Spot +3, Swim +11. Possessions: Counterfeit goods, suit-
1d6; hp 3; Mas 11; Init +0; Spd 30 ft.;
Feats: None. case; blue collar outfit; coffin flat.
Defence 10, touch 10, flat-footed 10 (+0
Wealth: +1.
Dex, +0 class); BAB +0; Grap –1; Atk
Medium-Level Con Artist (Broker
–1 melee (1d3–1 nonlethal, unarmed
5): CR 4; Medium humanoid (human);
Ordinaries HD 5d6+5; hp 22; Mas 11; Init +0, Spd strike), or –5 melee (1d4–1, scalpel);
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val
30 ft., Defence 14, touch 13, flat-footed
B elow are some sample ordinaries to
describe the people your party may
encounter. These ordinaries have a delib-
13 (+1 Dex, +2 class, +1 equipment);
BAB +2; Grap +3; Atk +4 melee (1d6+1
any/any; AL any/any; SV Fort +0, Ref
+0, Will +1; Ex 0; Str 8, Dex 11, Con
11, Int 16, Wis 12, Cha 12.
nonlethal, unarmed strike) or +3 melee
erately vague character concept, so that Scope Avatar: HD 1d6+1; hp 4; Mas
(1d4+1, knife) or +3 ranged (1d2, rock);
they can be readily adapted to a number 12; Init +1; Defence 11, touch 11, flat-
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val
of different roles within your game. footed 10 (+1 Dex, +0 class); BAB +0;
any/any; AL any/any; SV Fort +1, Ref
Grap +3; Atk +3 melee (1d3+3 nonle-
+4, Will +3; Ex 0; Str 12, Dex 12, Con
Con Artist Ordinary 11, Int 8, Wis 12, Cha 16. thal, unarmed strike); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ —; SV Fort +1, Ref +1,
S ample characters of this archetype Scope Avatar: HD 1d6+3; hp 7; Mas
Will +1; Str 16, Dex 12, Con 12.
include salesmen, loan sharks, drug 16; Init +1; Defence 13, touch 13, flat-
Template: Professional (Civic,
dealers, and street vendors. These ordi- footed 12 (+1 Dex, +2 class, +0 gear);
Church, Parliamentary).
naries are lower class, they do whatever BAB +0; Grap –1; Atk +0 melee (1d6–1
Skills: Creative Art +7, Engineer
they can to make a quick buck, and nonlethal, unarmed strike); FS 5 ft. by 5
(chemical) +7, Engineer (pharmaceu-
when they are discovered they run or ft.; Reach 5 ft.; SQ —; SV Fort +2, Ref
tical) +7, Forgery +7, Investigate +7,
cower in fear. They usually owe a lot of +1; Str 8, Dex 12, Con 16.
Knowledge (art) +7, Knowledge (his-
money, or serve a dubious master. The Template: Disenfranchised (Agricul-
tory) +7, Knowledge (linguistics) +7,
statistics below are for a typical con art- tural, Street, Crime) (Sleight of Hand,
Knowledge (medicine) +9, Knowledge
ist; the GM may adapt these statistics Survival)
(natural philosophy) +9, Navigate +7,
for other character types or professions Skills: Bluff +7, Diplomacy +9, Dis-
Research +7, Scope Use (remote) +8,
by changing the template and influenc- guise +7, Intimidate +5, Knowledge
Spot +1.
es, relocating skill points and swapping (current events) +3, Sense Motive +5,
Influences: Civic +4, Church +1, Par-
feats as needed. Sleight of Hand +5, Survival +5.
liamentary +1.
Low-Level Con Artist (Broker 1): Influences: Agricultural +8, Street
Feats: Academic (medicine, natural
CR 0; Medium humanoid (human); HD +8, Crime +4, Church +2.
philosophy), Surgery.
1d6+1; hp 4; Mas 11; Init +0, Spd 30 ft., Feats: Brawl, Run, Persuasive, Tough-
Possessions: Scalpel (as knife), brief-
Defence 10, touch 10, flat-footed 10 (+0 ness (body).

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case, medical kit, surgery kit, business 1d8; hp 4; Mas 11; Init +0; Spd 30 ft.; Influences: Guild +8, Civic +4.
outfit, large house, steam carriage. Defence 14, touch 12, flat-footed 14 (+0 Feats: Armour Proficiency (light),
Wealth: +12. Dex, +2 class, +2 vest); BAB +0; Grap – Personal Firearms Proficiency, Simple
Medium-Level Doctor (Savant 5): 1; Atk +0 melee (1d3 nonlethal, unarmed Weapons Proficiency, Track.
CR 4; Medium humanoid (human); HD strike) or +0 melee (1d6, machete 19-20) Possessions: Machete, 12-gauge shot-
5d6; hp 20; Mas 11; Init +0, Spd 30 ft., or +0 ranged (1d3, rock) FS 5 ft. by 5 ft.; gun (40 rounds), concealable vest, first
Defence 12, touch 12, flat-footed 12 (+0 Reach 5 ft.; SQ —; Val any/any; AL any/ aid kit, sleeping bag, trail rations (24),
Dex, +2 class); BAB +2; Grap +1; Atk any; SV Fort +1, Ref +0, Will +3; Ex 0; zip-tie (25), business outfit, coffin flat.
+1 melee (1d3–1 nonlethal, unarmed Str 11, Dex 11, Con 11, Int 12, Wis 15, Wealth: +4.
strike) or +1 melee (1d4–1, scalpel); FS Cha 12.
5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val Scope Avatar: HD 1d6+1; hp 4; Mas Mechanic Ordinary
any/any; AL any/any; SV Fort +1, Ref 12; Init +3; Defence 16, touch 16, flat-
+1, Will +3; Ex 0; Str 8, Dex 11, Con 11,
Int 17, Wis 12, Cha 12.
footed 13 (+3 Dex, +0 class, +0 gear);
BAB +0; Grap +1; Atk +1 melee (1d3+1 S ample characters of this archetype
include car mechanics, zeppelin
mechanics, government engineers, con-
Scope Avatar: HD 5d6+1; hp 25; nonlethal, unarmed strike); FS 5 ft. by 5
tract workers, tradesmen, forest engi-
Mas 12; Init +1; Defence 11, touch 11, ft.; Reach 5 ft.; SQ —; SV Fort +1, Ref
neers, building inspectors, and all man-
flat-footed 10 (+1 Dex, +0 class); BAB +2; Str 12, Dex 15, Con 12.
+0; Grap +3; Atk +3 melee (1d3+3 Template: Craftsman (Guilds, Civic, ner of persons employed to repair and
service machinery. These ordinaries are
nonlethal, unarmed strike); FS 5 ft. by 5 Industry) (Pilot (civilian), Scope Use
working class; they literally grease the
ft.; Reach 5 ft.; SQ —; SV Fort +1, Ref (remote)).
gears of society. They may be proud of
+1, Will +3; Str 16, Dex 12, Con 12. Skills: Climb +3, Hide +4, Move
their work or they may have what they
Template: Professional (Civic, Silently +4, Spot +6, Survival +6, Swim
feel is an important task. They are a
Church, Parliamentary). +3.
necessary part of society, but they only
Skills: Creative Art +11, Engineer Influences: Guild +4, Civic +2.
maintain machines and never design or
(chemical) +11, Engineer (pharmaceuti- Feats: Personal Firearms Proficiency,
build them. The statistics below are for
cal) +11, Forgery +11, Investigate +11, Simple Weapons Proficiency, Track.
a typical mechanic; the GM may adapt
Knowledge (art) +11, Knowledge (his- Possessions: Machete, conceal-
these statistics for other character types
tory) +11, Knowledge (linguistics) +11, able vest, first aid kit, sleeping bag, trail
or professions by changing the template
Knowledge (medicine) +14, Knowl- rations (24), zip-tie (25), business outfit;
and influences, relocating skill points
edge (philosophy) +11, Navigate +11, coffin flat.
and swapping feats as needed.
Research +11, Scope Use (remote) +12, Wealth: +4.
Low-Level Mechanic (Enginaught 1):
Spot +6 Medium-Level Hunter (Pursuer
CR 1/2; Medium humanoid (human);
Influences: Civic +8, Church +2, 5): CR 4; Medium humanoid (human);
HD 1d10+3; hp 8; Mas 16; Init +0, Spd
Parliamentary +2. HD 5d8; hp 25; Mas 11; Init +0, Spd
30 ft., Defence 12, touch 11, flat-footed
Feats: Academic (medicine, natural 30 ft., Defence 16, touch 14, flat-footed
12 (+0 Dex, +1 class, +1 equipment);
philosophy), Surgery, Windfall. 16 (+0 Dex, +4 class, +2 vest); BAB
BAB +0; Grap +0; Atk +1 melee (1d6
Possessions: Scalpel (as knife), brief- +3; Grap +2; Atk +3 melee (1d3 nonle-
nonlethal, unarmed strike) or +0 melee
case, medical kit, surgery kit, pharmacist thal, unarmed strike) or +3 melee (1d6,
(1d8 bludgeoning x3, sledgehammer) or
kit, business outfit, large house, zepcar. machete) or +3 ranged (2d8, 12-gauge
+0 ranged (1d3, wrench); FS 5 ft. by 5
Wealth: +14 shotgun) FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
ft.; Reach 5 ft.; SQ —; Val any/any; AL
—; Val any/any; AL any/any; SV Fort
any/any; SV Fort +4, Ref +0, Will +1;
Hunter Ordinary +3, Ref +1, Will +6; Ex 0; Str 8, Dex 11,
Ex 0; Str 11, Dex 11, Con 16, Int 12, Wis
Con 11, Int 12, Wis 16, Cha 12.
S ample characters of this archetype
include bounty hunters, private
detectives, police detectives, assassins,
Scope Avatar: HD 5d6+5; hp 25;
Mas 12; Init +3; Defence 13, touch 13,
12, Cha 8.
Scope Avatar: HD 1d6–1; hp 2; Mas
8; Init +1; Defence 12, touch 12, flat-
flat-footed 10 (+3 Dex, +0 class); BAB
and other paid killers. These ordinaries footed 11 (+1 Dex, +1 class, +0 equip-
+0; Grap +1; Atk +1 melee (1d3+1 non-
are working class; they have learned to ment); BAB +0; Grap +1; Atk +1 melee
lethal, unarmed strike); FS 5 ft. by 5 ft.;
make a living off the streets using their (1d6+1 nonlethal, unarmed strike); FS 5
Reach 5 ft.; SQ —; SV Fort +1, Ref +3;
skills to find people. The statistics below ft. by 5 ft.; Reach 5 ft.; SQ —; SV Fort
Str 12, Dex 16, Con 12.
are for a typical hunter; the GM may –1, Ref +1; Str 12, Dex 12, Con 8.
Template: Craftsman (Guilds, Civic,
adapt these statistics for other charac- Template: Craftsman (Guilds, Civic,
Industry) (Pilot (civilian), Scope Use
ter types or professions by changing the Industry) (Engineer (mechanical, struc-
(remote)).
template and influences, relocating skill tural))
Skills: Climb +3, Hide +4, Move
points and swapping feats as needed. Skills: Engineer (chemical) +3,
Silently +4, Spot +7, Survival +7, Swim
Low-Level Hunter (Pursuer 1): CR Engineer (mechanical) +5*, Engineer
+3.
1/2; Medium humanoid (human); HD (structural) +9*, Knowledge (current

242
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events)+5, Knowledge (industry) +5, +3; Grap +3; Atk +4 melee (1d6–1
Knowledge (munitions) +5, Pilot (civil-
Thief Ordinary nonlethal, unarmed strike) or +3 melee
ian) +4, Scope Use (remote) +5, Survival
+5.
* Includes +1 from template.
S ample characters of this archetype
include pickpockets, gang members,
petty thieves, bank robbers, spies, mer-
(1d4–1, knife) or +6 ranged (1d4–1,
knife); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
—; Val any/any, AL any/any; SV Fort
Influences: Civic +2, Industry +2. cenaries, corrupt police, acrobats, and +2, Ref +6, Will +1; Ex 0; Str 8, Dex 17,
Feats: Brawl, Master Engineer other circus performers and vigilantes. Con 12, Int 12, Wis 11, Cha 11.
(structural, chemical), Simple Weapons These ordinaries are working class; they Scope Avatar: HD 5d6–5; hp 15;
Proficiency. gained their education on the streets. Mas 11 Init +4; Defence 13, touch 13,
Possessions: Sledgehammer, leather They know how to make do with the flat-footed 13 (+0 Dex, +3 class, +1
jacket, backpack, basic mechanical tool few possessions they have. They envy equipment); BAB +0; Grap +1; Atk
kit, tool belt, business outfit, family flat. the rich and so rob from them or take +2 melee (1d6+1 nonlethal, unarmed
Wealth: +4. advantage of them. The statistics below strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
Medium-Level Mechanic (Enginaught are for a typical thief; the GM may adapt —; SV Fort +0, Ref +0; Str 12, Dex 11,
5): CR 4; Medium humanoid (human); these statistics for other character types Con 11.
HD 5d10+15; hp 42; Mas 17; Init +0; or professions by changing the template Template: Criminal (Crime, Con-
Spd 30 ft.; Defence 14, touch 13, flat- and influences, relocating skill points stabulary, Street), (Sleight of Hand)
footed 14 (+0 Dex, +3 class, +1 equip- and swapping feats as needed. Skills: Bluff +10, Disguise +2, Hide
ment); BAB +3; Grap +3; Atk +4 melee Low-Level Thief (Scoundrel 1): CR +11, Escape Artist +8, Move Silently
(1d6+1 nonlethal, unarmed strike) or +3 1/2; Medium humanoid (human); HD +11, Pilot (civilian) +11, Scope Use
melee (1d8 bludgeoning x3, sledgeham- 1d6+1; hp 4; Mas 14; Init +7; Spd 30 ft., (remote) +9, Spot +8.
mer) or +3 ranged (1d2, wrench); FS 5 ft. Defence 15, touch 14, flat-footed 12 (+3 Influences: Crime +8, Constabulary
by 5 ft.; Reach 5 ft.; SQ —; Val any/any; Dex, +1 class, +1 jacket); BAB +0; Grap +4, Street +4.
AL any/any; SV Fort +6, Ref +1, Will +0; Atk +1 melee (1d6–1 nonlethal, Feats: Armour Proficiency (light),
+2; Ex 0; Str, 11 Dex 11, Con 17, Int 12, unarmed strike) or +0 melee (1d4–1, Brawl, Deceptive, Improved Initiative,
Wis 12, Cha 8. knife) or +3 ranged (1d4–1, knife); FS Simple Weapons Proficiency.
Scope Avatar: HD 5d6–5; hp 12; 5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val Possessions: Knife, light undercover
Mas 8; Init +1; Defence 14, touch 14, any/any, AL any/any; SV Fort +1, Ref shirt, Black Trip Scope tab, Scope pro-
flat-footed 13 (+1 Dex, +3 class, +0 +4, Will +0; Ex 0; Str 8, Dex 16, Con gram (light undercover shirt), blue collar
equipment); BAB +0; Grap +1; Atk 12, Int 12, Wis 11, Cha 11. outfit, coffin flat.
+1 melee (1d6+1 nonlethal, unarmed Scope Avatar: HD 1d6; hp 3; Mas 11; Wealth: +3.
strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Init +4; Defence 11, touch 10, flat-footed
—; SV Fort –1, Ref +1; Str 12, Dex 12, 11 (+0 Dex, +0 class, +1 equipment); Warrior Ordinary
Con 8. BAB +0; Grap +1; Atk +2 melee (1d6+1
Template: Craftsman (Guilds, Civic,
Industry) (Engineer (mechanical, struc-
nonlethal, unarmed strike); FS 5 ft. by 5
ft.; Reach 5 ft.; SQ —; SV Fort +0, Ref S ample characters of this archetype
include military personnel, mercenar-
ies, police constables, firefighters, bounc-
tural)) +0; Str 12, Dex 11, Con 11.
Template: Criminal (Crime, Con- ers, thugs, and bailiffs. These ordinaries
Skills: Engineer (chemical) +7,
stabulary, Street) (Sleight of Hand). are working class, not especially wealthy
Engineer (mechanical) +11*, Engineer
Skills: Bluff +6, Disguise +2, Hide or well educated, but have some military
(structural) +13*, Knowledge (current
+7, Escape Artist +4, Move Silently +7, training, possibly gained from national
events)+9, Knowledge (industry) +9,
Pilot (civilian) +7, Scope Use (remote) service training or active duty. The sta-
Knowledge (munitions) +9, Pilot (civil-
+5, Spot +4. tistics below are for a typical warrior; the
ian) +8, Scope Use (remote) +7, Survival
Influences: Crime +4, Constabulary GM may adapt these statistics for other
+9.
+2, Street +2. character types or professions by chang-
* Includes +1 from template.
Feats: Brawl, Deceptive, Improved ing the template and influences, relocating
Influences: Guilds +2, Civic +2,
Initiative, Simple Weapons Proficiency. skill points and swapping feats as needed.
Industry +3.
Possessions: Knife, leather jacket, Low-Level Warrior (Combatant 1):
Feats: Brawl, Master Engineer (struc-
Black Trip Scope tab, Scope program CR 1/2; Medium humanoid (human);
tural, chemical), Simple Weapons Profi-
(leather jacket), blue collar outfit, coffin HD 1d8+1; hp 5; Mas 12; Init +5; Spd
ciency, Tinkerer.
flat. 30 ft.; Defence 13, touch 12, flat-footed
Possessions: Sledgehammer, leather
Wealth: +3. 12 (+1 Dex, +1 class, +1 shirt); BAB
jacket, backpack, basic mechanical tool
Medium-Level Thief (Scoundrel 5): +1; Grap +4; Atk +4 melee (1d3+3
kit, tool belt, business outfit, family flat.
CR 4; Medium humanoid (human); HD nonlethal, unarmed strike) or +4 melee
Wealth: +4.
5d6+5; hp 23; Mas 14; Init +7; Spd 30 (1d4+3 knife) or +2 ranged (2d4, small
ft.; Defence 18, touch 16, flat-footed pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
15 (+3 Dex, +3 class, +2 shirt); BAB —; Val any/any; AL any/any; SV Fort

243
GAMESMASTERING
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+2, Ref +1, Will +0; Ex 0; Str 16, Dex first aid kit, sleeping bag, Scope tab (plea- of skill ranks in all three Scope skills that
12, Con 12, Int 11, Wis 11, Cha 8. sure domain), military outfit, two-up- affect Scope avatars. As they have no


Scope Avatar: HD 1d6–1; hp 2; Mas two-down. ability scores associated with these, they
11; Init +3; Defence 11, touch 11, flat- Wealth: +2. cannot use them to make skill checks,
footed 11 (+0 Dex, +1 class, +0 gear); but they do determine the base ability
BAB +0; Grap +0; Atk +0 melee (1d3 scores and saving throws of the drone.
nonlethal, unarmed strike); FS 5 ft. by 5 Feats: It is relatively simple to program
ft.; Reach 5 ft.; SQ —; SV Fort –1, Ref Etherspace a Scope drone with a bit of enhanced
+0; Str 11, Dex 11, Con 8. Creatures toughness or speed. Many Scope drones
Template: Enlisted (Military, Crime, can be found with the Toughness (ava-
Street) (Pilot (military), Survival).
Skills: Climb +4, Intimidate +4*,
Knowledge (munitions) +4, Knowledge
B elow is a selection of creatures that
dwell within Etherspace. You can
use them to create encounters both inside
tar) or Improved Initiative feat.
Enhanced Transfer: Some gremlins
are used to finding their way through
(tactics) +4, Spot +4. the Scope and in Prime Reality. the Scope. It can treat a domain’s class
* Includes +1 from template. as being one class better for determining
Influences: Military +4. Scope Drones its movement rates. (It treats a class D
Feats: Improved Initiative, Military domain as a class C domain, for exam-
Vehicle Operation (land), Personal
and Gremlins ple.) This ability is not found in drones as
Firearms Proficiency, Simple Weapons
Proficiency.
Possessions: Knife, small pistol (40
S cope drones are the creations of
skilled program crafters — autom-
aton helpers programmed to act in
only gremlins have the ability to accept
such programming.
Improved Enhanced Transfer: More
rounds), undercover vest, backpack, first response to certain events. As such, they advanced gremlins have an improved
aid kit, sleeping bag, Scope tab (pleasure can appear in a wide range of shapes and version of the Enhanced Transfer abil-
domain), military outfit, coffin flat. sizes, taking whatever form the crafter ity. A gremlin with this power can treat
Wealth: +2. desires. Some have humanlike forms, the domain’s class as being two classes
Medium-Level Warrior (Combatant others appear as moving statues of better.
5): CR 4; Medium humanoid (human); humanoid form, others still are wheeled Scope Glitch: CR 1/2; Diminutive
HD 5d8+5; hp 28; Mas 12; Init +5; Spd vehicles, or are insectlike with many thin construct (drone, etheric); SV Will n/a;
30 ft.; Defence 16, touch 14, flat-footed 15 jointed legs. Five simple examples of Ex 0; Int –, Wis –, Cha –.
(+1 Dex, +3 class, +2 equipment); BAB Scope drones and gremlins that the PCs Scope Avatar: HD 1/2 d10+1; hp 4;
+5; Grap +8; Atk +8 melee (1d3+3 nonle- can encounter are provided below. These Mas n/a; Init +3; Defence 17, touch 17,
thal, unarmed strike) or +8 melee (1d4+3 are more likely encounters than the much flat-footed 14 (+3 Dex, +4 size); BAB
knife) or +6 ranged (2d6, standard pistol); deadlier Scope demons or System agents. +0; Grap –15; Atk +1 melee (1d2–3,
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val Drones are often part of the automated gore) or +4 ranged (1d2–3 thrown
any/any; AL any/any; SV Fort +4, Ref security system of an industrial domain, object); FS 6 in. by 1 ft.; Reach 0 ft.; SQ
+3, Will +1; Ex 0; Str 17, Dex 12, Con whereas Scope riders often create grem- —; Val —/—; AL —/—; SV Fort n/a,
12, Int 11, Wis 11, Cha 8. lins to target and destroy industrial sys- Ref +4; Str 5, Dex 17, Con –.
Scope Avatar: HD 5d6–5; hp 15; tems and domains. However, neither Skills: Hide +15*, Scope Awareness
Mas 11; Init +3; Defence 10, touch 10, of such uses is exclusive to these groups +1, Scope Resilience +1, Scope Use
flat-footed 10 (+0 Dex, +3 class, +0 gear); — Scope riders can cause as much havoc (immersed) +1.
BAB +0 Grap +0; Atk +0 melee (1d3 with a carefully programmed drone, and Feats: Toughness (avatar).
nonlethal, unarmed strike); FS 5 ft. by 5 the best program crafters often hire their Possessions: None.
ft.; Reach 5 ft.; SQ —; SV Fort –1, Ref services out to industrial domains, leav- Example Scope Glitches: A disem-
+0; Str 11, Dex 11, Con 8. ing a number of gremlins performing a bodied hand, a 6-by-4-inch metallic
Template: Enlisted (Military, Crime, range of industrial tasks. insectoid, a floating 5-inch orb, a 6-inch-
Street) (Pilot (military), Survival). tall imp.
Species Traits
Skills: Climb +8, Intimidate +8*, * Scope glitches have a +12 bonus to
Knowledge (munitions) +8, Knowledge
(tactics) +8, Spot +8.
* Includes +1 from template.
C onstruct: Scope drones and grem-
lins are constructs and share traits
common to such creatures.
Hide checks for size.
Scope Firebreach: CR 1; Tiny con-
struct (drone, etheric); SV Will n/a; Ex
Influences: Military +8. Etheric subtype: Scope drones and 0; Int –, Wis –, Cha –.
Feats: Armour Proficiency (light), gremlins are etheric creatures and share Scope Avatar: HD 1d10+1; hp 6;
Improved Initiative, Military Vehicle traits common to such creatures. Mas n/a; Init +2; Defence 14, touch 14,
Operation (land), Personal Firearms Pro- Prime Reality Inviability: Scope flat-footed 12 (+2 Dex, +2 size); BAB +0;
ficiency, Simple Weapons Proficiency. drones and gremlins can never survive Grap –10; Atk +1 melee (1d3–2, gore) or
Possessions: Knife, standard pistol (40 outside of Etherspace. +5 ranged (1d3–2, thrown object); FS 1
rounds), light undercover shirt, backpack, Skills: Drones receive a basic number ft. by 2 ft.; Reach 0 ft.; SQ –; Val —/—;

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AL —/—; SV Fort n/a, Ref +3; Str 0; Int 15, Wis 15, Cha 15.
7, Dex 15, Con –. Scope Avatar: HD 4d10+19; hp
Skills: Hide +10*, Scope Aware- 41; Mas n/a; Init +4; Defence 15,
ness +2, Scope Resilience +2, Scope touch 15, flat-footed 11 (+2 Dex,
Use (immersed) +2. +2 class, –1 size, +7 armour); BAB
Feats: Toughness (avatar). +3; Grap +5; Atk +5 melee (1d8+2,
Possessions: None. sledgehammer) or +3 ranged (2d12,
Example Scope Firebreaches: sniper rifle); FS 10 ft. by 10 ft.;
A robotic cat or weasel, a clockwork Reach 10 ft.; SQ –; AL creator; SV
woodpecker, a floating rugby ball Fort n/a, Ref +3; Str 15, Dex 11,
with claws, a 1-cubic-foot amor- Con –.
phous blob. Skills: Pilot (military) +6, Muni-
* Scope firebreaches have a +8 tions +8, Scope Awareness +8,
bonus to Hide checks for size. Scope Resilience +8, Scope Use
Scope Firewall: CR 2; Small (immersed) +8.
construct (drone, etheric); SV Will Feats: Improved Initiative,
n/a; Ex 0; Int –, Wis –, Cha –. Toughness (avatar), Armour Pro-
Scope Avatar: HD 2d10+5; hp ficiency (light, tactical), Personal
16; Mas n/a; Init +5; Defence 13, Firearms Proficiency, Simple Weap-
touch 13, flat-footed 12 (+1 Dex, +1 ons Proficiency.
class, +1 size); BAB +1; Grap –4; Talent: Enhanced transfer,
Atk +1 melee (1d4–1, gore) or +3 improved enhanced transfer.
ranged (1d4–1, thrown object); FS Possessions: Programs (standard
5 ft. by 5 ft.; Reach 5 ft.; SQ —; Val piston armour, sniper rifle).
—/—; AL —/—; SV Fort n/a, Ref Example Scope Hardwalls:
+3; Str 9, Dex 13, Con –. Monstrous humanoids (maybe even
Skills: Hide +5*, Scope Aware- in guard uniform), a moving wall of
ness +4, Scope Resilience +4, steel, a giant robotic insect.
Scope Use (immersed) +4. * Scope hardwalls have a –4 penalty
Feats: Improved Initiative. to Hide checks for size.
Possessions: None.
Example Firewalls: A 3-foot-tall Scope Demons
robot, a 3-foot-cube of fire, a metal-
lic vulture, a 4-foot-long spider.
* Scope firewalls have a +4 bonus T here are a host of Scope
demons that can be found
lurking in the darker reaches of the
to Hide checks for size.
Scope. Little is known of such crea-
Scope Etherchecker: CR 3;
tures — many refuse to even accept
Medium Construct (etheric, grem-
that they exist. Those of the fey who
lin); SV Will +1; Ex 0; Int 11, Wis
have not lost their Lemurian knowl-
11, Cha 11.
edge believe that Scope demons are
Scope Avatar: HD 3d10+10; hp
part of Etherspace itself and are
26; Mas n/a; Init +6; Defence 18,
responsible for the destruction of
touch 13, flat-footed 16 (+2 Dex, +1
their ancient home. Some lie dor-
class, +5 armour); BAB +2; Grap
mant, asleep for centuries away from
+2; Atk +2 melee (1d6, slam) or +4
human contact. Others actively seek
ranged (2d8, standard rifle); FS 5
out other creatures in Etherspace
ft. by 5 ft.; Reach 5 ft.; SQ –; AL
and the Scope domains of human
creator; SV Fort –, Ref +5; Str 11,
civilisation to attack and devour.
Dex 15, Con –.
Scope demons have also been known,
Skills: Pilot (civilian) +5, Scope
Possessions: Programs (light duty in rare circumstances, to manifest in
Awareness +7, Scope Resilience +5,
vest, standard rifle). Prime Reality, causing great destruction
Scope Use (immersed) +7, Sense Motive
Example Scope Ethercheckers: A and panic. These attacks have been most
+5.
human-like android, a guard in uniform, frequent in China, where etherstorms
Feats: Armour Proficiency (light,
a mannequin, a 6-foot-tall pillar of light. rip open portals between Etherspace and
tactical), Personal Firearms Proficiency,
Scope Hardwall: CR 4; Large con- Prime Reality, from which the monsters
Scope Raider.
struct (etheric, gremlin); SV Will +3; Ex of the Scope can spew forth.
Talent: Enhanced transfer.

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lose this ability. For full blindsight rules, Feats: Frightful Presence.
Lungscratch see “Special Traits” in Chapter 2: Traits. Advancement: 2–4 HD (Medium).

W hilst you are in Etherspace, you


can tell this demon is around
because you get the sensation that it is
Shorten Breath: Despite the fact that
a Scope avatar does not need to breathe,
closeness to a lungscratch causes avatars
Shadowclaw
difficult to breathe — a purely psycho-
logical phenomenon as the avatar has
to feel as if their breath is shortened. At
10 feet, the effects are noticeable, but not T he shadowclaw is a small creature
of similar size to a sheep or large
dog, but broader and shorter. In Prime
no need to draw breath. The lungscratch overly uncomfortable, yet at 5 feet they
is the least of the horrors discovered in Reality they appear to have a black oily
become unpleasant. At 10 feet away,
Etherspace, but it’s still frightening. For- skin which bends light and makes them
a character can make a DC 10 Scope
tunately, the barriers that form the edges hard to see. In the Scope, they appear to
Awareness check to detect the pres-
of Etherscope domains are enough to pre- be made from some sort of shadow mate-
ence of a lungscratch she is otherwise
vent these creatures entering “civilised” rial, insubstantial and wisp-like. Their
unaware of. If she moves within 5 feet
Etherscope. body is of similar shape to a large lizard,
of the lungscratch, she must also make
Lungscratches are tall and gaunt, and but segmented like an insect, with six
a DC 14 Fortitude saving throw or take
roughly humanoid in appearance but pairs of long legs, each ending in a clo-
a –1 penalty on all attack rolls whilst
with large hooks in place of their hands ven hoof. They have no true head and no
she remains within 5 feet of the crea-
and feet. They have thin, papery-grey ture. Effects for multiple creatures do eyes, but a large circular mouth, contain-
skin and are constantly in a crouched ing a spiral of long, hooked teeth which
not stack, but the character has more
position. Their heads are unnaturally rotate to mince anything they can pull
chances to fail a saving throw.
thin with large black eyes on the sides. close enough. They also have two other
Lungscratch: CR 1; Medium out-
They have no mouth but two large flared pairs of limbs, each armed with a razor-
sider (etheric); SV Will +2; Ex 0; Int 2,
nostrils in the centres of their heads. sharp claw as big as the creature itself.
Wis 10, Cha 18.
Lungscratches are obsessed with The front of their body rears up to
Scope Avatar: HD 1d8+4; hp 12;
portals from Etherspace to the domains attack with all four claws at once, pro-
Mas 18; Init +0; Defence 10, touch 10,
of the Scope. Although they rarely go viding for a lethal opponent in combat.
flat-footed 10 (+0 Dex, +0 class); BAB
through them, lungscratches lurk around They make good use of their natural
+1; Grap +3; Atk +3 melee (1d6+2,
portals that lead from borders of human stealthy appearance to stalk their prey
claw); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
domains to the wild Etherspace beyond, and leap out at their enemies in deadly
darkvision 60 ft., shorten breath; Val
attacking anything that comes through surprise attacks. The numbers of shad-
—/—; AL —/—; SV Fort +5, Ref +1;
that is weaker than them. They often owclaws that may be encountered can
Str 15, Dex 10, Con 18.
flock around portals like vultures around vary from a solitary individual to a
Skills: Resolve +8, Scope Awareness
a kill, awaiting unsuspecting Scope rid- massive swarm of hundreds. The most
+2, Scope Resilience +2, Scope Use
ers and fighting amongst themselves for well-travelled Scope riders believe
(immersed) –1.
the pickings. They attack by springing shadowclaws reproduce asexually when
on their enemy and attacking with their
hooklike claws. They appear to feed on
their prey by ripping open the lungs and
drawing in a defeated opponent’s spirit
from her escaping breath.
Species Traits

O utsider: Lungscratches are out-


siders and share traits common to
such creatures.
Etheric Subtype: Lungscratches are
etheric creatures and share traits com-
mon to such creatures.
Prime Reality Inviability: Lung-
scratches can never survive outside
Etherspace.
Blindsight: A lungscratch can
accurately ascertain the position of all
creatures and objects within 60 feet in
Etherspace. This is a supernatural sense,
not dependent on light, echolocation, or
any other physical sense, and it can never

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hunting is plenty, and tend to remain Grap +7; Atk +3 melee (1d6, claw) or them more victims from which to feed.
with their “offspring.” +7 grapple (3d6, bite); Full Atk +3 melee Their domination attack is probably their
Species Traits (1d6, 4 claws); FS 5 ft. by 5 ft.; Reach 5 most useful attack, but is easier than
ft.; SQ blindsight 60 ft., improved grab; to resist the drain attacks. As such, the

O utsider: Shadowclaws are outsid-


ers and share traits common to
such creatures.
Val —/—; AL —/—; SV Fort +2, Ref
+6, Will +7; Ex 0; Str 11, Dex 17, Con 8,
Int 2, Wis 18, Cha 15.
tentacled horror uses its Strength attack
to slow down its victims (particularly
in Prime Reality, where it is slow and
Etheric Subtype: Shadowclaws are Scope Avatar: HD 3d8+6; hp 20; cumbersome) and its Wisdom attack to
etheric creatures and share traits com- Mas 15; Init +4; 14, touch 14, flat-footed lower its victims’ resistance to its domi-
mon to such creatures. 11 (+1 size, +3 Dex); BAB +3; Grap +7; nation attack. Those that have made a
Blindsight: A shadowclaw can Atk +3 melee (1d6, claw) or +7 grapple lair beneath a Scope city or domain use
accurately ascertain the position of all (3d6, bite); Full Atk +3 melee (1d6, 4 this latter attack, as they seek to feed off
creatures and objects within 120 feet in claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ the avatars of the city whilst remaining
the Scope and within 60 feet in Prime blindsight 120 ft., enhanced transfer, safe in their lair.
Reality. This is a supernatural sense, not improved grab, shadow form; SV Fort Species Traits
dependent on light, echolocation or any +5, Ref +7; Str 10, Dex 18, Con 15.
other physical sense and it can never lose
this ability. For full blindsight rules, see
“Special Traits” in Chapter 2: Traits.
Skills: Hide +20, Scope Awareness
+10, Scope Resilience +8, Scope Use
(immersed) +1.
O utsider: A tentacled horror has the
traits and immunities common to
outsiders.
Enhanced Transfer: The shadowclaw Feats: Multiattack. Etheric subtype: Tentacled horrors
can treat a domain’s class as being one Advancement: None. As shadow- are etheric creatures and share traits
class better for determining its move- claws grow, they divide into multiple common to such creatures.
ment rates. (It treats a class D domain as clones. Blindsight: A tentacled horror can
a class C domain, for example.) accurately ascertain the position of all
Improved Grab: To use this ability, Tentacled Horror creatures and objects within 60 feet in
the shadowclaw must successfully hit an Etherspace or within Prime Reality. This
opponent with two claw attacks in one
round. It automatically deals damage T he tentacled horror was one of the
first Etherspace creatures encoun-
tered, sending an entire party of Scope
is a supernatural sense, not dependent
on light, echolocation, or other physical
for two claw attacks each round that the sense, and it can never lose this ability.
hold is maintained. If the shadowclaw riders irreversibly insane. It feeds off For full blindsight rules, see “Special
makes a successful grapple check on its people’s sanity and rarely kills outright, Traits” in Chapter 2: Traits.
action, it may attack with its bite attack. preferring to leave its victims wander- Grapple Bonus: Due to its many
For full rules on improved grab, see “Spe- ing aimlessly through the Scope as lost tentacles and additional stability from its
cial Traits” in Chapter 2: Traits. souls. sack-like body form, the tentacled horror
Grapple Bonus: Due to its oversized The tentacled horror is a large bag of gains a +4 bonus to all grapple checks.
claws and additional stability from its gelatinous liquid with a slug-like foot Tentacle Attacks: Any time a ten-
many legs, the shadowclaw gains a +8 for motility. They are slow and heavy tacled horror’s tentacle attack hits, the
bonus on all grapple checks. in Prime Reality, but move at standard target character is deemed to be in a
Shadow Form: In Etherspace, the rates in Etherspace. They can form many grapple with that tentacle. Each tentacle
shadowclaw’s wisp-like form is difficult tentacles from their body to shoot out at counts as a small creature with the same
to damage, as its body reforms around prey that comes within range. Mostly, strength and base attack bonus as the
attacks. As a result, it gains damage the tentacled horrors drift through tentacled horror. This gives the tentacles
reduction 10/–. This also provides a +4 Etherspace, feeding off anything that a grapple bonus of +9 in Etherspace (+5
bonus to the Dexterity score of its Scope crosses their path, but recent reports BAB, +4 Strength, –4 size, +4 species
avatar. It does not gain this advantage in suggest that they have started to hunt grapple bonus) or +14 in Prime Reality
Prime Reality. in the domains of human civilisation (Strength modifier is +9). On the crea-
Skills Bonuses: Shadowclaws have a and hidden themselves within deep lairs ture’s turn, all grappling tentacles resolve
+12 bonus on Scope Awareness checks where they can attack and begin to con- the grapple as normal and the creature
made to reproduce the effects of the Hide trol the masses. can make additional attacks with other
and Move Silently skills and a +8 bonus In combat, the tentacled horror shoots tentacles as normal. If a tentacle success-
on Hide checks made in Prime Reality out multiple tentacles from its body to fully wins a grapple on the creature’s own
(they are not as naturally silent in Prime attack its prey. These tentacles have a attack, it can make one of the special
Reality as they are in Etherspace). variety of effects. Some sap the avatar’s draining attacks below. Characters can
Shadowclaw: CR 3; Small outsider physical strength, others attack the will attempt to hit the tentacles individually.
(etheric); HD 3d8–3; hp 10; Mas 8; Init: and sanity. They can also use their ten- Each tentacle has a Defence 18 in Prime
+3; Spd 40 ft.; Defence 14, touch 14, flat- tacles to dominate their prey and create Reality and 25 in the Scope. Any attack
footed 11 (+1 size, +3 Dex); BAB +3; servants to do their bidding and bring targeting the tentacle that hits and suc-

247
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cessfully damages the creature causes +14 melee (1d4+9, 2 tentacles) and +14 others and bring them close for the kiss
the tentacle to retract into the body. This grapple (special, all previously hit tenta- without resorting to combat.
damage is deducted from the creature’s cles); FS 10 ft. by 10 ft.; Reach 15 ft.; SQ Species Traits
hit point total as normal. The creature blindsight 60 ft., tentacle attacks (drain
can maintain grapples with up to eight
tentacles at a time, but can only attack
with one (standard attack) or two (full
sanity, sap strength, domination); Val
unknown; AL unknown; SV Fort +11,
Ref +3, Will +6; Ex 0; Str 28, Dex 8,
O utsider: Patricians of souls are
outsiders and share traits common
to such creatures.
attack) tentacles in a given round. Con 24, Int 20, Wis 14, Cha 24. Etheric Subtype: Patricians of souls
Drain Sanity: This attack drains the Scope Avatar: HD 5d8+35; hp 57; are etheric creatures and share traits
character’s Wisdom ability score and Mas 24; Init +2; Defence 23, touch 13, common to such creatures.
can leave them with permanent mental flat-footed 21 (–2 size, +2 Dex, +3 class, Enhanced Transfer: The patrician
scarring. It deals 1d4 points of Wisdom +10 natural); BAB +4; Grap +21; Atk of souls can treat a domain’s class as
damage if the character fails a DC 22 +9 melee (1d4+5, tentacle); Full Atk +3 being two classes better for determin-
Fortitude save, and will also cause per- melee (1d4+5, 2 tentacles) and +9 grapple ing its movement rates. (It treats a class
manent mental damage if the character (special, all previously hit tentacles); FS D domain as a class B domain, for
fails a second DC 14 Will save. Targets 10 ft. by 10 ft.; Reach 15 ft.; SQ blind- example.)
who pass the first Will save do not need sight 60 ft., tentacle attacks (drain sanity, Seductive Lies: The patrician of souls
to make this second Will save. This sap strength, domination); SV Fort +5, is able to seduce a target character with a
mental scarring can manifest in a wide Ref +7; Str 20, Dex 14, Con 24. special mind-affecting power. They must
variety of ways and should be deter- Skills: Diplomacy +15, Hide +6, actively communicate with the target
mined by the GM. The character could Intimidate +15, Scope Awareness in a language they understand to use
become prone to blackouts, catatonic +10, Scope Resilience +15, Scope Use this ability. They may seduce only one
periods, or horrific nightmares that dis- (immersed) +13. character at a time, and must spend a
turb his sleep. He could develop a severe Feats: Multiattack, Toughness move action talking to their target to use
mental health condition, such as bipolar (body). this power. The target character must
disorder or multiple personalities. The Advancement: 6–7 HD (Huge). make a DC 25 Will save or fall under
psychosis is usually based on something the patrician’s seductive spell. The target
hidden deep within the character’s Patrician of Souls will then perform whatever actions the
mind rather than something externally patrician requests, even taking their own
planted. Regardless, the effect should
be detrimental to the character. Victims T he patrician of souls is a power-
ful Scope demon that can eas-
ily infiltrate human society due to its
life or attacking comrades. This power
is mind affecting and language depen-
can ignore the detrimental effect in spe- dent. This effect lasts for 2d6 days, after
resemblance to the human form. When which the character must make another
cific situations with a successful DC 17
a patrician discovers a domain, it enters Will save (DC 25 minus the duration
Will save.
and begin to plot its reign of terror. It of the previous use of this power) or
Sap Strength: This attack saps the
appears as the finest physical example suffer withdrawal, and attempt to find
character’s strength, dealing 1d6 points
of humanity one could imagine — per- the patrician and listen to its lies again.
of Strength damage if he fails a DC 17
fect physical form, either male or female After another 24 hours, the withdrawal
Fortitude save.
as their fancy takes them, and stunning period fades.
Domination: This tentacle attack
looks — and always dress impeccably. It The Kiss of Pain: For its kiss attack,
allows the tentacled horror to crush their
adapts its clothing to fit with the domain the patrician literally kisses its victim on
victim’s will. The target must make a DC
it has entered, so appearing “normal” to the lips. Most often this is done by using
14 Will save or becomes the horror’s
occupants. It hunts for souls and con- its seductive lies ability, but can also be
thrall for 2d4 days. The thrall tempo-
sumes people’s essences and has often made as a grapple action in place of a pin.
rarily loses all previous allegiances and
been equated with vampires. Unlike Victims of the attack must make a DC
adopts a singular unswerving allegiance
many other Scope demons, the patri- 28 Fortitude save or gain 1d4 negative
to the horror. If the horror instructs the
cian of souls prefers to bide its time in levels. Characters who pass the saving
thrall to do something blatantly self-
the Scope rather than invade Prime throw still gain 1 negative level from
destructive, the target can make another
Reality. the attack. See Chapter 4: Combat for
Will save to break the horror’s control. If
In combat, the patrician is a formida- more details on negative levels, including
he succeeds, he becomes free-willed again
ble opponent. They are lightning quick recovery.
and regains his previous allegiances.
and skilled fighters. They often fight Devourer of Knowledge: When
Tentacled Horror: CR 8; Huge out-
without weapons, and will attempt to first entering a domain, the patrician
sider (etheric); HD 5d8+38; hp 60;
grapple in preference to physical attacks automatically begins to sense and read
Mas 24; Init –1; Spd 10 ft.; Defence 17,
in order to use their special soul-draining the thoughts of the massed souls in the
touch 7, flat-footed 17 (–2 size, –1 Dex,
“kiss.” They also have powerful seductive domain. This allows it to “consume”
+10 natural); BAB +5; Grap +26; Atk
powers, able to corrupt the minds of knowledge from the air itself. As a
+14 melee (1d4+9, tentacle); Full Atk

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result, the patrician may an Intelli- usually with all agents of a given variety
gence check in place of any Knowledge
System Agents having the same face.
skill, and gains a bonus equal to its Hit
Dice on the check. Whilst the ability S ystem agents are a mysterious force.
They appear to be self-appointed
Species Traits
to devour knowledge is lost outside of
Etherspace, any knowledge previously
acquired is not. Where a patrician is
Scope Police who attack Scope riders
and corrupt industrialists alike. Their
origin and nature are not fully under-
O utsider: All System agents are out-
siders and share traits common to
such creatures.
encountered in open Etherspace, or on stood, and many governments blame Etheric Subtype: System agents are
entering a Scope domain, it has yet to other powers for their existence. How- etheric creatures and share traits com-
absorb the knowledge from the domain. ever, System agents do not appear to mon to such creatures.
The GM can decide to ignore this abil- be entirely human, leading many to Prime Reality Inviability: System
ity if the patrician is deemed not to have speculate that they are the offspring of agents can never survive outside of
had sufficient exposure to human civili- a powerful Scope drone that has learnt Etherspace.
sation within the Scope to acquire the to reproduce. Darkvision: System agents have dark-
area’s knowledge with this ability. There have been a number of agents vision of 60 feet (see “Special Traits” in
Occult Skills: Hex Lore is a class encountered in the Scope and they Chapter 2: Traits).
skill for patricians of souls. appear to come in set classes of ability. Scent: System agents have the abil-
Patrician of Souls: CR 14; Medium The Scope riders have taken to giving ity to hunt by following the trace of an
outsider (etheric); HD 10d8+20; hp 65; these classes names of hated law-enforce- avatar through the Scope. They receive
Mas 15; Init +8; Spd 40 ft.; Defence 30, ment officials and organisations from the advantages of the scent ability (see
touch 14, flat-footed 26 (+4 Dex, +16 around the world. “Special Traits” in Chapter 2: Traits).
natural); BAB +10; Grap +15; Atk +15 All agents appear similar. They all Sequester Avatar: All System agents
melee (1d6+5, slam) or +15 grapple; FS wear a plain and functional, yet immacu- can try to take over an avatar with fewer
5 ft. by 5 ft.; Reach 5 ft.; SQ seductive late, suit — black, of course — with Hit Dice the agent. They must spend
lies, the kiss of pain; Val unknown; AL neatly cropped black hair, white skin, a full-round action and make a touch
unknown; SV Fort +9, Ref +11, Will and dark glasses so that their eyes are attack, which provokes an attack of
+14; Ex 0; Str 20, Dex 18, Con 15, Int obscured (some speculate they have no opportunity. If the target character fails
27, Wis 24, Cha 31. true eyes). They are invariably male. a Will save (DC 10 + the agent’s Charism
Scope Avatar: HD 10d8+100; hp 145; Agents take on the faces of famous Scope modifier + 1/2 the agent’s HD), the
Mas 31; Init +11; Defence 34, touch 22, riders and program crafters of history, agent takes over. The agent is absorbed
flat-footed 27 (+7 Dex, +12 into the avatar and the avatar
natural, +5 class); BAB +8; takes on the appearance of the
Grap +16; Atk +16 melee agent. The agent can seques-
(1d6+8, slam) or +16 grap- ter an avatar for up to 5 hours
ple; FS 5 ft. by 5 ft.; Reach and then must release him.
5 ft.; SQ enhanced trans- The Scope rider can attempt a
fer, seductive lies, the kiss of Will save (DC 10 + the agent’s
pain, devourer of knowledge; Intelligence modifier + 1/2
SV Fort +5, Ref +7; Str 27, the agent’s HD) every minute
Dex 24, Con 31. to jack out, leaving the agent
Skills: Bluff +25, Diplo- behind in the Scope.
macy +25, Disguise +25, Below are three example
Hex Lore +21, Hide +17, varieties of agent:
Intimidate +25, Knowledge Agent Alexander: CR 5;
(mystical philosophy) +21, Medium outsider (agent, ethe-
Move Silently +17, Scope ric); SV Fort +4, Will +6; Ex
Awareness +20, Scope 0; Int 10, Wis 10, Cha 10.
Resilience +23, Scope Use Scope Avatar: HD 5d10; hp
(immersed) +21. 28; Mas 10; Init +4; Defence
Feats: Deceptive, 13, touch 13, flat-footed 13
Improved Initiative, Persua- (+0 Dex, +3 Class, +0 natu-
sive. ral); BAB +4; Grap +8; Atk
Advancement: 11–20 +8 melee (1d6+4, slam) or +4
HD (Medium). ranged (2d6, standard pistol);
FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
sequester avatar (Will DC 12),
darkvision 60 ft., scent; Val

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unknown; AL The System/—; SV Fort


+8, Ref +4, Will +3; Ex 0; Str 18, Dex
10, Con 10.
Skills: Resolve +8, Scope Awareness

Running an
that members of each class could expect.
This scale ran from upper to lower with
distinctive divisions based upon cir-
cumstance and heritage within each
+8, Scope Resilience +8, Scope Use
(immersed) +8, Sense Motive +8.
Etherscope class. Movement between the classes
was next to impossible, as acceptance
Feats: Improved Initiative, Iron Will.
Possessions: Standard pistol (pro-
Game was difficult to gain when attempting to
rise, and falling was viewed as a shame-
gram). ful degradation. In the simplest terms,
Agent Gates: CR 8; Medium outsider
(agent, etheric); SV Will +9; Ex 0; Int T here are a few things you may want
to consider before you develop your
own Etherscope game, in order to get
those of a lower class were expected to
defer to their seniors, whilst those of a
12, Wis 12, Cha 12. higher class felt entitled to certain levels
Scope Avatar: HD 8d10+8; hp 52; a better grip on the themes and style of of respect and compliance from those
Mas 12; Init +5; Defence 17, touch 15, the game world. The Etherscope world lower in the social order. Likewise, the
flat-footed 16 (+1 Dex, +4 class, +2 nat- is varied and supports a number of dif- positions, careers, and opportunities
ural); BAB +6/+1; Grap +10; Atk +10 ferent styles of game play. Each differ- available to individuals became greater
melee (1d8+4, fist) or +7 ranged (2d6, ent style of game allows you to explore in accordance with their class, and abil-
standard pistol); Full Atk +10/+5 melee the different themes of the Etherscope ity had little influence on a person’s suit-
(1d8+4, slam) or +7/+2 ranged (2d6, world to differing levels, and has a very ability status. Behaviour, rather than
standard pistol); FS 5 ft. by 5 ft.; Reach different atmosphere. Also, there are wealth, was the general indicator of class,
5 ft.; SQ sequester avatar (Will DC 15), many different factions and nations although a personal fortune could create
darkvision 60 ft., scent; Val unknown; within the world which the party can an opportunity to acquire the behaviour
belong to or struggle against. These dif-


AL The System/—; SV Fort +7, Ref +9; and attitudes of a higher status. The
Str 18, Dex 12, Con 12. ferent conflicts within the game world social templates in Etherscope represent
Skills: Bluff +7, Intimidate +12, are also discussed below. these realities, defining the careers, influ-
Resolve +12, Scope Awareness +12, ences, and education a character’s class
Scope Resilience +12, Scope Use allows them to access. In the rebellious
(immersed) +12, Sense Motive +12.
Feats: Improved Initiative, Iron Will,
Class world of Etherscope, of course, a rejec-
tion of, and struggle against, this system
Lightning Reflexes. and Values defines many characters. However, such
Possessions: Standard pistol (pro- individuals are still outsiders from main-
gram).
Agent Blackhawk: CR 12; Medium E therscope is a mixture of a number
of different themes, but the two most
prominent are Victoriana and cyber-
stream society and must strive to flour-
ish amongst the world’s counterculture
outsider (agent, etheric); SV Will +11; institutions and groups.
Ex 0; Int 14, Wis 12, Cha 16. punk. Of these, the values and structure In game terms, you, as Gamesmaster,
Scope Avatar: HD 12d10+36; hp of society in the Etherscope game takes are required to create the environment
114; Mas 16; Init +5; Defence 19, touch most inspiration from that of a Victorian in which players can work together
17, flat-footed 18 (+1 Dex, +6 class, +2 society. Before beginning a discussion on even if they belong to different social
natural); BAB +9/+4; Grap +13; Atk the more varied themes of Etherscope, backgrounds. However, it is vital that
+13 melee (1d8+4, fist) or +10 ranged it is vital to understand the underlying these relationships remain within the
(2d6, standard pistol); Full Atk +13/+8 systems of class and values that defined protocols of the class system, as this
melee (1d8+4, slam) or +10/+5 ranged Victorian society and directly shape the social division is essential to creating
(2d6, standard pistol); FS 5 ft. by 5 ft.; Etherscope world. The following sec- the correct atmosphere for the Ether-
Reach 5 ft.; SQ sequester avatar (Will tions consider each to enable you to get scope game. It is important that players
DC 19); darkvision 60 ft., scent; Val a better understanding of how the PCs realise that their characters are limited
unknown; AL The System/—; SV Fort and your GM characters should behave. in both the social circles that they can
+13, Ref +11, Str 18, Dex 12, Con 16. This includes issues of class and counter- influence and the behaviours that oth-
Skills: Bluff +18, Intimidate +18, culture, whereas the values of Victorian ers will expect of them. The roleplaying
Fighting Technique (Scope-fu) +8, society are covered in the Personality challenge of Etherscope is to have play-
Resolve +18, Scope Awareness +16, Traits section of Chapter 2: Traits. ers accurately portray their characters’
Scope Resilience +18, Scope Use social class whilst being part of a greater
(immersed) +17, Sense Motive +16. Social Class whole. It is also important to emphasise
Feats: Improved Initiative, Iron Will, within the game that each social class
Lightning Reflexes, Great Fortitude.
Possessions: Standard pistol (pro-
U nlike the defined castes of Indian
society, no real system existed in
Victorian Britain. However, social class
has its own strengths and weaknesses,
and that, in game terms, any one social
gram). divided society and determined the template is on a par with the others. Part
lives, opportunities, and expectations of your responsibility to create this social

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environment is to encourage your play- be added into an Etherscope game as a between them own or otherwise control
ers to fully consider the roles of the PCs minor theme, allowing players to explore more than ninety percent of the world’s
within the party and to ensure that any the different national interests that their surface. To build their empires, these
adventures provide characters of each actions impinge upon. nations have undoubtedly been involved
social class with opportunities to take in many nefarious, or at least dubious,
part and explore the specifics of their Heroic Exploration actions. Imperialism is the act of impos-
template. For example, if a party was ing the will of one nation upon the rest
attending an exclusive high society ball,
the upper class characters would obvi- T here are still many regions of unex-
plored mystery in the Etherscope
world. From darkest Africa to the Sibe-
of the world, often by use of military
force. It can be considered both a hor-
ously attend the ball, whilst the working rific act of inhumanity on those weaker,
rian tundra and the tops of the Andes
class characters would have the prospect or the blessing of civilisation, bringing
and Himalayas, many secrets lie hidden
of carousing with other servants, and railroads, agriculture, and industry to
still. Etherspace itself is an infinite realm
perhaps gain access to gossip unavailable previously savage lands. Many consider
of potential exploration, with many of
to those attending the ball. India to have been a backward place,
its own secrets. The exploration theme ruled by petty tyrants and despots
is perhaps the most traditionally heroic
Counterculture idea of the setting and would be well
before the British Raj. Now the British
cite India as a glowing success story of
E therscope citizens share many of
the values of Victorian society, as
described in Chapter 2: Traits. As with
suited to higher-powered games where
characters face high risks and tackle
them with daring-do. You could also
imperial progress, where a powerful new
industrial force has been born. Whether
your players, fighting in the thin red line
any society, there are those who reject its mix in some of the occult or horror ele- against the hordes of savages, are battling
values. Even amongst rebels, free think- ments to provide a darker edge. In other valiantly for king and empire or rapidly
ers, and counterculturalists, these values games, where the horror elements are gaining an understanding of the hor-
hold sway, although the interpretation emphasised, the characters might feel a rors of war will depend on which other
of these values varies amongst groups hopelessness of their cause. However, themes you choose to incorporate. Using
and individuals. Likewise, the manner a game with strong heroic themes gives this theme will often involve a military
in which these values are implemented the characters the opportunity to fight party that fights in traditional missions in
is frequently a reflection of belief and and win against their powerful enemies the colonial holdings of one of the super-
goals, and often justifies the actions of — this approach captures the heroism of powers. You might also want to develop
society’s rebels and outsiders as much as this game theme. a war between two superpowers, or
it does those who seek to preserve the maybe even a global world war, in which
status quo. For example, a Scope rider Horror your players can play a part in defeating
with the Patriotism virtue may actively
seek information that is damaging to
the government, even to bring it down, T here is a dark edge to the Ether-
scope game. The monsters that
the evil empire of their enemies. It also
helps with your role as Gamesmaster if


lurk in the Scope are sinister and alien. the player characters are ordered to go on
as he believes this is in the best interests
These creatures’ sheer inhumanity adds clear-cut missions, as you don’t have to
of the country.
horror to the game. There are also more do as much work motivating them into
horrific things happening in the world following the adventure leads you put in
that are the direct cause of human action front of them.
Themes alone. The poverty of the streets can
lend itself to horror, particularly when Industrial Oppression
T here are a number of key themes to
the Etherscope world that you can
develop to a greater or lesser extent in your
malevolent human forces try to ensnare
the characters in their webs of intrigue
or misery. The key characteristics of
T he world of Etherscope is gritty and
harsh. This theme is perhaps the
link between the Victoriana and cyber-
own game. Each theme is described below. developing a horror theme to your game punk elements of the setting. Whereas
are to provide the characters with a feel- cyberpunk emphasises the oppression of
Espionage ing of fear, by making the threat so far the corporate machine, Victoriana has
removed from their own moral compass
T hroughout the world, nations and what is perhaps an even more ingrained
that it feels alien, and with a feeling of
their agents clash and work their oppression of the working classes. Any
hopelessness, where their actions may
deadly plans against each other, often city-based Etherscope game is likely
achieve small victories, yet they sense
ensnaring the many simple folk of the to have elements of this theme, even if
they are slowly losing the war.
region in their plots. Espionage provides the characters are not themselves from
a good backdrop to explore some of the the lower echelons of society. Wher-
more tense regions of the world and for
Imperialism ever you go in a major Etherscope city,
the characters to play a greater part in
the ensuing metaplot. Espionage can also T here are three major superpow-
ers in the Etherscope world that
save perhaps for Vladivostok, you will
encounter the social injustices of a Vic-

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torian society. The social class system in campaign in that style. Each game style
Etherscope is unbreakable – characters
Punk Rebellion presented covers details of the appropri-
are locked into their resources, unable to
break out of poverty. Even for the well-
off, the class system can be stifling. Any-
T his is the key cyberpunk element
of the game. How much you
emphasise this theme depends upon
ate conflicts with which you can design
your campaign, looks at the types of
adventures you might want to run, and
one who tries to change the system for how “cyberpunk” you want your game provides a few adventure seeds to inspire
the better is limited to small-scale char- to be. It ties in nicely with the industrial adventure creation.
ities and missions. The vast resources of oppression theme as the characters Conflicts: Whenever you run Ether-
an individual aristocrat can do nothing struggle against industrial powers to scope, it is important to set out the basic
to slow the drastic pace of the industri- bring about their rebellious ideals. forces that will be the “good” and “evil”
al, imperialist machine. This hopeless- This is the classic theme for city-based of your game. You need to decide who
ness is a key theme of the Etherscope games. In the Great Metropolis, the the party is working for (the good), and
world, and one that must be mastered Northumbrian Republican Movement who the bad guys are that your party
to fully capture the atmosphere of provides a good cause for rebellious comes up against (the evil). This is even
industrial oppression. Cybernaughtics tendencies. Other characters might be more important in the shades of grey of
can enhance an oppressive game atmo- based in occupied lands, fighting the Etherscope, as the PCs need a focus for
sphere — whilst cybernaughtics provide yoke of the occupying empire — maybe their adjusted morality in order to fully
advantages, the cybernaught begins to Moscow or Paris, maybe a South experience the Etherscope world.
change from being human, becoming American city that doesn’t appreciate the Adventure Styles: Adventures are
little more than a machine. Encourag- USA’s advances. When thinking about the individual components that make
ing players to take cybernaughtics helps running a punk campaign, consider the up a campaign — the individual chap-
develop this theme. The gammas, del- style of the game. You need to develop a ters of the story. One adventure can be
tas, and epsilons, bred to work for the good idea of the look of the architecture, very different from the next, providing
industrial machine, are also useful in clothes, fashions, and cybernaughtics. It a range of challenges. Adventure styles
this regard. Suggesting to the players is also important to keep an eye on what can range from combat-oriented mili-
that they create characters from these makes Etherscope steampunk. Never tary missions and dungeon crawls to the
races, or indeed limiting the campaign forget the steam element and make sure social conniving of an intrigue game or
to such races, is another way to empha- you always temper rebellion against the mystery of an investigation.
sise the oppressive mood. a Victorian-style social oppression,
which is different to that of traditional City-Based
Occult Mystery cyberpunk.

A lso strong in the Etherscope world R unning a game in a city provides


you with great opportunities to
is the occult. There are many
strange occurrences that are not prop-
erly understood, and whilst science may
provide an idea behind such phenomena,

Building
develop the themes of industrial oppres-
sion and punk rebellion. You can mix
in elements of occult or espionage to
add another level of intrigue and mys-
no true understanding exists. Etherspace Your tery. This game works best by having
is a mysterious realm with strong occult the players use the Scope to assist their
undertones. The fears and rumour of Campaign operations in the real world. The Scope
demons lurking within are another is a tool for the PCs in such games, not
aspect of the occult nature of Ether-
scope. There are spiritualists with their
disturbing séances and mysterious occult
T he following section covers the
different styles of games, the con-
flicts of the world these explore, and the
the central means of story development.
Some characters in the party will be
Scope-proficient, whilst others will be
societies who explore the secrets of the adventure styles you can use to create better outside of the Scope. Adven-
Lemurians — a study which can only them. You will also find a selection of tures of such a game need to be created


lead to dark revelations about the occult adventure seeds to help build your cam- with options for both character types
nature of Etherspace. Whilst you may paign. in mind, providing ways for a Scope
wish to make the occult a strong theme of encounter to run alongside a Prime
your game, you can use it effectively as a Reality encounter for the other players.
minor theme behind any individual cam- This also works well with a large group,
paign. It can add to the level of intrigue Game Styles as the party can be easily split when
and horror of a game if the players sud- appropriate. Key things to consider in
denly become aware that some power-
ful demonic entity had been influencing B elow are a number of example
game styles which can be run with
Etherscope. This section explores the
the long-term with this type of cam-
paign is the balance between steam and
their enemies’ actions, or indeed their punk — how Victorian do you want
own actions, throughout the campaign. different themes of the setting, and the the setting, and how much of a modern
elements needed to build a successful

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influence is there to the Punk aspects • A psychic has uncovered the identity as the agents seek to take over Haven.
of the game? You also want to consider of a brutal murderer with her powers. In games where the emphasis is on the
what secrets lurk behind the adventures However, the killer knows this and is exploration of Etherspace rather than
and plot them out so that the players can hunting the psychic down. The PCs on the cities of the Scope, the demonic
gradually uncover them. The PCs could are employed as protection but soon entities of the darker reaches of Ether-
be secretly working for a foreign agent, discover the psychic has a dark secret space make excellent enemies. The PCs
or perhaps there is an occult influence of her own. could also encounter some remnants
– a single unifying secret such as this of the Lemurian Scope cities, still pro-
helps the players develop their charac- Scope-Led grammed to protect their few remain-
ters and enjoy the continuing develop- ing outposts.
ment of the game.
Conflicts: In city games, the con- T his type of campaign perhaps
works best with a city backdrop,
but could easily be run in any location.
Adventure Styles: Adventures set in
the Scope cities are very similar to those
flicts are mainly determined by who set in the real city, but perhaps with less
In this type of game, the characters
the players are. A game with a strong danger. Such games can be well inte-
are all Scope-proficient and the Scope
punk feel will most likely have street- grated with a typical city-based cam-
becomes the major focus of all the adven-
level PCs, who come into conflict with paign, as the PCs look to enhance their
tures. Whilst there are some dangers
either the government or the Industrial Scope activities with their operations in
powers of the city. PCs who are from a for the characters outside of the Scope, Prime Reality; for instance, by break-
these are usually fairly minor – but even
more comfortable social class may find ing into an industrial complex, they can
a minor threat can be a real danger to a
themselves fighting the street gangs, jack directly into the target domain.
specialist character. However, it is this
organised crime, or corruption within Such games perhaps present less oppor-
danger that is pushing the characters
similar groups. The espionage themes tunity for social intrigue, but emphasise
forward in the Scope adventures. As
of the game could also mean that a city- the combat elements of the city-based
such, it is important to decide what this
based campaign could involve the play- adventures. The nature of the Scope
threat is and what the Prime Reality
ers as spies of a foreign power, or the allows for much more dramatic and fla-
aspects of the game are. You could make
enemy agents could be the PCs’ main voured combat than the real world, so
System agents the main enemy, and have
enemy. This can be easily highlighted using the Scope for the climactic com-
the local constabulary hunting down
in the Great Metropolis, where the bat encounters of the adventure enables
the PCs, secretly influenced by System
Northumbrian Republican Movement your campaigns to have a more super-
agent masters, whilst the PCs desperate-
is being supported by American opera- powered feel. More classic “dungeon
ly try to thwart the agents in the Scope.
tives, whilst the British agents attempt crawl” adventures are easily done in the
The characters could be locked in some
to infiltrate the faction. Scope. The characters could possibly
mystery prison system where their only
Adventure Styles: A good city-based enter the lair of a minor Scope demon,
chance of escape is through hacking into
game has a balance of most styles of or uncover a Lemurian outpost, buried
the Scope system. Scope-led campaigns
adventure. The characters can investi- under the ruins of its own structures.
also lend themselves to espionage or
gate mysteries or crimes or complete a Adventure Seeds: The following
exploration themes. The PCs could be
mission to infiltrate the base of a crime ideas can be used to spark ideas for
spies playing out the Great Game in the
boss or an industrial compound. They Scope based adventures:
cities of Etherspace, or simply explor-
might be involved in the intrigue and • The PCs hack into an industrialist’s
ing the vast expanse, finding strange lost
politics of high society or working for a domain and discover that the com-
domains of Lemuria or demonic arte-
different intelligence agency. You could pany is secretly researching Scope
facts of the Scope.
even have a dungeon crawl through the demons. However, they are captured
Conflicts: The characters are most
sewers or other dark, neglected areas of as they leave by System agents and
likely to be independent, heroic Scope
the city — a disused factory complex, must break out of the agents’ base.
riders in this type of game. As a result,
perhaps. • The PCs are hired by the government
they will probably find themselves
Adventure Seeds: The following to discover the location of Haven.
coming up against government and
ideas can be used to spark ideas for city- They must infiltrate Scope rider
industrial interests within the Scope.
based adventures: gangs and spy on their activities.
Alternatively, you can choose to run a
• A close friend of one of the PCs goes • The PCs are exploring deep Ether-
campaign where the PCs are working
missing. As the PCs investigate, they space when they are attacked by a
for a government or industrial faction,
discover that their friend uncovered a group of minor Scope demons. After
and so might come into conflict with the
dark secret of one of the city’s leading defeating them, they hunt down those
interests of other governments or indus-
industrialists and has been captured. that flee back to their lair, which they
trialists as well as the Scope riders. The
• A powerful industrialist has had an soon discover is a ruined Lemurian
System agents are a great enemy for
important item confiscated by the outpost.
anyone involved in Scope adventures,
police; he hires the PCs to retrieve it
but particularly for the Scope riders
for him.

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place, or other guardians, such as Lemu- missions, and scouts can relay messages
Exploring the Wilds rian automatons or complex traps. These through the ether.

A n exploration game involves the


characters finding hidden treasures
and uncovering mysteries that have been
adventures are classic dungeon crawls,
with the PCs fighting nearly every step of
the way to the treasure at the end.
Military games are the best way to
explore the nature of imperialism in
the Etherscope world. The characters
lost to history in the wilds of Africa, Adventure Seeds: The following ideas could be fighting in small units, slaugh-
South America, or China. Heroic explo- can be used to spark ideas for exploration tering thousands of “savages” with their
ration is the name of this game, with adventures: superior firepower. They could occupy
plenty of chance for dungeon delving • The PCs uncover an ancient Greek text, the lands of simple peaceful farmers
and uncovering secrets. A good focus for telling of how the Colossus of Rhodes and turn them into railroad workers or
such a campaign would be the involve- was captured from the Lemurian city force them to sell their goods at slave-
ment of the characters in expeditions that actually created it and shipped labour prices to the Empire. Such cam-
to uncover the lost ruins of Lemuria back to Rhodes. This provides them paigns could easily avoid the Scope and
and the remnants of their civilisation with clues to the location of the Lemu- its demons, other occult influences, and
that remain around the Indian Ocean rian city and the possibility of uncov- even elements of espionage or industrial-
basin. In this type of game, the players ering a powerful new artefact. ism. However, picking a secret that lies
are removed from the industrial grind of • The PCs follow clues to an ancient behind the game is a great way to add a
the cities, and the dark edge of Victorian Mayan city hidden deep in the Andes level of mystery. You could have the play-
lifestyle can be ignored if you so wish. to discover that it was destroyed by a ers slowly become aware that their gen-
However, this does not remove this type demonic force that now lies dormant eral is possessed by an occult force, or
of game from the core Victoriana aspect deep beneath the city. perhaps they stumble across an ancient
of the game, with exploration and impe- • The PCs’ investigations into occult Lemurian city with hidden secrets that
rialism still very much on the agenda. secrets bring them into conflict with set them against others in their regiment.
This type of campaign often relies on an ancient occult society that feels Such horror elements can add an extra
Lemurian secrets. PCs will uncover the they have a right to the PCs’ latest level of interest to a military campaign.
crucial secrets of the Lemurian civilisa- discovery. You could also develop the industrialism
tion and the bearing this can have on the aspects of the game, having the players
whole world. This is a good campaign Military Campaigns receive letters from loved ones back in
style for PCs with occult skills as they the Great Metropolis who are struggling
seek to unlock the secrets of their magic
and develop new powers. They might Y ou can also use Etherscope to play
a more typical military campaign.
Such games would see the PCs complete
to make the money sent home last. They
could be sent to put down a rebellion in
also uncover a number of artefacts that their home city and come face to face
could become powerful weapons or pro- special ops missions, or be involved in a with their friends and even family fight-
vide groundbreaking shifts in the world’s military campaign to conquer or lib- ing on the other side.
understanding of the Scope and Scope- erate a given region or nation. These Conflicts: The conflicts in a military
based technologies. types of games can be used to develop campaign are often straightforward. The
Conflicts: The conflicts in an explo- the Etherscope setting metaplot (see PCs are members of the military for one
ration-style campaign are often a fairly below) by involving the characters in the particular nation, fighting against the
minor aspect of the game. The characters crucial battles and actions as the world military of another nation. Less stan-
may pick up nemeses amongst other builds up to war. dard conflicts could be integrated into
explorers who seek the same artefacts In running such games, you need your campaign by having the players
and discoveries, or they may be working to understand the nature of military fight either for or against a rebel upris-
for one of the great nations, and come action in Etherscope. The tactics of ing. This could mean that the players
into conflict with other explorers and the Victorian era are still very much fight their own people. A military cam-
agents hired by the rival powers. the way of waging war in the Ether- paign with an added element of horror
Adventure Styles: There are two scope world: Huge sea dreadnaughts could also see the characters fighting
types of adventure that stand out as the bombard from the seas, infantry units unusual opponents. Perhaps an enemy
main building blocks of an exploration attack in formation, and the cavalry unleashes a Scope demon into the real
campaign. Uncovering the locations charges in to ensure victory. There are world, or the PCs go on a mission deep
or secrets of the hidden treasures of also, however, elements of the modern into the Chinese heartland. Fighting a
the world requires investigation, and a and the completely fictional in Ether- Scope demon can add a new aspect to
dungeon crawl can recover the artefacts. scope warfare. Gargantuan air and land military conflicts as the players struggle
Most artefacts are held in underground dreadnaughts dominate battlefields and to understand the threats posed by a
complexes, buried by thousands of allow swift progression of an attacking different kind of enemy.
years of decay and erosion. They might force. Steam-powered armour and char- Adventure Styles: Military campaigns
be guarded by dormant Scope demons gers support the infantry and cavalry. almost always use a mission to kick off an
that destroyed the location in the first Light zeppelins perform reconnaissance adventure. The PCs play a squad that is

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shipped into a troubled spot to perform ferent affair to that of twentieth-century The Savage South
a specific task. There is often some pos- fiction. Spies in the nineteenth century
sibility within the mission adventure for
a dungeon crawl, an amount of investiga-
were largely privateering individuals;
hidden deep in enemy territory, they
T his campaign is the Wild West
renamed (due to its shift in geogra-
phy). The lands of South America are as
tion, or even intrigue. The PCs could be would employ a number of unscrupulous
wild and uncontrolled as the American
sent to a remote outpost that has lost con- tactics to gain their own power base and
west in the nineteenth century. By play-
tact and investigate why everyone seems influence. They then simply supply infor-
ing traditional gunslingers and gamblers
to have mysteriously died. Intrigue can mation and favours to their home gov-
of the old west, you can create a Wild
come into a military campaign where the ernment, in return for some diplomatic
West-style campaign with a very differ-
PCs are all senior officers, with the poli- privileges and a large amount of finan-
ent feel. Cybernaughtics add an inter-
ticians dictating their actions. cial support. However, in any one place,
esting new edge to gunfights whilst not
Adventure Seeds: The following ideas there will be a number of such individu-
detracting from the traditional themes
can be used to spark ideas for military als working for the different world pow-
of a Wild West campaign. The occult
adventures: ers, and life for such agents is dangerous,
element can provide an interesting twist
• The PCs are involved in one of the main as the enemies of their supporting nation
as well. Parts of Africa and Australia are
conflicts covered in the metaplot sec- attempt to thwart their every activity.
also appropriate for these types of cam-
tion below. They might be generals Espionage games capitalise on the impe-
paigns, but do not have the same preva-
deciding the tactics of the campaign rialist theme of the Etherscope game.
lence of outlaws, as once you are wanted
or grunts fighting in each stage of the Often these agents are far afield, work-
in one colony of the British Empire, you
conflict. ing with simple natives. However, in
are wanted throughout the entire Empire
• The PCs are sent to accompany a gov- the Etherscope world, cities and Scope
— simply slipping over the border to
ernment-sanctioned exploration of the domains have become equally fair game.
freedom is not an option.
suspected location of a Lemurian site. An espionage game will work best with a
Conflicts develop between the military small group of intelligent players who do
and civilian explorers on the mission.
• A remote research outpost in the
Antarctic loses contact with HQ.
The PCs are sent to discover what
not bother too much about the morality
of their characters’ actions.
It is perhaps most important when
running a Great Game campaign that

Metaplot
went wrong. The outpost might have you have some secrets for the players
been researching manifesting Scope
demons, and one got loose. Alterna-
to uncover. In this type of game, the
PCs are going to be heavily entrenched A metaplot in a roleplaying game is
a story arc that gradually unravels
over a series of episodes. It is often world
tively, the researchers all died from a in secrets and intrigue, so adding some
mysterious infection that the PCs end darker forces that manipulates them or changing and can involve the characters
up contracting themselves. They must their enemies injects an element of hor- becoming the ultimate heroes of the
discover a cure — and quickly. ror that can really change a game such game world. The metaplot is designed to
as this. tie together all possible game styles. The
metaplot is cataclysmic, and the PCs may
Minor Game Styles Occult Investigators end up being the only thing that can save

E therscope is a complete world,


as rich and diverse as any. Below
are some other game styles you might
P Cs can uncover hidden mysteries
and demonic conspiracies. This
the Earth from destruction. As the world
of Etherscope approaches the millenni-
um, events spiral out of control and the
type of campaign works well for groups
want to consider that fit nicely within of mixed social background. Upper characters are on hand to save the day.
the breadth of the Etherscope world. class patrons often support small soci- The metaplot will be developed through-
Whilst these styles are not the main eties seeking to uncover the mysteries out future Etherscope supplements and
focus of Etherscope, they have been of the occult. The gifts of the psychic adventures, detailing events and allowing
written into the game to capture these and the spirit medium are equally well your PCs to fully immerse themselves in
possible alternative themes. These types distributed throughout the population, the continuing story. There are many
of game may also work well as a tempo- and so such characters might be sup- secrets about the game setting that will
rary shift of focus, allowing you to run ported easily by patrons of these societ- be revealed as the players uncover the
an adventure with a slightly different ies, allowing them to mix with scholarly dark horrors of the Etherscope world.
theme to explore a different aspect of types and professional scientists inter-
the Etherscope world. ested in uncovering the secrets of the
The Great Game Etherscope world. Such games are per-
haps best suited to a city campaign, but
E spionage is an important compo-
nent of the Etherscope game, but
Victorian-style espionage is a very dif-
are by no means restricted to such. This
type of game could make a globe-trot-
ting campaign a nice possibility.

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Chapter IX: Adventures



Introduction
T his chapter provides two adventures for the Etherscope game: one is an introductory adventure, the other
geared toward higher-level characters. Between the two, they provide opportunities for GMs wanting to
explore some of the game’s main themes: espionage, horror, industrial oppression, and punk rebellion. Players should
not read any of the material in this chapter as it will spoil their enjoyment of the adventures contained within.

T he first adventure, “Analogue,” is based in the Great


Metropolis and involves a race to find some revolution-
ary ethertech. The characters can either search the city or the
splits directions and can lead the PCs to either destroy the device
in Prime Reality or disable its counterpart in Etherspace.

Scope, depending upon how you, the GM, wish the adventure Background
to develop.
The second adventure, “Cinnamon Rose,” exposes more expe-
rienced heroes to culture clashes, demonic possession, secret D r. Sullivan Bennett is an ethertech scientist who has been
working on a new form of advanced ether-technology
known as the Ether-Prime Analogue, which is capable of mani-
societies, and the mysterious motives of the System agents. The
festing Scope programs in Prime Reality. Under contract with
characters are asked to resolve a kidnapping, but they’re soon
a mysterious benefactor, he and his partner Simon Garner have
involved in a race against an evil demon and the System to find
developed the technology through its infancy to the point of
a powerful artefact. In the course of their quest, the characters
transferring simple objects from the Etherscope into the physi-
will come into contact with a secret society and the Scope rider
cal world.
city of Haven.
Scientists in the New Reich have been working to develop
The first adventure, “Analogue,” is designed to be used by
similar technology, but with their sights set on military appli-
fairly new GMs, or those who feel they need something well
cations. Of course, no imperial force would funnel money into
laid out to help them get a handle on the Etherscope setting,
development when the end product can just as easily be stolen.
and Scope use rules in particular.
Having learned of Dr. Bennett’s success, the New Reich set
The second adventure, “Cinnamon Rose,” is designed for
covert operatives after him and his equipment.
experienced GMs who want to give 6th-level characters an
Being Etherscope specialists, however, the operatives needed
exciting challenge. Following the trail of the kidnapping could
some muscle. They hired a pair of nefarious characters from
lead the characters down one of several paths, so the GM should
the dregs of the Great Metropolis, John Skelter and Luxem-
be ready for each contingency. This adventure could be run as
bourg Sweeney, to abduct Dr. Bennett and coerce the location
either a stand-alone story or the start of a thrilling campaign,
of his hidden laboratory in Prime Reality whilst they seek out
likely involving occult entities and organisations.
its counterpart in Etherspace.


Analogue P
Involving the Characters
art One of this adventure involves the PCs in the plot by
happenstance; however, as GM, you may wish to tailor
their involvement to suit your players’ preference or your own
An Etherscope Adventure for 1st-Level Characters
style of play. In particular, if you feel that the immediacy of the
“Analogue” is designed as an introduction to the world of first encounter railroads the PCs into action, you may establish
Etherscope for four characters of 1st level. Playing with deeper motivations. Characters with Academic or Industrial
more or fewer characters, or with characters of higher levels, influences might already be acquainted with Dr. Bennett, or
requires some adjustment. Though “Analogue” starts off know him by reputation. Likewise, PCs with Street or Crime
in a city setting, it can either continue in that way or lead influences might know of the reputations and exploits of the
characters into the Scope depending on the PCs’ capabilities. villains, Skelter and Sweeney. Such characters fully com-
prehend the depth of the scientist’s troubles simply by their
In this adventure, an ethertech scientist entreats the PCs to involvement.
protect him from a pair of kidnappers whose custody he has If you do not wish to hook the PCs in by luck, ignore the parts
recently escaped. When his abductors inadvertently kill him, of the “Dr. Bennett Escapes” section below that involve the zep-
the characters are catapulted into a race against operatives of car crash and determine a reason that he would come to them
the New Reich to find and disable a mysterious device. This race for help. Perhaps, as stated above, he is already familiar with one

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or more of them. Maybe a mutual acquaintance — a broker, for


instance — has pointed him in their direction, certain that they
are the right group of people to help him with his dilemma.

Part One:
Sullivan Bennett
T he adventure begins shortly after Skelter and Sweeney
have kidnapped the good doctor on behalf of the New
Reich. Unfortunately for them, he managed to escape and has
now landed on the PCs’ doorstep, seeking assistance.

Dr. Bennett Escapes


S peeding through the backstreets of the Great Metropolis,
Skelter and Sweeney believed they had properly intimi-
dated and subdued Dr. Bennett. The doctor understood,
though, that his captors were after his research in some way,
and probably for unscrupulous purposes. Somehow he found
a way to fight them from the back of the zepcar. John Skelter
lost control and the vehicle ploughed to a halt on the pave-
ment. Dr. Bennett was surprisingly unharmed, but his cap-
tors were momentarily knocked out.
If you decide to introduce Dr. Bennett to the PCs in this
way, they are startled by the unexpected crash. Emerging
from the wreckage and noticing them, Dr. Bennett immedi-
ately rushes to them for aid.
Whether you use this mechanism to involve the PCs or The Ether-Prime Analogue
some other method, when they are first introduced to the doc-
tor, read the following description. This device is a work of great care for Dr. Bennett. Although
he constructed it in hopes that the technology will one day
A middle-aged man with striking red hair addresses you. His aid manufacturing processes or even be used to fabricate
clothing is dishevelled and his grooming unkempt, but he other- pharmaceuticals and food, he has understood all along that
wise has a stately and authoritative air. His suit has several rips there could be ignoble uses for it. He has therefore taken care to
in it and he himself has a nervous look about him. He speaks safeguard its secrets. Imagine assassins striking from Etherspace,
with a squeaky voice, “Please, I’ve been abducted by a pair of or governments deploying powerful weapons without the need
ruffians. I’m certain that they are after my research. If I can be for physical delivery!
returned safely to my laboratory, I can make sure that it, and I, Physical security has been his greatest need for the Analogue,
are protected.” fearing that it could be reverse-engineered. The hidden location

D r. Bennett appeals to the PCs’ sense of decency above all, of its components is not the only measure, though. The very
imploring them for their help, perhaps even suggesting nature of the device is beneficial. True analysis of the device
that it’s a matter of national security. He’s willing to pay them, would require deep examination of both components — the
if necessary, but he is a humble research scientist with little to Ether-Analogue Receptor and the Ether-Prime Manifestor
offer. Most money that he sees goes directly into his work. — one being useless without the other. The components are
Once the characters have decided to help, there are several symbiotic, elements of one existing in the other so that the
ways to get him back to his lab, but his kidnappers’ pursuit Manifestor contains a port to Etherspace and the Receptor has
makes each of these a complicated affair. Luxembourg Swee- material parts. Whilst it may be easy to think of them as being in
ney is an excellent pursuer, and John Skelter is incredibly two separate places (and Dr. Bennett certainly took advantage
resourceful. These men are beyond the capability of 1st-level of this notion), they are, in truth, parallel. Therefore, destroying
PCs to defeat in a direct confrontation, and this fact becomes one makes the other useless as its key components are destroyed
obvious during their first meeting. as well. This fact, indeed, is why the New Reich has sent two
Should you choose to introduce Dr. Bennett by way of the teams to recover the device — it is an all-or-nothing venture.
zepcar crash, heroic PCs may decide to take care of Skelter
and Sweeney immediately by approaching the wrecked vehi-
cle. If this occurs, the two villains awaken and try to reclaim

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their quarry. After a few rounds of combat, the PCs find Tactics
themselves outmatched and need to flee.
If the characters do not meet at the site of the escape, or if
they do so but do not confront the kidnappers immediately,
W hether from below or behind, Skelter and Sweeney
carry with them enough muscle and firepower to utter-
ly destroy the PCs. They take caution, however, not to overdo
the most likely method of returning the doctor to his lab is by
their assault as their employer has paid them handsomely for
private or public transportation. Characters with the appro-
the capture of Dr. Bennett. Instead, they fire a number of warn-
priate contacts or background may take to transportation
ing shots into the alley and attempt to discuss trading the PCs’
through the gamma sewer kingdoms. Whatever method they
lives for that of the scientist (Sweeney doesn’t actually own a
choose, it is not beyond Skelter and Sweeney’s ability to track
gun; he uses John Skelter’s v-prop, without proficiency, dur-
them. They steal a zepcar and run the PCs off their path. On
ing this fire fight). Make a Diplomacy check for John Skelter
foot, they give chase. John Skelter has innumerable under-
(opposed by each character’s Resolve). Characters are assumed
world contacts, including friends in the sewers.
to have an unfriendly response to Skelter and Sweeney at the
Any course of action leads the PCs to the next encounter.
start of this encounter; if Skelter can sway any characters
If travelling aboveground, their pursuers may come from two
round to a friendly position, they might consider letting Dr.
directions and corner them in the alley. If they travel below
Bennett go. The two men carry on such diplomatic tactics for
ground, their enemies will try to corner them in a dead-end
seven rounds and then begin a more blunt approach. Starting
tunnel. A ladder may provide access to street level and the men
in the eighth round, they begin shooting with the intention of
can chase them up. Though the top of a manhole seems like a
maiming or killing the PCs.
defensible position, John Skelter knows a parallel passage up
You can feel justified in not actually following the die rolls
which comes in just two rounds while Sweeney covers them
here. The purpose of this encounter is not to endanger the
from below boxing them into an alley. With Skelter covering
PCs, but to lead them deeper into the adventure. Skelter and
them now aboveground, Sweeney moves to his friend’s side to
Sweeney can easily kill them, but as long as the PCs maintain
work from a unified position.
their cover, they should not be harmed.
The Alleyway (EL 3) Development

W hen the PCs are corralled in the alleyway, read the following:
O n the tenth round, the PCs can make DC 20 Listen
checks to hear the sirens of the approaching constables’
zepcars. Decrease the DC by 3 each round. On the twelfth
Your assailants have cornered you in a dead-end alleyway
round, read the following aloud:
between a pair of tenement buildings. The brick and granite of
the structures have been stained black with age and their founda-
tions have fallen into a state of disrepair, making them seem to
lean in towards one another above you. One has a railed plat-
form with a door and a loading dock, but both entrances are alleyway
sealed with heavy padlocks and likely rusted shut. Rusted and
rickety fire escapes dangle precariously overhead, their ladders
too high to be reached. A pair of large refuse bins flanks the
buildings, but trash is scattered across the asphalt.
fire escape

Enemies refuse bin

J ohn Skelter and Luxembourg Sweeney have chased the PCs


into the alleyway, and the characters have to deal with the
threat directly at this time (see sidebar). Although they cannot manhole
e bin

hope to defeat the two men, they need only hold them off until
unexpected help arrives (see below).
r e fu s

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The sound of gunfire from the front of the alley ceases suddenly the alley. This tactic requires Hide or Disguise checks to duck
and you hear a yelp of pain from behind one of the refuse bins. into the shadows or blend in with the crowd. They may be able
The body of Dr. Sullivan Bennett lies on the ground, rivulets of to leave by way of the fire escape now that they are not under
blood trickling from beneath him. As you approach, you can see fire, as the ladders are being far from the ground, but this tac-
his breathing is shallow and the expression on his face is pale. tic requires DC 10 Climb checks to maintain balance on the
“I–I’ve been hit,” he says. “Please, you… must beat those men to unstable ladder, stairs, and balconies. Anyone who fails this
check by 5 or more brings the whole structure down; climbing


my lab.” He is struggling and gasping for air. “Find Simon — my
assistant — tell him he must destroy the Analogue. Please, just PCs take 2d6 points of damage. The final option for escape is
get there before—” His breathing stops and the calm cold of through the manhole down into the sewers.
death overcomes him.

Escape Part Two: Meanwhile,


T he PCs have three options for escape, but should not
consider talking to the constables. Dr. Bennett’s sense of
Back at the Lab
urgency implies there’s too little time for that and there is the
possibility of arrest. If the PCs feel they can move fast enough
and hide well enough, they might try walking out the front of
T he PCs will have taken one of three routes to avoid the
constables. Escape on the ground presents a challenge

The Villains independent criminal, always brokering the most elaborate deals
and never brooking the slightest infraction of his misshapen sense of
John Skelter and Luxembourg Sweeney are designed to be recurring ethics. These days he works with Luxembourg Sweeney, one of very
villains in a campaign. You can use them directly as adversaries to the few people he trusts, and one whose merits in the fields of pursuit and
PCs, or as foils constantly on the periphery of the characters’ activi- enforcement uniquely complement his own organizational skills.
ties. It is unlikely that beginning PCs can pose a threat to these two, Luxembourg Sweeney (major character): CR 4; Medium
but over the course of several adventures they may develop omparable humanoid (epsilon human) Combatant 2/Pursuer 2; HD 4d8+12; hp
abilities, perhaps even eventually defeating the pair. You may also wish 33; Mas 15; Init +4; Spd 30 ft.; Defence 18, touch 18, flat-footed 14
to advance Skelter and Sweeney alongside the PCs, always keeping (+4 Dex, +4 class); BAB +3; Grap +6; Atk +6 melee (1d3+3 nonle-
them a step or two ahead, frustrating the players’ attempts to get the thal, unarmed strike) or +6 melee (1d4+2/19-20, straight razor*) or
upper hand. +3 ranged (2d10, v-prop pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ –;
John Skelter (major character): CR 4; Medium humanoid Val loyalty/enthusiasm; AL self/Irish mob; SV Fort +6, Ref +6, Will
(human) Broker 3/Scoundrel 1; HD 4d6; hp 16; Mas 11; Init +2; Spd +3; Ex 2; Str 16, Dex 18, Con 17, Int 8, Wis 13, Cha 9; Template:
30 ft.; Defence 17, touch 14, flat-footed 15 (+2 Dex, +2 class, +3 Tradesman; Skills: Fighting Technique (fencing) +10, Intimidate +4,
equipment); BAB +1; Grap +1; Atk +2 melee (1d6 nonlethal, unarmed Investigate +1, Listen +2, Spot +2, Survival +2; Influences: Civic
strike) or +3 ranged (2d8, standard rifle) or +3 ranged (2d10, v-prop +3, Industry +1, Street +2; Feats: Combat Expertise**, Fencing Pro-
pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ –; Val tenacity/detachment, ficiency, Major Cybernaughtic App x2 (motor neuron accelerators, 1
AL self/Luxembourg Sweeney; SV Fort +1, Ref +5, Will +2; Ex 4; Str CPP unspent), Simple Weapons Proficiency, Track, Weapon Finesse;
10, Dex 14, Con 11, Int 12, Wis 11, Cha 17; Template: Criminal; Skills: Talents: Fighting Technique (fencing), Scan; Possessions: Business
Bluff +12, Diplomacy +11, Disguise +6, Engineer (mechanical) +2, outfit, straight razor, zepcar (rented; now crashed).
Hide +3, Intimidate +10, Knowledge (civics) +4, Knowledge (cur- Scope Avatar: HD 4d6-4; hp 10; Mas 7, Init +1; Defence 11, touch
rent events) +7, Knowledge (industry) +3, Knowledge (tactics) +5, 11, flat-footed 10 (+1 Dex); BAB +0; Grap –1; Atk –1 melee (1d3–1,
Listen +2, Pilot (civilian) +3, Resolve +8, Sense Motive +7, Sleight unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort –1, Ref +1; Str
of Hand +4, Spot +2, Survival +3; Influences: Crime +7, Constabu- 8, Dex 13, Con 9.
lary +2, Street +4, Military +2; Feats: Armour Proficiency (light), * Luxembourg uses his straight razor in a unique fighting style
Brawl, Deceptive, Personal Firearms Proficiency, Persuasive, Point similar to fencing. Use the Fencing fighting style to determine his
Blank Shot, Simple Weapons Proficiency; Talents: Ear to the Ground stance capabilities.
(Crime), Fast Talk, First Amongst Equals (Crime); Possessions: Blue ** He can only use this feat when in the stance for his fighting
collar outfit, backpack, undercover vest, standard rifle, v-prop pistol. technique (fencing).
Scope Avatar: HD 4d6+12; hp 28; Mas 17, Init +0; Defence 10, Luxembourg Sweeney prides himself on being “the most celeritous
touch 10, flat-footed 10; BAB +0; Grap +1; Atk +2 (1d6+1 nonlethal, barber in the Great Metropolis.” He uses his barbershop, complete
unarmed attack); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ –; SV Fort +3, Ref with spiral pole, as a front for his underworld activities. He began
+0; Str 12, Dex 11, Con 17. his life of crime as an enforcer for the Irish mob, striking fear into
John Skelter is the worst-case example of what a careless child welfare his victims by no more than the reputation of his deft-handed blade
system can do. Growing up, he was one part Artful Dodger and two work. His sense of loyalty to the organization led him into a career as
parts Jack the Ripper. He was forced out of school in his early teens something of a crusader, seeking out enemies of the mob and putting
for torturing pittances of coin out of the other boys. Sent to work in them down. His boisterous zeal and unabashed penchant for violence
various factories, he soon had a network of thieves and extortionists eventually led the organization to distance itself from him, although
working beneath him. Soon enough, he was a go-between for a num- they still occasionally tap him for his expertise. He now works more or
ber of organized crime factions, effective because of his knack for less independently, yet he has forged a partnership with John Skelter
organization if not for the terror inflicted upon those who disrupted that has begun making people tremble at the mention of his name
his order or compromised his business. Skelter has always been an once more.

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within itself considering the gathering crowd. If they take to


Roleplaying Diplomacy the rooftops, they will find a network of makeshift bridges
between buildings, necessitating hazardous leaps from roof to
Versus Resolve roof. Travel beneath the streets presents the normal dangers
This part of the adventure provides a good example of the Diplo- of sewer life: movement between gamma duchies, avoidance
macy versus Resolve skill check in action. It is an important aspect of toxic regions, the chance of crocodile attacks, or worse. The
of the Etherscope game that GM characters can affect charac-
following sections detail each of these situations.
ters’ actions, as this enables mysteries and betrayals to become an
important part of the game, as they are in many examples of the
genres that have inspired the game. Taking It to the Streets (EL 0)
To highlight the effect of the skill check to the PCs, tell them
something like “You can see Skelter’s point of view.” Encour-
age the players to roleplay such doubts. It is also important to
remember to never force the character to do as someone says by
I f the characters attempt to exit through the crowd with-
out drawing attention, read the passage below. Characters
choosing not to hide, or who are blasé about the recent events,
the simple use of mundane skills, merely that the GM characters’ will invariably encounter the constables (see below).
efforts have changed their attitudes. A number of other factors
come into play, such as values and allegiances that may affect how As you emerge from the alleyway, the sounds of constables’ sirens
the character approaches a quandary. close in from a variety of directions. A thin crowd of people,
The results of a Diplomacy versus Resolve check merely chang-
es your character’s attitude towards the GM characters, as deter- residents of the tenements, flocks to see the excitement. As the
mined by the standard attitude descriptions from the Diplomacy first of the red-lit constabulary zepcars arrive, people point
skill description (in Chapter 2: Traits): Helpful, Friendly, Indiffer- fingers at you and examine the scene with awe. More vehicles
ent, Unfriendly, or Hostile. You can have each of the PCs in the arrive as the crowd thickens.
party make Resolve checks — some of them may find that they pass
and others fail, and this can generate some excellent roleplaying
opportunities as the players argue out the situation in character.
Whilst some may not like their characters’ attitudes being altered
in this way, it is an essential part of an Etherscope game.
M aking it through the growing crowd is a matter of blend-
ing in. To do so, a character must make a DC 15 Bluff
check (to appear casual and innocuous) followed by a DC 10
Hide check (to avoid being rediscovered by anyone who had

When Characters the players, it’s accounted for somewhere in the rules. Finding the
location of a seldom-used rule quickly can keep the game from stag-
Step Outside the Lines nating and enhance the players’ experience greatly. If there’s not a
Whether you design your own adventures or use published ones such rule for something, or even if you can’t find it, your comfort with the
as this, you will quickly realize that your players have an uncanny ability system behind the rules can keep things running smoothly.
to tackle in-game problems from angles you never imagined. This may If all else fails, break the rules. As GM, your word is ultimately
be the most important skill of a good Gamesmaster, and one of the canon. The players may not always like it and it’s unwise to abuse this
most difficult to develop: the ability to expect the unexpected. You’ll power, but sometimes you have to do what’s best for the game.
find that roleplayers are creative people, and all the preparation that
you can ever do pales in comparison to the power of the collective Breaking the Rules
imagination of the gaming troupe. Remember, as GM you are the ultimate arbiter in the game. Rules
What happens, for instance, if combat-oriented characters decide judgements are your responsibility and your decision on the rules is
that the quickest way to deal with the constables is to dispatch them? final. Don’t be afraid to use this power you wield. It’s a common mis-
What happens if they feel lucky and decide to take Skelter and Swee- take of novice GMs to fear their players’ objections to your assertive-
ney on with firepower? What if they decide that handing Dr. Bennett ness, and one that can be as detrimental to the flow of the game as
over is preferable to a bullet in the head? abuse of your power.
Don’t panic. A calm mind will do as much for you as a quick wit. Try to remember that the GM is a player, too — just one with a bit
You probably know the other players. They’re your friends, or you’ve of a different role. You should be careful never to fall into the trap of
established at least a cursory acquaintance before playing. You prob- becoming adversarial with the other players. The burden of the flow
ably have an idea of what they’re thinking. Knowing your players will and believability of the game is on your shoulders, but don’t let that
help you out of many unknown situations. overwhelm you. If the rules ever get in the way of the game, if they
It also helps that roleplaying is a simulation of reality. Most interac- ever keep it from moving or if they keep anyone from having a good
tions in the game can be understood by way of real-world examples. time, they’ve outlived their usefulness. It’s your job to decide when
You might not expect that the characters would march into a crime this happens.
boss’ home and demand to know what he’s up to. If they do, however, Bend the rules, break the rules, or make up new rules; just keep
you shouldn’t have to stretch your imagination too far to think of how things going. Don’t be afraid of doing something absurd — some of
he’d react. Although most of us haven’t actually experienced some- the best stories are obtuse departures from the ordinary. If you’re
thing like this, we’ve got lifetimes of books, movies, and television to stumped or stymied — and even the greatest GMs can be — call a
refer back to. break. It’s not best to use this tactic in the middle of action, but it can
You will find it handy to not only know the rules very well, but to sometimes be better than having your players staring at you expec-
know the rulebook. Today’s game products are the result of over thirty tantly. As long as you can keep diversions to a minimum and regroup
years’ cumulative experience. Chances are if it can be dreamt up by quickly, you’ll find your players very forgiving.

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Over the Rooftops of the World


(EL 2)
I f the party tries to get away via the rooftops, read the follow-
ing:
The buildings are packed together quite tightly here, and for some
distance there is little difference in their height. The rooftops create
a landscape reminiscent of a roiling sea or rolling hills. Naviga-
tion between the structures is a dangerous prospect. The roofs are
joined by makeshift bridges that creak and wobble as you cross.
Here and there are gaps not joined by bridges; some are jumpable,
others are not. Each time you encounter such a dead-end, you are
forced to backtrack and find a different route around the labyrin-
thine network of rooftops.

A t various points on their path over the rooftops, the PCs


must make Jump checks in order to successfully leap the
gaps. The Sky Rat Clan, a gang of gammas who are proficient
at making such jumps, put bridges only where the gaps were
too wide. The PCs may entertain the notion of returning to the
ground soon after escaping the alleyway, but unfortunately this
is not an option. The fire escape up which they escaped is one of
only a few sparsely placed ground access points. The Sky Rats go to
great trouble to make certain that their domain is unwelcoming to
ground-dwellers and any ladders or fire escapes they don’t approve
of are usually cut so as not to provide access. In many areas, this
unusual clan of gammas has gone so far as to grease walls or plant
spikes between bricks, making a plummet to the ground far below
a certainty for would-be climbers.
Leaps between roofs require DC 15 Jump checks. This obstacle
should present a sense of danger to the characters, but it should not
previously seen him). Failure of the Bluff check results in the be something that actually kills them. If a character fails his Jump
PC being unable to blend in; they are immediately brought to check by a margin of 10 or less, allow him a DC 10 Reflex save to
the attention of the constables. Success buys the character 1d4 catch himself on a fire escape, taking 1d6 points of nonlethal dam-
rounds to begin making his escape, after which he must suc- age from the impact. Anyone who fails by a larger margin lands
ceed at the Hide check or be spotted. A spotted character must heavily on a fire escape or ledge for 2d6 points of damage. The PCs
either run or surrender to the constables. The constables will must succeed at two such checks in order to reach a point where
arrest any characters they have to chase and are likely to do so they stumble upon another ground access point.
if they surrender as well. If the PCs attempt to use Diplomacy Enterprising characters may seek to discover a better path over
with the constables, assume they begin with an unfriendly bridges rather than being forced to jump over rooftops. Such char-
attitude that must be swayed to friendly or helpful to avoid acters may make a DC 15 Survival check. Success means that they
arrest. In the event of an altercation with the constables, use find a better path and have to make only one Jump check.
the statistics for low-level warrior ordinaries (see “Ordinaries” Read the following:
in Chapter 8: Gamesmastering). Two constables arrive in the
The gauntlet of acrobatic feats and maze running is over. You
first zepcar, followed by another pair 5 rounds later.
come at last upon a rickety ladder descending most of the fif-
ty-foot drop to the ground. A single-storey drop from the fire
escape is manageable and you catch your balance on the street
in another alley.

Into the Tunnels (EL 2)


T he sewer presents a challenge to the characters, but is the
least troublesome of the options. If one of the PCs’ back-
ground marks him as familiar with the sewer kingdoms of the
Great Metropolis, they should have little trouble finding their
way. If not, it is still possible to find a suitable route through
the tunnels. Read the following to the players:

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Follow-on Encounters
This section of the story can be used to include a follow-on Dr. Bennett's Lab

encounter, where the same enemy is encountered twice within the
same adventure. You will need to handle the encounter carefully
so that the enemies are allowed to escape so that they can return
to haunt the PCs at the end of the adventure.
T he PCs will eventually arrive at the laboratory. The build-
ing itself is a humble one located in a warehouse district
and identified by an unassuming and dull-painted sign that
The follow-on enemy in this encounter are the New Reich reads: “Bennett & Company.” The front door is ajar and one of
operatives that the PCs will likely battle in this scene. Your the windows, normally boarded shut, is broken in. When the
handling of this battle can have an effect on the development of
PCs enter the lab, read the following description:
future encounters within this adventure.
After this scene, you will be presenting the players with the The laboratory is in a state of utter disarray, apparently ran-
option of pursuing a city-based or Scope-based adventure. The sacked. The floor is littered with fragments of ethertech gadgetry,
number of operatives remaining after the battle in Dr. Bennett’s splintered furniture, and scattered paper. The odours of sulphur,
lab is significant to a Scope-based adventure. If there are too ozone, and gunpowder hang in the air and the quaint candy-
many operatives killed, the adventure will be too easy; it will be stripe wallpaper is singed and divotted in places. Portraits and
difficult if there are too few. You should estimate the abilities bookcases are tilted and overturned. A dull, droning hum ema-
of your group before any battle and determine the number of
nates from somewhere.
operatives that might hold back or flee the scene. If the party is
better suited to a Scope-based adventure, do not allow more than
one or two to be killed. If you believe your players will pursue a
city-based adventure, the number of operatives remaining is not
O peratives of the New Reich have beaten the PCs to the
punch and paid Dr. Bennett’s lab a visit, but just barely.
The operatives, more skilled at Scope riding than Prime Real-
so important.
ity cloak and dagger, were alarmed by the characters’ approach
and are hiding in the lab’s offices and closet. They listen and
watch where they can until they can determine the PCs’ inten-
Descending below the ground, darkness envelopes you. Fumbling tions. Simon Garner, Dr. Bennett’s assistant, has locked him-
around, you find it relatively easy to feel out your surroundings self in the laboratory’s “safe room,” but has taken some fire
and get your bearings. Blackness eventually gives way to shad- through the windows and walls and is barely clinging to life as
owy light; the sewer corridors are dotted here and there with the PCs arrive.
gas lamps and the occasional flickering torch. Darkness returns
Facility Features
in the more malodorous areas. Nausea and dizziness increase.
Tunnels crisscross and intersect at areas of stifled current and
the majority of them have walkways at certain points, although
you are forced to wade through scummy water and semi-liquid
U nless otherwise noted, the features of the Bennett &
Company lab have the following features:
• Walls: Hardness 7; 10 hp.
refuse. • Doors: Hardness 5; 5 hp; Open DC 15; Break DC 13.
• Boarded-Up Windows: Hardness 2; 3 hp; Break DC 10.
T he greatest danger presented by the sewers is filth. It will
take the PCs some time to find street access far enough
removed from the crowd as to not attract attention. During
that time, they are exposed to the disease-ridden waste of the
dr.bennett’s lab
Great Metropolis. Characters who escape by this route must
make a DC 15 Fortitude save or become sickened for 1d4
hours. Sickened characters take a –2 penalty on attack rolls, e
melee damage, saving throws, skill checks, and ability checks.
Characters who succeed at this save do not need to make
another check in the same 24-hour period.
Read the following: d
You fumble through the blackness until vertical bars of light
finally pierce it, filtering through the grates of a manhole cover.
A: Corridor
A sturdy but rusty ladder leads to the street surface.
B: Dr. Bennett's Office

I f the PCs are hasty about their stay in the sewers and emerge
too close to the scene of the shootout, they find a gathering
throng of curious citizens and constables. Such PCs must play
C: Simon's Office
D: Lab workroom
E: Safe room

through the “Taking it to the Streets” encounter above, but do c b


not risk becoming sickened.
a

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T here are several areas of the lab for characters to explore.


What follows is a detailed description of each. Encounter Levels
Corridor One concept of Etherscope that may be difficult for novice GMs
to wrap their heads around is that of Encounter Levels (EL) vs.
F rom the entry corridor, the PCs can see the light of the labo-
ratory and the general state of carnage therein. The hall is
flanked by two doors, both of which are locked. There are no
Challenge Ratings (CR). CR indicates the challenge posed by
an individual whereas EL represents the cumulative challenge
presented by all individual enemies, and is sometimes modified
obvious signs of forced entry on or around the doors, which lead by the challenges presented by the environment or other factors.
into the offices. See Chapter 8: Gamesmastering for full details.
If the math for deriving EL from CR seems a bit spooky or if the
Dr. Bennett’s Office inclusion of variables is overwhelming, it’s okay to ignore them for

L ight: The room is completely dark when the PCs enter, but the time being. In a published adventure such as “Analogue,” we’ve
done much of this for you anyway, and playtested the encounters
a switch near the door turns on gas lamps which provide to ensure that the numbers fit.
bright illumination. If, however, you’d like to see how these values interact, the
Sound: None Bennett & Company lab presents an excellent opportunity to
Reaction: The New Reich operatives inside attack the char- do so. We haven’t calculated them for these encounters because
acters if they enter the room, but do not otherwise leave the there are simply too many variables involved. If the PCs take on a
room unless called upon by the other operatives. single operative, the EL is 1, same as its CR. Double the number of
When the PCs arrive, two of the New Reich operatives hide operatives, and you increase this by one to EL 2.
Adding a third operative, though, doesn’t quite raise the
in this office. They have locked the door in order to discour- encounter to EL 3, as that would require twice again as many
age the characters from entering. The PCs may decide to force CR1 operatives (four of them). Of course, if such an encounter
their way into the office, but such an action provides the opera- occurred in an area that provided the operatives with no escape,
tives with a defensive advantage. In such a case, the two opera- forcing them to fight to the death, this might be a complicated
tives attack, and the other two arrive in 1d3 rounds to assist enough circumstance to bump the encounter to EL 3.
their comrades. When this occurs, go to “Encountering the The involvement of Jurgen Wulfsberg, their leader, compli-
Operatives” below. cates things as well. By himself, he’s CR4 and constitutes an EL
4 encounter. Throw the operatives in with him and the encounter
A stately cherry-wood desk faces the doorway at an angle in front of a goes to EL 5.
cushiony leather chair. A plaque on the desk reads “Dr. Sullivan Ben- The math for this is a little fuzzy, but you’ll get the knack for it
nett, Ph.D.” Bookshelves run up the office walls, any space they fail to in time. If it still doesn’t make sense to you, don’t worry. Relax.
take up being decorated with the kind of shoddy landscape paintings Sit back and enjoy the game. These figures are really just points of
reference anyway.
one would find at an art student’s first gallery showing. A tall tangle of
houseplant sits potted in front of a window next to the desk. Another
door, probably to a coat closet, is on the opposite wall.
Prime Reality location of the Ether-Prime Manifestor, the

T he other door is indeed to a coat closet and is filled with


a variety of coats, including many lab coats. The paint-
ings on the wall are the work of Dr. Bennett’s own hand and
physical-world component of the analogue.
• 1 Blue Upload Capsule: This capsule indicates the Etherspace
domain and location of the Ether-Analogue Receptor, a pro-
the bookshelves are filled with mundane manuals of techni- gram that allows Etherspace programs to be translated into
cal reference. The desk is tidy and searching it will yield little Prime Reality matter via the Manifestor (above).
more than bills and correspondence. A DC 17 Search check • 1 pepperbox revolver.
will turn up a single reference to something called an “Ether- Ad Hoc Experience Rewards
Prime Analogue,” but only if the PCs have heard a reference to
an “analogue” already (otherwise, the reference doesn’t stand
out from the other material and is overlooked). I f the PCs are able to determine the significance of the docu-
ment relating to the Analogue, you may grant the group an
ad hoc reward of 4 XP each. Likewise, if they discover the hid-
One of the pictures on the wall is a painting of the white
cliffs of Dover. This painting conceals a fortified etherium safe. den safe based on Dr. Bennett’s clue, reward them 4 XP each.
If the characters do not think to look here, a DC 15 Search Simon Garner’s Office
check will discover it as well. It has a hardness of 15 and 100
hp. Characters can open it by making a DC 23 Engineer
(mechanical) check, or Simon Garner (currently in the safe L ight: A single gas lamp provides bright illumination.
Sound: None
Reaction: A New Reich operative will attack the PCs if they
room) can give them the combination. The contents of the safe
are as follows: enter the room and shout for assistance from his comrades.
• 1 Red Upload Capsule: This capsule details the methods of Simon’s office stands in contrast to Dr. Bennett’s as stark
destroying both components of the Ether-Prime Analogue. and minimal, devoid of creature comforts.
Only one component must be destroyed in order for the
device to be entirely disabled.
• 1 Green Upload Capsule: The green capsule indicates the

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This room is obviously some type of office, but it is not much to look
at. The walls are bare plaster and the floors are unfinished hard- T he lab is a converted warehouse. The overhead door of
the loading dock is padlocked shut, but leads to a ramp
outside. Another door, deadbolted from the inside, provides
wood. A desk, probably several generations old and uneven, sits in
the centre of the room facing away from the windows. One of the access to that exit of the building. The door leading into the
windows, the most ornamental trappings of the office, is busted in safe room is locked, but a character looking through the win-
and shards of glass are scattered across the dull floorboards. dow can make out a person’s body lying on floor. The final door,
to the toilet/supply closet, is locked as well. Jurgen Wulfsberg,

T he desk has a single drawer with nothing but a stack of


blank paper leaves inside. This is Simon’s office, but he
makes little use of it, sometimes as a refuge when transcribing
the New Reich leader, is hiding in there and if it is forced open,
he will fight; the other three operatives will come out of their
hiding spots and arrive in 1d3 rounds. If combat occurs, see
dictation-scribblings, but little more. This is where the New “Encountering the Operatives” below.
Reich operatives entered the building. When the PCs arrive,
The Safe Room (EL 1)
an operative is inside huddled behind the desk. The door is
locked, but if they peer in the window, a DC 17 Spot check will
allow them to see the silhouette of someone behind it.
If the PCs enter this room before meeting Simon (see below),
L ight: The light in here is not on at first, but the light
through the window from the workroom provides shad-
owy illumination. A light switch near the door can be flipped
the operative will attack them and the others will arrive in 1d3 and the overhead etherlamps will provide bright illumination.
rounds to reinforce him. When this occurs, go to the Encoun- Sound: Characters who succeed at a DC 20 Listen check will
tering the Operatives section below. be able to make out Simon’s laboured but shallow breathing.
Reaction: Simon, lying disabled on the ground, is timid at
The Laboratory Workroom
first, but is in no position to put up a fight against the charac-

L ight: The overhead etherlamps in this room provide bright


illumination.
Sound: A humming noise fills the area, coming from several
ters if he does not believe their intentions are good.
Features:
• Reinforced Walls: Hardness 15, 200 hp
wrecked devices still running in their ruined states. • Reinforced Door: Hardness 15, 200 hp; Open DC 17; Break
Reaction: The leader of the New Reich operatives, hidden DC 30.
in the restroom, will initiate an attack if his refuge is compro- • Bullet-Proof Window: Hardness 10, 200 hp (164 remain-
mised, or if the PCs find a way into the safe room. ing); Break DC 35.
Features: This is the area where Dr. Bennett and Simon performed
• Overhead Door: Hardness 10; 15 hp; Open DC 18; Break their more dangerous, sometimes volatile, experiments. The
DC 20. walls, door, and observational window are all reinforced.
• Padlock: Hardness 5; 10 hp; Open DC 15; Break DC 20. The glass of the window is almost bullet-proof. A barrage of
• Deadbolt: Can be freely opened from the inside, but is not close-range shots yielded a single penetration which was lucky
able to be opened from the outside. enough to clip the barricaded Simon, who now lies incapaci-
This is where the magic happens. Normally this area is pris- tated on the floor. This was only moments before the lookout
tine and even majestic in its organization. Although Dr. Ben- operative noticed the PCs coming.
nett worked with the fervour of a mad scientist, he was fanatic The hidden New Reich operatives want inside as well; their
about order and cleanliness. Now, however, the workroom is in instructions were to leave no witnesses. Assuming they are still
disarray. The operatives have turned it upside down in search hidden, they will wait for the PCs to either leave the scene or
of the prototype Ether-Prime Manifestor. Unfortunately for determine a way into the safe room.
them, Dr. Bennett has hidden the prototype. Fortunately for Finding a way inside is not a terribly difficult proposition;
them, Simon was working on a related experiment at the time given time the operatives would have gotten inside and elimi-
they came calling and they managed to obtain Dr. Bennett’s nated Simon. Amongst the rubble of the ransacked laboratory
notebook. workroom is a small key chain with the keys to the safe room,
The low, droning hum that you heard as you approached is com- the toilet/supply closet, and the loading dock door. Finding
ing from this room somewhere. The room, obviously the laboratory this key chain requires a DC 20 Search check. If the charac-
proper, has taken the brunt of the damage and ransacking. The ters wish to break through the observation window, they’ll
waist-high metal countertops are cluttered with the trash of what find that it is nearly impenetrable.
were once the tools and products of technology. The wreckage of The moment the characters break into the safe room, they
larger devices is strewn on the floor, as well as papers, glass frag- are attacked by the New Reich operatives (if they have not yet
ments, and overturned furniture. A door next to an angled wall been discovered); the one hidden in the toilet/supply closet
leads into another room, which you can partially see through the spi- bursting forth and calling orders out to his allies. When this
der-web fracturing of a large window, apparently riddled by bullets occurs, go to the Encountering the Operatives section below.
but not breached. Another door is on the opposite end of the room Once the battle with the New Reich operatives is finished,
and in the far corner is what appears to be a loading dock. or if the characters enter the safe room having defeated the
operatives previously, read the following description of the
safe room:

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This room is naked and sterile, with etherium beams and heavy-
duty bolts reinforcing the corners and weak spots on the walls. The Story Development
counters and cabinetry are all made of etherium and everything A published adventure like “Analogue” can’t really account for
in the room has a bolted-down quality to it. Lying barely conscious every single possibility, at least not without being the size of an
on the stark floor is a blond-haired man in his early thirties. His encyclopaedia. We’ve already discussed what happens when the
breathing is shallow and his lab coat is soaked with blood. PCs do things that you don’t expect and how you can learn to
handle those situations through improvisation.

I f the characters approach Simon, his first instinct is to panic,


but a DC 10 Diplomacy check puts him at ease. Simon is
disabled (0 hp) and is in need of medical attention. Before he
Another thing that can happen, and something that you should
always be considering, is that anything they do can have far-reach-
ing implications. What happens if the characters slaughter the
gammas who’ve come to apprehend them? They would certainly
gives any information to the PCs, they must assist him or send
earn the enmity of Duke Raymond at least; not to mention the
for help. They must also assure him of their relationship to Dr. friends and families of those gammas. Maybe the duke would put
Bennett. a mark on them. Bounty hunters from across the Great Metropolis
Once they have managed to do so, Simon will reveal that the would come out of the woodwork trying to put knives in the PCs’
operatives got hold of Dr. Bennett’s notebook, which contains backs. Perhaps the duke would seek to recoup the expense that
details of the whereabouts of both components of the Ether- this loss of manpower represents. The PCs could find themselves
Prime Analogue prototype. Read: reluctantly in the employ of an underground crime lord.
These possibilities are wonderful tools for a crafty GM. While
“They want to use it as a weapon. There’s no time to explain, you published adventures can be fun, there will come a point when
must stop them,” Simon wheezes whilst clutching his wound. “In you’ll want something more free-form, something with your sig-
Dr. Bennett’s office, behind a picture of the Cliffs of Dover is a nature on it. One of the best rewards of being a Gamesmaster is
safe. 93-27-14. Inside are some upload capsules that will tell you seeing the machinations of your own plots grow to fruition, but
all you need to know. The notebook is not important, but you nothing is more rewarding for your players than to take part in that
process. If you can tie the consequences of the characters’ actions
must disable the device. Our benefactor would do anything to into their future exploits, you’ll have won them over — and you’ll
keep this technology from them. Go now, please!” have some great stories to reflect back on.

S imon doesn’t wish to speak much more; he needs the PCs


to disable the Analogue. The notebook stolen by the oper-
atives doesn’t contain anything compromising about the tech- Scope Avatar: HD 2d6+2; hp 9; Mas 12; Init +2; Defence
nology, but if the New Reich can obtain both components of 14, touch 12, flat-footed 12; BAB +3; Grap +5; Atk +5 melee
it, he fears they can reverse-engineer the device well enough (1d4+2, bayonet) or +5 ranged (2d8, standard rifle); FS 5 ft. by
to make their weapon. Fail-safes built into the prototype will 5 ft.; Reach 5 ft.; SQ –; SV Fort +2, Ref +3; Str 14, Dex 14,
irreversibly damage one component if the other is destroyed. If Con 12.
the PCs press him for information, Simon will stress that they Jurgen Wulfsberg, New Reich Operative Leader (major
are losing time and the constables will be arriving quickly. character): CR 4; Medium humanoid (alpha, human) Savant 3;
HD 3d6; hp 13; Mas 10; Init +2; Spd 30 ft.; Defence 18, touch
Encountering the Operatives (EL 3) 13, flat-footed 16 (+2 Dex, +1 class, +5 equipment); BAB +1;

W henever the characters encounter an operative, he will


alert the others and they will arrive within 1d3 rounds
to reinforce.
Grap +1; Atk +1 melee (1d4/19–20, knife) or +3 ranged (2d6,
standard pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ –; Val patrio-
tism/loyalty; AL New Reich/allies; SV Fort 1, Ref +3, Will +5;
New Reich Operatives (3): CR 1; Medium humanoid Ex 4; Str 11, Dex 14, Con 11, Int 14, Wis 16, Cha 16; Template:
(human) Savant 2 ordinary; HD 2d6–2; hp 5; Mas 8; Init Officer; Skills: Diplomacy +5, Engineer (ethertech) +8, Hide +4,
+1; Spd 30 ft.; Defence 17, touch 12, flat-footed 16 (+1 Dex, Intimidate +6, Investigate +8, Knowledge (current events) +3,
+1 class, +5 equipment); BAB +1; Grap +1; Atk +1 melee Knowledge (industry) +5, Knowledge (tactics) +8, Move Silent-
(1d6 nonlethal, sap) or +1 melee (1d4/19–20, knife); FS 5 ft. ly +4, Munitions +7, Scope Awareness +8, Scope Resilience +5,
by 5 ft.; Reach 5 ft.; SQ –; Val patriotism/progress; AL New Scope Use (immersed) +8, Scope Use (remote) +8, Sense Motive
Reich/allies; SV Fort –1, Ref +1, Will +4; Ex 0; Str 10, Dex +6, Survival +6; Influences: Military +6, Intelligence +3, High
12, Con 8, Int 14, Wis 14, Cha 12; Template: Enlisted; Skills: Society +3; Feats: Armour Proficiency (light), Minor Cyber-
Concentration +1, Engineer (ethertech) +4, Hide –1, Intimi- naughtic App (Scope jack), Personal Firearms Proficiency, Point
date +3, Investigate +4, Jump –3, Knowledge (current events) Blank Shot, Scope Raider, Simple Weapons Proficiency; Talents:
+4, Knowledge (tactics) +8, Move Silently –1, Munitions +6, Scholar (Engineer (etherscope)), Exploit Weakness; Possessions:
Pilot (military) +2, Scope Awareness +6, Scope Resilience +3, Knife, two smoke grenades, light-duty vest, military outfit, Scope
Scope Use (immersed) +9, Scope Use (remote) +7, Survival +5, point (portable), standard pistol, 50 rounds.
Swim –3; Influences: Military +5, Street +2; Feats: Armor Pro- Scope Avatar: HD 3d6+9; hp 22; Mas 17; Init +3; Defence
ficiency (light), Personal Firearms Proficiency, Scope Raider, 15, touch 15, flat-footed 10; BAB +3; Grap +5; Atk +5 melee
Simple Weapons Proficiency; Possessions: Knife, light-duty vest, (1d4+2, bayonet) or +6 ranged (2d8, standard rifle); FS 5 ft. by
military outfit, Scope point (portable), smoke grenade, sap. 5 ft.; Reach 5 ft.; SQ –; SV Fort +4, Ref +5; Str 15, Dex 16,
Con 16.

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In the Scope, the operatives’ avatars appear as traditional German hospitable of the gamma sewer kingdoms, to provide safe pas-
soldiers in Pan-European War uniform. They wear spiked helmets sage for Dr. Bennett and two other men (not germane to this
and carry bolt-action rifles with bayonets. adventure) to and from the lab. All others are at the mercy of
Duke Raymond. In order to get to the Manifestor, the PCs
T actics: The operatives do not want any witnesses left behind.
They will attempt to kill Simon and the PCs before Simon
can relay his story. The operatives are not highly skilled combat-
must race through the Duchy against John Skelter and Lux-
embourg Sweeney (who are intimately familiar with the sewer
kingdoms and on amicable terms with the Duke), avoiding
ants, however, and will immediately retreat if they feel the battle
capture or worse, and find the hidden lab.
is not going their way (see the “Follow-on Encounters” sidebar
Blue Capsule (DC10): The blue upload capsule contains a
earlier in this section). If forced to retreat, they throw smoke
single grain that describes the location of the Ether-Analogue
grenades and exit the building through the most convenient


Receptor. This will provide the taker with a +5 competence
means possible, probably either the front door or the door next
bonus on any Scope Awareness checks made to identify the
to the loading dock.
location of the Receptor. The Receptor is at a hidden site in an
industrial domain of New London. Following the path to this
site will take the characters on a primarily Scope-based adven-
Part Three: ture. The New Reich operatives encountered in Dr. Bennett’s
Lab will seek the Receptor as well. The characters must decide
The Chase is On whether they will immerse themselves into the Etherscope or
access it remotely. This choice will depend on the equipment
I

n order to complete the task of disabling the prototype, the available to them (a Scope jack is needed for immersion), and
PCs will have to take the upload capsules provided in Dr. they will have to provide their own access to the Scope.
Bennett’s safe. Because of the limitations of using upload cap-
sules, they will have to distribute them amongst each other.
From this point, the adventure can go in one of two directions:
into Etherspace to disable the Receptor; or into the bowels of The Duchy of
the city to disable the Manifestor.
The difficulty may come in that the character who takes one Raymond Faulk
capsule may not be skilled in that area. For instance, if a com-
batant takes the blue capsule, it may prove challenging for him
to instruct a Scope rider as to the Manifestor’s location. To
C haracters with Street influence will have at least a cursory
familiarity with the gamma sewer kingdom. Although all
of these gammas are somewhat xenophobic, some are friendlier
make things more difficult in this regard, the only person who
to outsiders than others. Some are of a more renegade bent and
knew what each capsule contained was Sullivan Bennett.
others just want to be left alone. The name Raymond Faulk
Below you will find descriptions of the knowledge imparted
will strike fear into anyone with even a single rank in the Street
by the capsules and the Fortitude save DCs to avoid becoming
or Crime influences.
ill (and losing the capsule; the GM may decide to lower the DC
Faulk is more a leader of organized crime than a member
of these saves if he feels that failure would hinder or force the
of sewer “nobility.” The perception of Faulk in other duchies
PCs in an inappropriate direction).
range from outright loathing to fear of a necessary evil. More
Red Capsule (DC 12): This capsule contains two grains,
than a few gammas have rallied to his banner out of sheer sur-
one detailing the disabling of the Manifestor, the other one
vivalist instinct. To these he is a hero and visionary. To others
describing how to disable the Receptor. The character who
he is a crime lord and despot. It is in his domain that Dr. Sul-
takes this tab will gain a +2 competence bonus on the Engineer
livan hid the Ether-Prime Manifestor.
(mechanical) or Engineer (ethertech) skill check required to dis-
The character who dropped the green upload capsule will
able the Manifestor and on the Scope Use skill check required
know exactly where to go to get to the hidden laboratory. Trav-
to disable the Receptor. If this PC is not the one to actually per-
el beneath the city is dangerous; moving between kingdoms is
form the disabling, he must be in communication with the one
no mean task and Faulk’s kingdom is heavily guarded.
who is. In this case, he can use the aid another action to provide
a +2 competence bonus on the disabler’s check.
Green Capsule (DC 10): This single-grain capsule grants
its taker knowledge of the whereabouts of the Ether-Prime
Manifestor. The laboratory of Dr. Bennett is, in actuality, a
mere workshop. The proving ground for his device is another,
hidden lab located beneath the bowels of the Great Metrop-
olis. Not even Simon knew the whereabouts of the lab. The
unnamed company funding Dr. Bennett’s research paid a hefty
sum to renovate a long-buried underground station, and nearly
as much to ensure its protection and secrecy. They brokered
a deal with the Duchy of Raymond Faulk, perhaps the least

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(body); Possessions: Knife, gamma spear*, leather jacket.


The Turnpike (EL 2) * This is a special weapon used by gammas of the sewer king-

A ccess to the sewers is available nearly anywhere. The PCs


need only find a manhole and drop through it. The sew-
ers have their own thoroughfares and trade routes as well. The
doms. It does 1d6 piercing damage (critical x2/20). It is classed
as a Medium simple weapon.
Albert Finney: CR 1; Small humanoid (gamma, human,
knowledge provided by the green capsule will lead the PCs in transgenic) Broker ordinary 2; HD 2d6+4; hp 11; Mas 12;
the right direction until they end up in a wide tunnel named Init +0; Spd 30 ft.; Defence 12, touch 12, flat-footed 12 (+1
King George’s Highway. Read the following: size, +1 class); BAB +1; Grap –3; Atk +2 melee (1d2 non-
A long, wide tunnel continues for some distance, punctuated here lethal, unarmed strike) or –2 melee (1d4/19–20, knife); FS
and there by gas lamps or torches. A wide river of sewer once ran 5 ft. by 5 ft.; Reach 5 ft.; SQ gamma qualities; Val patrio-
here, fed by tributaries flowing from all over the metropolis, but tism/bravery, AL Drudgney/self; SV Fort +1, Ref +2, Will
now a small stream trickles through the middle of the slime-grown +3; Ex 0; Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 15;
avenue. This continues on for some time until many meters ahead Template: Disenfranchised; Skills: Bluff +7, Diplomacy +9,
you see a well-lit area. As you approach, the nature of the place Disguise +5, Forgery +3, Intimidate +8, Knowledge (civics)
becomes obvious. A squad of gamma thugs stands guard before +3, Knowledge (current events) +5, Knowledge (history) +2,
a makeshift barricade of crates, beams, and rubbish, and a single Resolve +7, Sense Motive +6, Sleight of Hand +4, Survival
shanty-building hides behind the weak fortification: a tollbooth. +6; Influences: Street +4, Agriculture +4, Crime +2, Industry
+1, Constabulary +1; Feats: Literate, Persuasive, Toughness

T he tollbooth is operated by the militia of Drudgney, one


of the less abrasive sewer kingdoms. King George’s High-
(body); Possessions: Knife, worn-out old briefcase.

way is generally regarded as a neutral road, but as the kingdom


of Drudgney prides itself on autonomy and does little com- T actics: The gammas will attack the PCs in as evenly
spread a manner as possible, going one-on-one to cut off
any escape. They are charged with defence of the tollgate and
merce with its sister kingdoms, the king has deemed that he
reserves the right to exact a toll. focusing on a single target might allow others to slip by. They
Albert Finney, the toll collector, is a fat gamma with a ten- are loyal to their cause and their duke, but are reluctant to
dency to inflate fees and embezzle the margin. When the PCs die here. If two of them are killed or otherwise disabled, the
arrive at the tollbooth, he will emerge from the shanty and others will flee. Finney will flee as soon as it looks as though
stand behind the guards to deal with them. Should the char- the PCs will win.
acters choose to pay the toll, Finney will let them pass with-
out another word. If they refuse, the guards will immediately Black Walls (EL 2)
A
attack. Paying the toll will require a DC 17 acquisition check fter some time spent on the highway, the thoroughfare
(restriction: Street) for each character. begins to break up and give way to smaller tunnels. Read
The PCs may question Albert Finney or the guards as to the following:
whether anyone came ahead of them. John Skelter and Lux-
The periodic lighting of the large tunnel becomes more sporadic
embourg Sweeney did come through prior to the characters,
until it is eventually nonexistent. Eventually the main artery
but were keen to pay Finney extra for his silence. If questioned,
yields to smaller, more labyrinthine tunnels. At some unrecog-
he lies, but a successful DC 15 Sense Motive check alerts the
nised point, the walls become black as pitch, blasted with paint
PCs to the deception. Finney cannot be bribed to provide any
from top to bottom. Light no longer carries well and the going
information; he fears Skelter and Sweeney far more than he
becomes uncertain, as there are no discernable or distinguishing
does the PCs.
markings to suggest direction.
Enemies

A squad of four guards protects the turnpike. These guards


will not attack unless provoked, but will act viciously if
C haracters that succeed a DC 15 Street influence check
will recognise that the blackened walls indicate the bor-
der to the Duchy of Raymond Faulk. The walls continue for
they need to. Albert Finney poses little threat to the PCs. some time, but the characters should not become lost, thanks
Gamma Turnpike Guards (4): CR 1/2; Small humanoid to the intuitive direction provided by the green capsule. The
(gamma, human, transgenic) Combatant ordinary 1; HD black tunnels will lead the PCs to a reservoir.
1d8+3; hp 7; Mas 15; Init +6; Spd 30 ft.; Defence 16, touch 15, The characters have arrived in the Duchy of Raymond Faulk.
flat-footed 13 (+1 size, +3 Dex, +1 class, +1 equipment); BAB Read the following:
+1; Grap –2; Atk +3 melee (1d2+1 nonlethal, unarmed strike)
The tunnel empties into a large chamber, round, and much taller
or +3 melee (1d6+2, gamma spear) or +3 melee (1d4+2/19–20,
than it is wide. Several other tunnels feed into the chamber as well.
knife); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ gamma qualities; Val
There is no walkway except a muck-caked ledge on the wall oppo-
patriotism/loyalty, AL Drudgney/self; SV Fort +3, Ref +4,
site, and the water here is waist deep. On that opposite wall is a set
Will +1; Ex 0; Str 12, Dex 16, Con 15, Int 8, Wis 12, Cha 8;
of levers and what appears to be some kind of control box.
Template: Disenfranchised; Skills: Intimidate +4, Survival +3,
Sense Motive +2; Influences: Street +3, Agriculture +1; Feats:
Improved Initiative, Simple Weapons Proficiency, Toughness

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Enemies underground station


T he reservoir is the habitat of a crocodile, especially
imported by the Duke. Normally content to eat whatever
carcass or other refuse floats its way; it is ready for such tasty
live game as the PCs.
Crocodile: hp 22. (See Chapter 8: Gamesmastering for full
statistics.)
Tactics: A patient hunter, the crocodile lies in wait beneath
the surface of the water. PCs should be allowed a Spot check
opposing its Hide check to see its eyes and nose sticking just
above. If not spotted, it will patiently wait for a character to

restrooms
climb onto the ledge before attacking.

Down by the Railroad Tracks (EL 4)


T he sewers have more ears and eyes than they have tunnels.
Even without the noisy tussle with the crocodile, it does
not take long for news of the intruders to reach Faulk and his
loyalists. Near the former underground station serving as Dr.
Bennett’s lab, they make their move. Read the following:
A fissure in the walls of the sewer opens into an underground
rail tunnel. The rails and ties are disjointed, but regular gaslights
running the length of the tunnel suggest that, although the cars
no longer run here, this area is far from abandoned.
After a time, continue:
The tunnel widens and other rail lines join to flank the one along 0; Str 11, Dex 16, Con 16, Int 10, Wis 10, Cha 8; Template:
which you trod. Ahead, the lights become more frequent as you Criminal; Skills: Balance +4, Bluff +2, Engineer (mechani-
approach a platform. Rubbish litters the ground and graffiti adorns cal) +2, Hide +11, Intimidate +4, Knowledge (current events)
the walls. Upon the ground, scattered about by pedestrian care- +2, Listen +2, Move Silently +7, Sense Motive +2, Sleight of
lessness and animal depredation, are the bones and long-decayed Hand +4, Spot +2, Survival +2; Influences: Street +4, Crime
remains of creatures ranging from rats to dogs to humans. +2, Constabulary +1; Feats: Brawl, Improved Initiative, Simple
Weapons Proficiency, Toughness (body); Possessions: Knife,

A detail of gammas lies in wait, hidden behind pillars and


underneath the garbage of the platform. In a restroom
wait John Skelter and Luxembourg Sweeney. The two, on an
brass knuckles, leather jacket.
Gamma Thugs (4): CR 1/2; Small humanoid (gamma,
human, transgenic) Combatant ordinary 1; HD 1d8+4; hp
errand by their employers in the New Reich, have made con- 8; Mas 16; Init +2; Spd 30 ft.; Defence 15, touch 14, flat-
tact and financial arrangements with Ol’ Scribbler, a represen- footed 13 (+1 size, +2 Dex, +1 class, +1 equipment); BAB +1;
tative of Raymond Faulk, for the capture of the PCs and safe Grap –2; Atk +4 melee (1d4+2, brass knuckles) or +4 melee
passage to the secret laboratory. In the mind of Ol’ Scribbler, (1d6+2, club) or +4 melee (1d4+1/19–20, knife); FS 5 ft. by
the untimely death of Sullivan Bennett represents an annul- 5 ft.; Reach 5 ft.; SQ gamma qualities; Val loyalty/bravery;
ment of the contract for protection of the place and Skelter and AL Raymond Faulk/self; SV Fort +4, Ref +3, Will +0; Ex
Sweeney were the first to purchase salvage rights. 0; Str 13, Dex 14, Con 16, Int 10, Wis 10, Cha 8; Template:
Enemies Criminal; Skills: Hide +8, Intimidate +3, Knowledge (current
events) +2, Sense Motive +1, Survival +2, Spot +3; Influences:

E ight gamma scoundrels are hidden on the platform along


with their leader, Ol’ Scribbler. Skelter and Sweeney are
present, but hidden, and will not join the battle if one breaks
Street +4; Feats: Brawl, Power Attack, Simple Weapons Pro-
ficiency, Toughness (body); Possessions: Brass knuckles, club,
knife, leather jacket.
out. Ol’ Scribbler: CR 2; Small humanoid (gamma, human,
Gamma Thugs (4): CR 1/2; Small humanoid (gamma, transgenic) Scoundrel ordinary 1/Savant ordinary 2; HD
human, transgenic) Scoundrel ordinary 1; HD 1d6+4; hp 7; 3d6+3; hp 13 ; Mas 12; Init +2; Spd 30 ft.; Defence 15, touch
Mas 16; Init +7; Spd 30 ft.; Defence 16, touch 15, flat-foot- 15, flat-footed 13 (+1 size, +2 Dex, +2 class); BAB +1; Grap
ed 13 (+1 size, +3 Dex, +1 class, +1 equipment); BAB +0; –3; Atk +2 melee (1d2 nonlethal, unarmed strike) or –2 melee
Grap –4; Atk +2 melee (1d4+1, brass knuckles) or +1 melee (1d4/19–20, knife) or +4 ranged (2d6, standard revolver); FS
(1d4/19–20, knife) or +4 ranged (1d4/19–20, knife); FS 5 ft. 5 ft. by 5 ft.; Reach 5 ft; SQ gamma qualities; Val detachment/
by 5 ft.; Reach 5 ft.; SQ gamma qualities; Val loyalty/bravery; honesty; AL Raymond Faulk/self; SV Fort +1, Ref +3, Will
AL Raymond Faulk/self; SV Fort +3, Ref +4, Will +0; Ex +4; Ex 0; Str 10, Dex 14, Con 12, Int 12, Wis 14, Cha 10;

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Template: Criminal; Skills: Bluff +8, Diplomacy +5, Disguise


+3, Hide +9, Intimidate +6, Investigate +4, Knowledge (cur-
Captured (EL 2)
rent events) +5, Move Silently +8, Pilot (civilian) +3, Sense
Motive +6, Spot +6; Influences: Crime +8, Street +3, Con-
stabulary +1; Feats: Attentive, Deceptive, Influential (Crime),
O nce the PCs are under the control of the gammas, Ol’
Scribbler will bring forth Skelter and Sweeney. Read the
following description:
Literate, Personal Firearms Proficiency, Possessions: Knife, An aged gamma with taut skin and sunken features approaches
standard revolver. bearing a revolver. Behind him lurch a pair of familiar figures,
Tactics the men who attacked you in the alleyway and killed Dr. Sulli-
van Bennett. The rogues sneer as the old gamma addresses you.
T he gammas have fairly primitive weapons, but their num-
bers should be threatening to the PCs. They are well
hidden, but as the PCs approach the platform, the PCs may
“You are charged with the crime of Trespass with Mali-
cious Intent into the Duchy of Raymond Faulk. The charge
carries a penalty of lifelong slavery or execution, at the
attempt a Spot check opposed by the gammas’ Hide checks to decision of His Lordship Duke Raymond. You are hereby
notice them and act in the surprise round. It is not the gammas’ entrusted into my custody and will be transported to a cell
intention to attack the PCs initially. They will instead stand to await your trial.
on the platform menacingly and Ol’ Scribbler will demand
the characters surrender. If the characters refuse to do so, Ol’
Scribbler may attempt an Intimidation check. The number of
gammas present lend weight to his demands and he receives
T he PCs are once again outmatched here, particularly with
the presence of Skelter and Sweeney. They have little hope
at this point in winning an out-and-out row. A little diplomacy
a +10 bonus on this check. Those PCs who fail the opposing may go a long way, however. Although Ol’ Scribbler is aware
Resolve check should be told that they don’t feel they could of the death of Sullivan Bennett, he is unaware that it was at
defeat these enemies and feel cowed by the show of force. the hands of these two men. The PCs may attempt to talk him
If combat should occur, the gammas are at a distinct advan- into letting them go. In truth, he doesn’t care who killed Dr.
tage as they are on a platform 1 1/2 meters higher than the Bennett, but the circumstances do complicate things. If he is
tracks upon which the characters stand, and the uneasiness of convinced of Skelter’s and Sweeney’s complicity in the mur-
the ground around the PCs requires a DC 12 Balance check. der, he will not be quite as certain of his lord’s wishes. He will
See the Being Attacked Whilst Balancing rules under the Balance demand that the two come along to seek audience with Duke
skill in Chapter 2: Traits. Raymond.
If, somehow, the PCs manage to defeat all the gammas (who, Skelter and Sweeney, of course, will hear nothing of the
fearing Duke Raymond, will fight to the last — except Ol’ sort, and when they scoff at the suggestion, Ol’ Scribbler will
Scribbler, who attempts a retreat when it becomes obvious that order their arrest. At this point, all hell breaks loose. There’s
defeat is imminent), they will have to contend with Skelter and no way for the PCs to win by themselves, and the resourceful
Sweeney. This will be difficult. It is possible, though unlikely, Ol’ Scribbler will barter for their assistance by offering to drop
that they can defeat the two; but more probable that they will the charges.
have to get past them to Dr. Bennett’s Lab (see below). Tactics: Skelter and Sweeney are tough, but they will not
lay down their lives for their employers. They fight as much as
they can, but once a deal is struck between the gammas and the
PCs, they will run for the hills.

Faulkhurst (EL 3)
I n the wake of Skelter’s and Sweeney’s retreat or defeat, the
gammas are gracious. They will not, however, simply allow
immediate access to the laboratory. Read the following:
“The Duchy is grateful,” says the old gamma. “You shall accom-
pany us to the court of Duke Raymond where I shall present you
and your deeds. You will not be bound as prisoners, but escorted
as guests of the kingdom.” His voice is even and somewhat cool
for all its gratitude. It is the voice of someone who will not accept
“no” as an answer.
“You may call me ‘Ol’ Scribbler,’ as others do,” he says.
”Please, follow me now. The duke will be anxious to know
the outcome of this unusual situation.” With that, he turns
and leads you off into the tunnels.

A DC 10 Sense Motive check will reveal that Ol’ Scribbler


is not being deceptive.
He will lead the PCs through a maze of black-walled tun-

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nels, railways, sewer lines, and burrowed passages until, after


about an hour, they come to Faulkhurst, the seat of Duke Ray-
Dr. Bennett's Lab (EL 3)
mond’s power. Read the following:
At long last, a burrowed-out passage leads through cement T he hidden lab is not far from the underground platform
where the PCs faced off against the gammas, Skelter,
and Sweeney. The platform is the only remaining entrance to
into what was once a subterranean parking garage. Now,
though, a rough and makeshift town bustles with activity. the station, the other platforms having long ago been buried
People run to and fro — mostly gammas, but ambassadors of or barricaded. A stairwell from the platform leads the PCs
other breeds pepper the crowd. Improvised buildings appear in upwards, through a turnstile, and into the abandoned station.
incongruous alignments making a series of twisting and aimless Read the following description:
streets and alleyways. What was once the hub of myriad underground platforms has
“Faulkhurst,” the old gamma indicates, “the jewel of been boarded and mortared up, sterilised, and whitewashed. A
His Lordship’s domain.” switch flicks automatically as you cross the threshold and high-
He leads you through the shantytown of residences, energy gas lamps set the chamber ablaze with light. Gear and
past a bazaar, an arena where a pair of dogs are locked in gadgets similar to those found in Dr. Bennett’s warehouse lab
mortal combat; on a journey downwards into the depths are packed tightly on benches lining the walls. Central to all is a
of Faulkhurst until you reach a cage-lift and he motions long table upon which rests an elongated device. Several meters
for you to enter. The hiss of steam whispers through the long, the Ether-Prime Manifestor resembles a trumpet tapered
shaft and you descend deeper into the bowels of the city. to a sharp spike at its rear and possessing a tubular ring in the
Departing from the lift, you enter a chamber of pala- middle. Cables and fluid-tubes radiate from the ring and connect
tial proportions. The place is opulent. Couches, chairs, to a reactor on the floor beneath.
pillows, chaises, tables, even secretaries — all no doubt
filched from the upper classes — are displayed all about.
Odours of sweet perfumes and pungent foods tickle your
A ssuming the PCs have arrived without hindrance, dis-
mantling the device should be relatively simple. It is not,
however, safe; and if they consider simply attacking the device,
nose. Serving-girls flit about with goblets of wine and
the character who took the green capsule will know such
trays of food; none are gamma, all are likely slaves.
action is ill advised. When they begin the process, a DC 18
The old gamma leads you through to a platform at the
Engineer (ethertech) roll is required. If no character possesses
back of the chamber. It is beset with a hardwood-and-
this skill, allow the PC who dropped the green capsule a roll as
plush chair probably centuries old. The man atop is not a
though they had 2 ranks in the skill (otherwise they simply get
gamma at all, but an Alpha — he cuts as regal a figure as
a +2 competence bonus). If nobody has Engineer (ethertech), a
ever you have seen in spite of his grungy roguishness. Ol’
character may make a DC 20 Engineer (mechanical) check to
Scribbler bids you stay still and climbs to whisper some-
attempt to begin figuring the device out. The PCs’ success in
thing in the man’s ear. He then gestures you approach.
these rolls will determine the outcome of disabling the Mani-
“Ol’ Scribbler informs me,” says the duke, “that you
festor.
have assisted in the protection of my kingdom. For this,
If the character succeeds at the Engineer (ethertech) roll, read:
your crime of Trespass is forgiven. I give you leave. Go
now from my domain and do not return.” The apparatus by which the cables attach to the reactor is much
more complicated than their attachment to the cone. As you begin

T he PCs will likely want to discuss the matter of the lab


with him. This is a delicate matter as he has already asked
them to leave. They do need his permission, however, if they
to detach tubes, the temperature of the air begins to escalate; ener-
gy being released from the device’s vents. The apparatus removes
to reveal an etherium flywheel. Beneath this is the ether-siphon, a
wish to go to the lab unmolested. If they approach him with miniature centrifuge used for stabilizing ether. Without its attach-
deference, however, he will show good faith. Although he is a ment to the cone, the siphon begins to whine and give off heat.
ruthless kingpin of the Great Metropolis’s underworld, he is a
man who believes in honour amongst thieves. The PC’s should
roleplay this part; if dice rolling becomes necessary, a Diploma- I f the character fails at the Engineer (ethertech) roll, or if he
succeeds at an Engineer (mechanical) check, read:
cy check, resisted by the Duke’s Resolve (+5 total skill bonus) The cable-and-hose apparatus is complex and delicate. Most of
will buy them his leniency. (The characters need to improve his the cables are easily removed, however, although the last tube
attitude from indifferent to friendly, which can be done with is fixed in a precarious manner. You are able to detach it, but
a draw check result; see the Diplomacy skill in Chapter 2: apparently not without flaw. A flywheel beneath it spins uneasily
Traits.) If properly addressed and convinced, he will send Ol’ and in a rickety orbit. Still, you are able to remove it and reveal
Scribbler with them as a guide. If he is unconvinced, he will the centrifuge below. The thing begins to whine and rattle, coun-
eject them from his domain, by force if necessary. Should the terweights spinning erratically. Vent-runoff and friction cause
PCs take it upon themselves to return to the platform without the temperature in the nearby area to jump up 10 degrees in a
his blessing, they will receive his wrath in full. matter of seconds. The reactor seems to be unstable.

R equire a second Engineer check, ethertech or mechanical


— whichever was used in the first check. If the PC failed

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that roll, increase the DC of this one by 2. If the character suc- As noted in several spots below, the character who consumed
ceeds at this roll, read the following: the blue capsule has a +5 competence bonus on Scope Awareness
You are able to stabilise the revolution of the centrifuge and its checks made relating to locating the Ether-Analogue Receptor.
speed decreases as the energy of the reactor peters out. Beside Depending on the abilities of the party, you may wish to simply
it, a filter box, a ceramic tangle of tubes and minute switches, grant this bonus to anyone in communication with that charac-
is easily removed. This is the crux of the device, the component ter. For instance, if the capsule was consumed by someone who is
carrying the program routes and transfers for ether stabilised in not Scope-savvy, the rules allow him to aid another, presumably a
the centrifuge. Destroy it and the Ether-Prime Manifestor will character more at home in Etherspace. This may suffice for your
be rendered useless. group. If, however, the party is mixed and there is no one charac-
If the PC fails this second roll, read: ter who stands out as incredibly capable in this regard (enough so
to make this leg of the adventure insurmountably difficult), you
The instability of the centrifuge continues despite your efforts to may simply wish to grant everyone the +5 competence bonus.
abate it. It revolves in ever more erratic orbits until a counter-
weight breaks loose and is flung like a bullet across the room. The
temperature of the air increases and the noise grows louder and
New London City Domain (EL 3)
more cacophonous as the reactor’s condition devolves hopelessly.
R ead the following description when the characters enter
the city domain:
T he characters should flee if they fail to disable the device.
They have 5 rounds (30 seconds) before the device
explodes. Adjacent characters will take 4d6 points of fire dam-
The paved streets and symmetrical structures of New London are
an uncannily congruent mixture of modern glamour and Dicken-
age. Other characters in the lab will take 2d6 points of fire sian squalor. Buildings are, for the most part, low to the ground,
damage. Those who leave expediently will make it to the plat- with only the rare sore thumb climbing to more than a few stories. In
form before the reactor detonates. The gammas did a great job the distance looms the sole exception to this restraint of design — a
of sealing the place up, though, and the single entrance to the simulacrum of Big Ben, the central administration tower of New
lab will act as a gun barrel. Characters outside the lab will take London. This is the pride of the British Empire as pictured in the
1d6 points of fire damage and must succeed at a DC 15 Forti- mind of everyone who ever took pride in the British Empire. Although
tude save or fall prone from the force. gravity is loose here, the architecture typically reflects that of Prime
Whether successful or not, the Manifestor will be destroyed. Reality; it is only on the larger edifices that one notes vertical walkways


The PCs will want to return to the surface, their mission or elevated doorways. Here and there pigeon-gremlins flutter and
accomplished. Continue to the Conclusion. flock with remarkable cleanliness, and there are none of the lingering
odours or sudden bursts of sound so common in the real world.

New London T he PCs may wish to linger in the city proper, but doing
so steals precious time. It is important that they be on
their way to Dr. Bennett’s hidden domain. In order to get there,
though, they must pass through the Wall to enter the complex
C haracters who immerse themselves in the Etherscope to
destroy Dr. Bennett’s device will find themselves in New
London. For beginning players, this will be their first glimpse of
of industrial domains just outside New London. Accessing the
Wall means leaving the city domain — a simple enough pros-
this parallel world. They will have to find a way to his hidden plea- pect, but one requiring travel.
sure domain — a getaway concealed within the confines of his old Clever players may wish to travel through New London to a
employer’s industrial system — in order to accomplish the task of point closer to the industrial domain housing Forsythe Fabri-
destroying the Ether-Analogue Receptor. cations, the industrial system wherein the Receptor is hidden.
Where they arrive in the Scope is largely a function of their Doing so calls for a Scope Awareness check with a DC of 25.
capabilities. Scope riders from the upper classes may have access Success will reduce the amount of time spent in open Ether-
to the city domain itself, whilst others might possess a personal space by 50 rounds (see below).
domain within New London’s Wall. Scope tabs may provide
access; but again, where this lands the PCs is somewhat dictat-
ed by their wealth, as direct access to a domestic city domain is
costly. Access via a Black Trip tab might find them in one of the
industrial or military domains beyond the Wall, but this is at the
discretion of the GM (see “Scope Tabs” in the Lifestyle section of
Chapter 3: Equipment). Pleasure domain tabs provide PCs access
to the Scope, but they will have to hack their way out and beyond
the Wall (see Jump the Rails under the Scope Use skill description
in Chapter 2: Traits).
Below are some scenarios and descriptions. The Scope adven-
ture option provides a wide array of options for the PCs, so as GM
you must be prepared to deal with the unexpected.

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I n order to pass into the industrial domains beyond the city,


PCs must go through the Wall and traverse the open Ether-
space beyond. The Wall is the portion of the city containing
all private domains: pleasure domains, business domains, the
personal domains of the Scope-savvy from all demographics.
If the PCs are coming through the Wall from the city, they
must first somehow access one of the domains. This may mean
hacking it as well.
Hacking a private domain means jumping the rails and
bypassing domain security. For pleasure domains, the DC for
this is 15; for others it may be 20 or more, at the GM’s dis-
cretion. DC 20 represents an average security level. Charac-
ters within their own domain do not have to make this roll.
Once domain security has been hacked, the PC must jump the
rails to bypass the Wall and enter the New London industrial
domain. The Scope Use DC for doing this is 22.
The other option for gaining access is through a Gate; how-
ever this can be a dangerous prospect. Gates are domains that are
accessible from both sides of the Wall. Due to the obvious securi-
ty concerns, gates are tightly regulated by the government. Each
Gate in New London is guarded by a Scope etherchecker, a breed
of gremlin (see Chapter 8: Gamesmastering). The ethercheckers
guarding the Wall appear as Buckingham Palace Guards from
the Household Division — red coats and bearskins.
In order for immersed users to pass through a gate, their
avatars will have to defeat the etherchecker and defeat the
security for the gate. Defeating the security requires a DC 23
Scope Use check; failure by 5 or more indicates that the PCs
were detected by the system administrator, who will release a
pair of Scope firebreaches (see Chapter 8: Gamesmastering) to
deal with the problem.

New London Industrial Complex (EL varies)


A ccess to the industrial complex can be achieved either
through the Wall, or perhaps through a Black Trip Scope
tab. Use these guidelines to describe the task of accessing the
New London Wall (EL 3) proper domain. Note that all Scope Awareness checks involving
the search for the Receptor are subject to a +5 competence bonus

R ead the following description as the characters approach


the Wall.
if one of the characters involved has consumed the blue capsule.
Black Trip (EL 0)
The Wall of New London surrounds the city like a set of hug-
ging arms. Deeper than it is tall, it does not tower above build-
ings within, but it does provide an adequate barrier between the I f using a Black Trip tab, the characters will arrive in the
industrial complex. They must jump the rails in order to get
to the appropriate domain. Roll 1d100–15 to determine how
glorious cosmopolitan city and the industrial complex beyond.
Aesthetically the Wall appears as a tall structure with a number many rounds it takes to get from the domain of entry to the
of doors and windows. The bricks of which it is constructed are domain that contains Forsythe Fabrications. The character
here and there discoloured and the perimeter is speckled with who has taken the blue capsule will be able to direct the rest
gargoyle-adorned turrets. From a distance, the Wall is every bit of the group. If the roll is 0 or less, they entered the correct
as tidy as the city; however, on approach it seems an amalgam domain by luck.
of odd architecture. The program crafters have done an excellent Jumping the Rails Within the Industrial Domain (EL 3)
job of blending into the appearance of New London, but each
of these anomalies represents an act of personal expression: a
private domain. J umping the rails from an industrial domain requires a
DC 25 Scope Use (either subskill) check. The industrial
domains are maintained by large companies who lease sites to
other companies, much like a utility. Because there are so few
of these providers, each being huge and housing innumerable
individual systems, security maintenance is a Herculean task.

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Unless a hacker fails his roll to jump the rails into the indus- Forsythe Fabrications, an Etherscope program crafting firm
trial domain by more than 10, he will not be detected. If he is — a construction company of sorts. He created the domain
detected, however, the administrators will tighten up security for his own mini-sabbaticals during long hours of work and it
in that region. remains hidden to this day, even from the administrators of
Each failed attempt to hack the industrial domain will Forsythe.
increase the DC of the next attempt by 5. Furthermore, after Finding the system of Forsythe Fabrications should be an
the first attempt, a PC will be detected if he fails his roll easy task if any of the PCs has taken the blue capsule. If they
by greater than 3. If detected PCs manage to get inside the have not, finding the system will require a DC 25 Scope Aware-
domain, the administrators will send two Scope firewalls (see ness check. Hacking into Forsythe’s system requires a DC 30
Chapter 8: Gamesmastering). Scope Use check, with a +5 competence bonus if the charac-
From the Wall (EL 1) ter attempting it took the blue capsule. Success indicates that
security was bypassed entirely and the PCs have accessed the

I f the PCs came through the Wall, they must find the proper
domain. This will require a DC 25 Scope Awareness check
and 1d100–15 rounds. A result of 0 or less indicates that they
system.
Failure by less than 5 will allow the characters to bypass
security and enter the system, but will cause an automated
entered open Etherspace adjacent to the domain. A result of security check; a trio of Scope glitches (see Chapter 8: Games-
30 or better indicates that they enter the industrial domain mastering) will come in one round to investigate the distur-
in the immediate proximity of the Forsythe system (assum- bance. These Scope glitches appear as 6-inch-long spiders,
ing they can bypass domain security). The experience for this crafted from a dark black metal.
encounter is only gained if the characters enter in immediate Failure by more than 5 indicates that the characters were
proximity of the Forsythe domain. discovered by the system administrator. In this case, the Scope
From a Pleasure Domain (EL 1) glitches will arrive one round after the attempt and the admin-
istrator will begin his attempt to identify the intruders. He

I f they came through a pleasure domain, they must also find


their way to the industrial domain, requiring a DC 25 Scope
Awareness check. A result of 30 or more indicates that they
begins by attempting to identify the PC who breached security
and will then begin identifying others if he has the time. If
the PCs defeat the glitches, the administrator sends a Scope
can enter the domain in the immediate proximity of the For- firewall to attack them. The firewall appears as a 3-foot-long
sythe system (pending their bypass of security). The experi- floating Forsythe Fabrications Logo — a front-view of a uni-
ence for this encounter is only gained if the characters enter in corn jumping over a pyramid. The unicorn’s head on the relief
immediate proximity of the Forsythe domain. of the logo is used as the main gore attack. Finally, if the PCs
Travelling Open Etherspace (EL +1) defeat the firewall, the administrator comes to deal with them
himself, but not until he has at least attempted to identify the
T ravel in open Etherspace is dangerous. There is a chance
that the PCs might encounter Scope demons during their
time spent there. Roll 1d100. The result is the number of rounds
first character.
Forsythe Fabrications System Administrator: CR 2;
Medium humanoid (human) Savant ordinary 3; HD 3d6; hp
before they are discovered and attacked by a group of 1d3 lung- 10; Mas 11; Init +1, Spd 30 ft.; Defence 12, touch 12, flat-
scratches (see Chapter 8: Gamesmastering). If the characters footed 11 (+1 Dex, +1 class); BAB +1; Grap +0; Atk +0 melee
reach their destination before the result of the roll, they remain (1d3–1 unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ –;
safe from the demons. Additionally, if they left open the portal Val progress/tenacity, AL family/Forsythe Fabrications; SV
through which they came, there is a 50% chance that they will Fort +1, Ref +2, Will +4; Ex 0; Str 8, Dex 12, Con 11, Int
encounter 1d3 lungscratches on their return. 12, Wis 14, Cha 14; Template: Craftsman; Skills: Engineer
(ethertech) +6, Engineer (mechanical) +6, Engineer (struc-
Inside the Forsythe System (EL 4) tural) +6, Intimidate +3, Investigate +6, Knowledge (civics)

O nce they have found the domain within which Forsythe +4, Knowledge (current events) +3, Knowledge (history) +3,
Fabrications resides, they must bypass its security. Use Knowledge (industry) +5, Knowledge (tactics) +3, Pilot (civil-
the guidelines above described under Jumping the Rails With- ian) +2, Research +3, Resolve +4, Scope Awareness +7, Scope
in the Industrial Domain (DC 25 Scope Use check, chance of Resilience +3, Scope Use (immersed) +6, Scope Use (remote)
Scope firewall attack). +9, Survival +3; Influences: Civic +1, Guilds +4, Industry +3;
The characters will enter one of the maintenance corridors Feats: Minor Cybernaughtic App (Scope jack), Scope Raider,
that run like arteries between various systems. In either case, Simple Weapons Proficiency, Tinkerer; Possessions: Scope
they will have to make their way to the Receptor. The mainte- point (portable); business outfit.
nance corridors are a class F20 domain (see “Domain Move- Scope Avatar: HD 3d6+6; hp 16; Mas 14; Init +2; Defence
ment Classes” in Chapter 6: The Scope). 12, touch 12, flat-footed 10 (+2 Dex); BAB +0; Grap +1; Atk
The character that dropped the blue upload capsule will +1 melee (1d3+1, unarmed strike) or +2 ranged (1d10, cross-
have knowledge of the domain in which the Ether-Analogue bow) or –2 ranged (1d2, whip); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
Receptor is hidden. It is actually in a domain-within-a-system; –; SV Fort +3, Ref +4; Str 12, Dex 14, Con 14.
a pleasure domain created by Dr. Bennett when he worked for

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T he administrator’s Scope avatar appears as a classic safari


hunter or adventurer. He wears khaki clothing and bran-
dishes a crossbow and bullwhip. His crossbow, being a pro-
require a DC 10 Scope Use check to gain access (the +5 com-
petence bonus applies). Characters that are savvy at puzzling
such things out may have noticed the similarity and investi-
gram, does not take the normal time of a crossbow to reload gated the picture. Otherwise, a Diplomacy check (resisted by
and can be fired once per round. a Resolve check) whilst talking with Charlie may get him to
A corridor encircles the perimeter of the system with side disclose its existence.
corridors branching inward, either upwards or down, but nev- Initially, Charlie’s attitude is unfriendly; the PCs have just
er level with the outer corridor. Movement in the corridors is invaded his office after all. If his attitude is improved to friend-
class F20. The outer corridor is semicircular, 10 feet wide, with ly, he will allow the characters unhindered access to the room
a flat floor and arcing ceiling. Side corridors are circular tubes (except for his workstation). If improved to helpful, he will tell
5 feet wide. This concave flooring of the side corridors makes them about the back door. The PCs gain a +4 circumstance
balancing difficult for avatars. Combat in any of the side cor- bonus on their Diplomacy check if they spoke to him about
ridors requires a DC 10 Scope Awareness check each round to Dr. Bennett’s murder and their role in protecting his research.
remain balanced. Failure indicates that the character takes a If his attitude goes below unfriendly, he will call for the system
–2 circumstance penalty on attack and damage rolls. A char- administrator. If the PCs have not already fought the system
acter who fails the roll by 5 or more falls prone. administrator, he will appear, along with his firewall. If he has
Once inside the system, characters should have no trouble been defeated, Charlie will panic and shut down his Scope
finding Dr. Bennett’s old office (DC 15 Scope Awareness point. As he is not immersed, he cannot attack the PCs.
check, subject to the +5 competence bonus).
Return of the Operatives (EL Varies)
Dr. Bennett's Old Office (EL 3)
D r. Bennett’s office at Forsythe is now occupied by an old
friend of his, Charlie Peters. Charlie will likely be work-
A t the point the PCs enter Charlie Peters’s office, the GM
should begin counting rounds. The New Reich operatives
have been following the PCs and have cunningly allowed them
ing when the PCs arrive. Although not a direct threat, Char- to weaken the security for them. One minute (10 rounds) after
lie is a capable programmer and will set 1d4 glitches on them the PCs enter Charlie’s office, the operatives arrive. The opera-
if they upset him. Read the following description when they tives will confront them as soon as they catch up with them.
enter the office: The operatives should have no trouble getting through to the
An elliptical desk provides the centrepiece for this cramped, cir- pleasure domain as they are aware of the back door.
cular room. Upon it are several abstract objects being manipu- Enemies: New Reich operatives (see above — EL varies, but
lated by a disembodied pair of pale hands behind which appears is half normal due to the nonlethal nature of Scope combat).
a startled face peering at you through a lens-like dish floating Tactics: The New Reich operatives’ top priority is capturing
in the air. The walls of the office are ridged and slope inward the Ether-Analogue Receptor. They will attack the PCs’ ava-
near the ground. Numerous paintings and bas-relief sculptures, tars so that they can get to the Receptor first. The operatives
superbly crafted if simple programs, adorn them at eye-height. know about the back door into Dr. Sullivan’s pleasure domain,
and they can operate unhindered if they can eliminate the PCs.

O ne painting on the wall behind Charlie’s desk is identical


to the painting of Dover in Dr. Bennett’s Prime Real-
ity office. Though the PCs, via the red capsule, will know that
In the case that the PCs access the domain first, the operatives
will first target the PC working on destroying the Receptor
before attacking the others.
the industrial domain lies beyond that wall, it may take some
Gone Fishing
deduction or interaction to discover the easy way to access it.
Going through the wall is the hard way.
Going through the wall will require the hacker to bypass
Forsythe’s security (DC 25 Scope Use check). PCs who have
D r. Sullivan Bennett was an avid fisherman. When his
required work hours at Forsythe became long and
dogged, he fashioned himself a fly-fishing getaway. Once they
managed to get this far without alerting any of the gremlins have gotten into the pleasure domain, read:
or the administrator will have to contend with them as well if Although it has cavernous dimensions, the designer of this
they fail this roll by more than 5. That done, the hacker must domain did an excellent job of making it appear as though out-
then get through the pleasure domain’s security (DC 20). Both doors. A blue, partially cloudy, sky looms overhead and clusters
of these checks are subject to the +5 competence bonus from of trees speckle a landscape of rolling hills. Nearby, a wide stream
taking the blue capsule. There are no gremlins or administra- cuts trough a vale and bobbles westward. A campfire flickers on
tors monitoring Dr. Bennett’s pleasure domain. its bank and a fishing pole leans on a pile of flat rocks beside it.
The easy way is through the back door. Behind the painting
of the Cliffs of Dover is a gap in the wall large enough for a
single Medium-sized avatar to fit through at a time. The gap is
a hole in Forsythe’s security, so utilizing it does not carry any
F inding the Receptor is a matter of looking in the right
place. A DC 15 Scope Awareness check will allow the PCs
to discover it, buried beneath the pile of skipping stones. Read
of the risks associated with that. Dr. Bennett did leave some the following:
rudimentary security on the back door, however, and it will

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Beneath the pile of flat skipping stones a space has been hollowed lit the place up. Not long after, firefighters arrived to extin-
out of the ether. Inside, an alien-looking device rests. A rectan- guish and minimise damage to surrounding structures.
gular barrel terminates into a spiralling apparatus reminiscent Two days afterwards, the PCs will receive an invitation to
of a conch shell, behind which a ribbed cylinder juts at an obtuse the funeral of Dr. Bennett, with the following message.
angle. This is the Ether-Analogue Receptor.
Friend,

T he Receptor is a program used to collect ether and cause


it to coalesce into Prime Reality via the Ether-Prime
Manifestor. At the time of Dr. Bennett’s death, with the tech-
Thank you for your assistance in the matter of Dr. Ben-
nett’s research. Unfortunately, Sullivan has passed away,
victim of a random act of street violence. A funerary ser-
nology still underdeveloped, the skipping stones were his test vice will be held tomorrow afternoon at One o’clock in Saint
programs, simple enough to be manifested without the danger Catherine’s Anglican Church. Your attendance will be wel-
of overloading the Analogue. come.
The Receptor is a complexity level 6 program and therefore Regards,
requires a DC 22 Scope Use check to destroy (see the Degrade Simon Garner
Program skill use of the Scope Use skill in Chapter 2: Traits).
The character who has taken the red upload capsule receives a
+2 circumstance modifier on this check. The Receptor must
S hould the PCs go to the funeral, you may read this descrip-
tion as they enter the church:
be destroyed to truly succeed at this mission. Disabling the Altar boys move quietly through the sanctuary of this small
Receptor will keep the Analogue from functioning, but will church. The pews are empty except for a blond-haired man sit-
not properly disable the Manifestor, as destroying it will. ting in the front. Organ music reverberates through the barren
With the Receptor disabled, the characters should have little chamber as you move forward. Simon rises to greet you.


difficulty getting out of the domain. They should be able to jack “Thank you very much for coming. Sullivan kept few
out and return to Prime Reality. Continue to the Conclusion. colleagues and had no family to speak of. The fact that he
entrusted you with his work says he saw something in you. I
thought it right that you be here.”
After an uncomfortable pause, he makes the sign of the
Conclusion cross and continues. “I would like to offer you a reward for
your efforts but I hope you’ll accept my apologies that I can-
T he climax of this adventure will have been either the
destruction of the Ether-Analogue Receptor deep in the
industrial domain of New London, or the dismantling of the
not. My employment has been terminated; I can no longer
speak for… my previous employer. Please, won’t you go view
Ether-Prime Manifestor whilst escaping the threat of Skelter the casket and pay your respects?”
and Sweeney far beneath the streets of the Great Metropolis. You approach the casket before the altar and a flash of
The destruction of one component will render the other use- confusion overcomes you. As you look down into the satin-
less beyond the hope of reverse engineering. lined box, no recognition strikes your memory. The man laid
Such a conclusion may leave the PCs with more questions out is one you’ve never seen before, not even a reasonable
than answers. Who are those men who kidnapped Dr. Ben- mimic of Dr. Bennett. Turning to regard Simon, you notice
nett? What did the New Reich want with the Ether-Prime the light change as the door swings open and he walks out.
Analogue? Simon mentioned a mysterious benefactor who You are left standing, in a church, with the body of someone
would “pay dearly” for the protection of the device. What of who is not Sullivan Bennett.
them? Emerging from their adventure-locales, the PCs are
likely to go looking for such answers, and perhaps a bit of a Continuing the Adventure
A
reward for all their risk. s this is an introductory adventure, there are several ele-
It is unfortunate for them that the only place they have to ments that you can pull from it and insert directly into
look for answers, the laboratory of Dr. Bennett, has become your campaign. It leaves several matters for you to deal with,
defunct in their absence. When at last they return to the scene, using your own creativity and preferences for style. Here are
read the description below: some ideas for using themes from “Analogue” in your continu-
ing game:
Smoke and ashes still rise, yet no embers glow amongst the
• Curious PCs will wish to dig deeper into the matter of the
wreckage of Dr. Sullivan Bennett’s laboratory. The air about
fire. The laboratory building was insured by Cobalt Moun-
is thick and sticky, with a chemical odour. Behind up-reaching
tain Underwriters. This may be a link to discovering more
blackened timbers sits the charred etherium hulk that was once
about Dr. Bennett’s benefactor. How far and how deep can
a safe room. Signs of activity abound, evidence of firefighters or
the PCs go before the mysterious entity wishes to have them
ransackers, or perhaps both.
eliminated?

C hecking with the authorities will prove fruitless. Within


minutes of the PCs’ leaving, Dr. Bennett’s benefactor
showed up, gathered all salvageable or important material and
• Simon Garner may show up as a recurring GM character.
What role can he play in helping the PCs in the future? Is
he really helping them? Was he truly fired by his benefactor?

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Did he have a larger role in all of this than was hinted at?
• The characters were ejected from the Duchy of Raymond
Faulk, but depending on how they handled themselves, Ol’
Factions
Scribbler may keep them in mind as resources to be tapped Several factions vie for the artefact known as the Rose.
in the future.
• Skelter and Sweeney are too strong a force to be taken direct-
The Administration Division
ly by the PCs so they can be cast as recurring villains if you Unbeknownst to almost everyone, including himself, the chief
like. If you do use them as such, you may wish to periodical- executive of the Corporation of the Great Metropolitan Estate,
Maxwell Booth, has been possessed by the demon Yrjn’kruh-Gkay-
ly increase their levels; keep them a cut or two above the PCs
loi. A ruthless man even without demonic influence, the demon
so that they are not likely to be defeated and will remain a steers Maxwell towards some unknown (but undoubtedly nefarious)
nuisance for games to come. goal. The demon thought the Rose was destroyed and was dismayed
to discover parts of it in the hands of mortals. He orders his minions


Cinnamon Rose
to destroy it once and for all.
More about Maxwell Booth and the Corporation of the Great
Metropolitan Estate appears in The Great Metropolis.

The Ancoats Historical Society


An Etherscope adventure for 6th-level characters On the surface, the Ancoats Historical Society is just another
local society dedicated to historical preservation. In truth, the
“M ost of all, I love Manchester. The crumbling warehous-
es, the railway arches, the cheap abundant
drugs. That’s what did it in the end. Not the
organisation is a collective of occult researchers who exchange
information and discuss their findings. They also work to
protect humanity from etheric entities. A wealthy
money, not the music, not even the guns. benefactor funds the society, and it has an
That is my heroic flaw: my excess of extensive library of occult books and
civic pride.” artefacts. Acquiring the Rose would
– Tony Wilson, 24 Hour Par- be a boon, both to the collection
and to humanity’s defence.
ty People
More information about
Brought in to resolve a the Ancoats Historical Soci-
kidnapping, the characters ety appears in The Great
are drawn into a shadowy Metropolis.
world of occult conspira-
cies. “Cinnamon Rose” The Ghost
takes place in the Great Hand Gang
Metropolis as well as in Mike Ryder, the Ghost
the Scope. The charac- Hand leader, took the
ters need social skills and Rose’s Prime Reality com-
a degree of Scope skill to ponent from Tony Porter
overcome the challenges when he kidnapped him.
in this adventure. Occult Mike saw Sally Cinnamon give
the cylinder to Tony; he doesn’t
knowledge may help the PCs, know what it is, but he figures it
but is not necessary. must be valuable.

Background The System Agents

E veryone knows that Sally Cinnamon The System is also aware of the Rose’s re-
is a virtuoso Scope performer. However, few emergence. In a misguided attempt to destroy the
demon contained within it, the System sends a team of System
people know that she is also an investigator of Scope phenom- agents to destroy the Rose. The PCs may be able to convince the
ena. The same exceptional Scope skills that make her a famous agents to abandon this goal if they demonstrate either the danger of
artist open her etheric senses to strange happenings in the destroying the Rose or the artefact’s potential usefulness.
Scope. More information on the System and System agents appears in
Milo Porter, tobacconist, is a member of the Ancoats Mysteries of the Occult.
Historical Society. Unbeknownst to the general populace,
the society is a front for occult research (more information
about the Ancoats Historical Society can be found in The Sally recently acquired a mysterious Lemurian artefact. The
Great Metropolis). Although not a member of the society, artefact has two components, one in Prime Reality and one
Sally Cinnamon has done fieldwork for the aging Porter on a in Etherspace. A fan gave her the Prime Reality component,
number of occasions. To allay suspicion, Porter communicates but, because its Prime Reality and Etherspace components
with Sally through his son Tony, an aspiring music promoter. are separated, the artefact is inactive. Sally gave the object to

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The Rose plus 5 feet for every two ranks in Warding). If the attack succeeds,
the target must attempt a Will save (DC 10 + half the bearer’s ranks
This artefact appears as a perfect red rose in Etherspace and a small, in Warding + the bearer’s Intelligence modifier). If the creature fails,
thin brass cylinder in Prime Reality. The effects of the Rose manifest it is sucked into a portal, which shuts around it and traps it forever.
only if a character holds the Prime Reality component and the etheric If the save succeeds, the portal opens and sucks in part of its
component is bound to his avatar. essence, dealing 1d6 points damage for every 2 ranks the bearer has in
The etheric Rose bonds with the avatar of whoever holds it; it dis- Warding. If this attack reduces the creature to 0 hp, it is sucked into
appears when the character jacks out and materialises when he jacks the prison.
in. The bond is severed if the bearer loses possession of the Rose (vol- The bearer can target a creature possessing a character with this
untary or not). attack; the attack affects the possessing creature and could free the
Etherspace Effects: The Rose’s etheric component provides a +4 host from the possession.
bonus on Charisma-based checks in Etherspace. In addition, the bear- Destroying the Rose: If either component is destroyed (hard-
er can make a smite attack against etheric creatures in Etherspace. ness 10, 35 hp, 1/2 damage from all energy types), the artefact no
The bearer must declare the use of this ability before making a melee longer functions. If the etheric component is destroyed, in addition
attack roll. The character adds his Charisma bonus on the attack roll. to deactivating the device, an etheric bubble opens and its prisoners
If he hits, he deals additional damage equal to his character level. The escape — one per round, starting with the first to be trapped. Only
bearer can use this ability once per day for every 5 ranks she has in Xyscyila (a tentacled horror) is trapped in the artefact at the start of
Scope Use (immersed). the adventure.
Prime Reality Effects: The bearer can activate the Rose’s Prime A character can permanently deactivate the Rose (without releas-
Reality component to trap an etheric creature encountered in Prime ing its prisoners) by separating its components and making a DC 30
Reality, banishing it to an Etherspace prison. Doing so requires a DC Scope Use check over 1 hour of work.
15 Warding check and a ranged touch attack (range equal to 25 feet,

Tony Porter whilst she searched for the etheric component. When the PCs enter the shop, Milo greets them warmly
Unfortunately, Mike Ryder, leader of the Ghost Hand and and invites them into his upstairs flat. Milo explains that two
Sally’s jealous on-again-off-again boyfriend, witnessed the nights ago the Ghost Hand gang kidnapped his son Anthony
exchange. With some difficulty, Sally acquired the missing (everyone else calls him Tony, but his father never does).
etheric component, but before she could pass it along to Tony, Milo initially suggests that the abduction may be related to
Mike Ryder’s thugs abducted him. Anthony’s business — Anthony works clubs in the seedier side
Milo learns about the kidnapping and asks the PCs to of town, looking for talent. However, with skilful diplomacy
rescue his son. Meanwhile, Sally has drawn the attention of (a Diplomacy check opposed by Milo’s Resolve check — his


System agents and demons, who seek the artefact for their bonus is +9), Milo reveals that his son meets with Sally Cinna-
own inscrutable purposes. mon, the gang leader’s erstwhile girlfriend. If the PCs ask how
his son knows Sally, Milo tells them it’s because they’re both
in the music industry. Though genuinely concerned about his
son, Milo denies ever having met Sally (his Bluff bonus is +7).
Part One: Pendlebury After leaving the tobacconist, the PCs likely want to do
some research. The “Word on the Street” sidebar suggests
T he adventure begins when the PCs meet Milo Porter,
which can occur for any number of reasons.
• If the PCs are police or private investigators, their superiors
information the PCs might discover with gather information
checks. It’s a good idea to use this opportunity to roleplay the
characters’ interactions with people in and around the area,
might call them in to solve the kidnapping of Tony Porter. from moshers at the Factory to people who live under Ghost
• If the PCs are occult investigators, Milo hires them (even Hand “protection.”
though this case bears no appearance of the supernatural). If the research drags on — or the PCs make nuisances of
• Milo knows a surprising number of people. He has aided the themselves or the players want some action — three Ghost
PCs’ organization in the past, and in recognition, the PCs’ Hand thugs attack them. Use the stats for a medium-level
superiors send them to help Milo. warrior (Chapter 8: Gamesmastering, “Ordinaries,” Warrior
• An NPC for whom the characters regularly work is secretly a Ordinary).
member of the Ancoats Historical Society. He asks the PCs
to help a friend.
In any case, the PCs receive directions to Milo Porter’s shop.
Read or paraphrase the following.

Y ou head down streets that wind between dirty high-rise


residential blocks. As you turn the last corner, you see
a distinctly old-fashioned tobacconist shop wedged between
two blocks of flats. The clean and inviting facade contrasts
with its surroundings. A check of your directions reveals
that this is your destination.

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Word on the Street Sally Cinnamon


The PCs can make gather information checks to learn about the peo- Sally keeps a low profile in Prime Reality. The PCs are unable to
ple involved in the kidnapping. locate her physical residence (an anonymous flat in Manchester). If
they insist on meeting Sally, someone directs them to her concert in
Ghost Hand Gang Haven or to Mike Ryder.
A gather information check with the High Society or Street influ-
A gather information check with the Crime or Street influence ence reveals the following:
reveals the following: • DC 5: Sally Cinnamon is a famous singer from Manchester.
• DC 10: The Ghost Hand is a successful gang in Charlestown. They • DC 10: Sally got her start singing in Ancoats clubs, including the
run protection rackets and smuggle drugs, tabs, and guns. Their Factory. After a few gigs in the Scope, she became a success. Her
colours are white on black. unique brand of opera-punk makes her popular with tab-jammers
• DC 15: The Ghost Hand gang claims the Justinian block as its base and young dilettantes alike.
of operations. It also has “patches” outside Charlestown, includ- • DC 15: Sally has been linked with a number of men, most notably
ing Ancoats, a popular nightspot. Mike Ryder is the gang’s leader. Mike Ryder, a gang leader from Charlestown. Their on-off relation-
Thugs from the Ghost Hand abducted Tony Porter outside the Fac- ship is the object of much speculation. An additional bit of informa-
tory a few days ago. tion is that Sally is playing a gig in Haven a couple of nights after the
• DC 20: The Ghost Hand has a good reputation in Charlestown, and PCs meet Milo. (A DC 20 Knowledge (current events) check also
is genuinely protective of those in the Justinian block. That’s where allows a PC to know about this show.)
the gang took Tony. • DC 20: Few know what Sally gets up to when she’s not performing.
• DC 25: The gang holds Tony on the 68th floor. Some have suggested that she works for a separatist organization.
Diplomacy: If the PCs can change a Ghost Hand thug’s attitude • DC 25: Not many people know this, but Sally collects classical
from unfriendly to friendly (the thugs’ Resolve bonus is +0), he reveals objets d’art. Sometimes a fan or admirer gives her an artefact as
that Tony is in the Justinian block. If made helpful, the thug reveals the a gift.
precise floor.
Tony Porter
Mike Ryder The characters can search Tony’s flat (Milo has a key), though they
A gather information check with the Crime or Street influence find little. Tony’s management style is unusual: He has no contracts
reveals the following: and keeps few records. In any case, no mention of Sally Cinnamon
• DC 10: Mike Ryder is the Ghost Hand’s leader. Mike is gregarious, exists anywhere in his flat. A DC 20 Search check turns up a scrap of
personable, and popular. He’s also an effective gang leader; the paper on which are scrawled the words “The Rose” and “Fatal Error”
Ghost Hand has expanded exponentially under his leadership. and a time and date: the night before the PCs spoke to Milo, after
• DC 15: Mike Ryder is a heavy drug user. Though popular, his capri- Tony was kidnapped.
cious decisions and juvenile pranks prove an annoyance to allies A gather information check with the Street influence reveals the
and enemies alike. Mike has no shortage of female companionship, following:
notably his on-off relationship with Scope star Sally Cinnamon. • DC 10: Tony Porter is an aspiring music mogul. The bands he manag-
• DC 20: Mike Ryder has a stake in Sally Cinnamon’s career. Mike saw es (Uncertain Ratio and the Transgenic League) are good enough
Sally give an envelope to Tony; worried that Tony Porter is trying to to get gigs at Ancoat’s famous Factory venue, but they’re not great.
horn in on her contract, Mike ordered some of his goons to abduct Tony hasn’t been seen in several days, however.
the music promoter. • DC 15: Tony is not well respected as a person, but has a good idea
of image and style. He seems to have money (relative to the work-
Milo Porter ing-class people normally involved in this type of music). A few days
A character using gather information regarding Milo discovers that he ago, some Ghost Hand thugs jumped Tony outside the Factory and
is exactly what he appears to be: a friendly neighbourhood shopkeeper. dragged him off.
Milo is scrupulous about keeping his affiliation hidden. Though you • DC 20: Some people have seen Tony talking to Sally Cinnamon at
might drop hints that Milo is more than he says, for dramatic reasons, the Factory.


avoid revealing too much about Milo at this time. • DC 25: A few nights ago, one of the punks at the Factory saw Sally
slip Tony a fat envelope.

Part Two:
T he Justinian block is 76 stories; the Ghost Hand has a
firm hold on the top 33 (the lower levels are contested,
much to the residents’ detriment). The gang holds Tony on the
Charlestown 68th floor. Mike hasn’t seen Sally in months, but he still has a
stake in her career. Mike assumes Tony is trying to steal Sally’s
contract, and that is ostensibly why he had Tony abducted.
C harlestown is four square miles of block housing. The
buildings (many built in irregular stages) tower over
seventy stories high. Mass transit lines snake about the
Mike is also worried that Tony is interested in Sally on a more
personal level. Mike has kept Tony locked up because he hopes
Tony knows where Sally now resides. (He doesn’t.)
buildings’ exteriors. The constabulary rarely patrols the If the PCs don’t know what floor Tony is on, they can make
streets, and never enters the buildings. Thus, the gangs have gather information checks by asking the block’s residents.
free run over the blocks.

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and they don’t differentiate between Tony and the PCs. How-
Patrols (EL 7) ever, if the characters escape the building or incapacitate a

T he PCs can enter the building either from the ground floor
or one of the transit terminals; however, they must take the
lifts to reach the upper floors. As the PCs explore the Justinian
dozen thugs, the Ghost Hand breaks off (for now).

Mike´s Flat
block, read or paraphrase the following.
I f the thugs bring the PCs to see Mike Ryder, read or

W alking along the hallway feels like moving through a paraphrse the following.
war zone. A few ether lights intermittently illuminate
the dark, claustrophobic passage. What few residents you see
pointedly ignore you as they scurry about their business. T he elevator wires creak as the lift ascends to the top
floor. The doors open, revealing a hallway not unlike
those in the rest of the building, yet somewhat cleaner. The

G ang thugs (medium-level warriors) roam the halls in groups


of 1d4; the PCs run into at least one such patrol on their
way up, more if they don’t go directly. These patrols are unlikely
thugs push you out of the elevator, and then lead you to a
door where two more thugs stand guard. After a few terse
words from your escort, the guards open the door.
to trouble the PCs (too much) if the characters look like resi- The room is well furnished for such a low-rent building.
dents and avoid drawing attention. Otherwise, the thugs accost A young man in gang colours, clearly Mike Ryder, sits at the
them; if the characters don’t have a good explanation for their back of the room with a bottle of spirits. He is surrounded
trespass, the thugs forcibly remove them. by about half a dozen hangers-on.
“Oi, what do you want?” he shouts.
The 68th Floor
T hugs roam the halls on this floor, and two thugs guard the
door to Tony’s room. The only ventilation in the room is a
B y the time the PCs arrive, Mike is coming to the reali-
sation that Tony is no threat and has no useful informa-
tion. However, the PCs’ involvement convinces him that Tony
small window, stuck half open, which looks out onto a brick wall might be worth something to someone.
across the alley — and a 68-floor drop straight down. A Small To get Tony released, the PCs must change Mike’s attitude
character can get through the window easily; a Medium charac- from unfriendly to friendly (his Resolve bonus is +9). Mike
ter must make a DC 20 Escape Artist check to do so. receives a +4 bonus on Resolve checks to resist Intimidation
The PCs probably attempt the rescue in one of three ways: (from a combination of booze and home field advantage). If
Diplomacy: The Ghost Hand thugs are initially unfriend- combat ensues, the hangers-on flee (if necessary, use the stats
ly. They don’t attack unless provoked, but they are not above for low-level con artists and/or thieves; see Chapter 8: Games-
threats. If a thug’s attitude becomes hostile or a PC takes an mastering).
offensive action, the thugs become violent. No amount of cajol- If the PCs attempt diplomacy, Mike demands recompense.
ing allows the characters access to Tony’s provisional prison. The PCs must make a DC 12 acquisition check; they take a
However, if the PCs change a Ghost Hand member’s attitude –10 penalty on this roll if they hadn’t planned for this even-
to friendly (their Resolve bonuses are +0), he takes them to see tuality (and brought along extra cash). The price goes up to
Mike Ryder (see “Mike’s Flat,” below). DC 15 if the PCs have to return with the payment. Mike also
If the PCs come to Charlestown at the end of the adventure accepts equivalent goods, especially drugs or tabs. As with any
and have Sally Cinnamon with them, the thugs immediately bribery, the PCs gain +1 bonus on their Diplomacy check for
take them to see Mike Ryder. each point by which they beat the acquisition DC (max +10).
Stealth: The PCs can get far into the building by staying out Feel free to give the PCs a competence bonus on their checks
of sight or pretending to be working-class residents. However, for good roleplaying.
the thugs are not tolerant of folks they don’t know on the 68th If Sally is with the PCs, she can then easily convince Mike
floor. Regardless, the characters must still deal with the guards to release Tony.
on the door.
Unless the PCs are good at covering their tracks, the gang Success?
discovers that Tony is missing within 10 minutes. If the Ghost
Hand is tracking down the characters, the block residents are
more likely to help the gang than the heroes. W hen the PCs rescue Tony, he informs them that Mike
took an item of his — a brass tube. If the PCs bribed
Mike to release Tony (or have brought Sally), Mike gives only
Alternatively, if the PCs have a small zepcar, and they know
which room Tony is in, they might try getting him out through token resistance before handing over the artefact. If the PCs
the window in the alley. In this case, the gang might not notice used other means to rescue Tony, Mike is less forthcoming. He
the escape for hours, and Mike might assume that Tony com- demands recompense (as above).
mitted suicide or escaped on his own. If the PCs rescue Tony, Milo is exceedingly grateful. How-
Combat: Busting in with guns blazing is probably the least ever, when Tony tells his father about the Rose, Milo becomes
effective way to rescue Tony. Once combat breaks out, thugs worried for Sally Cinnamon’s safety. Tony was supposed to
arrive in groups of 1d4 roughly every minute, as long as the receive an important program from her; his kidnapping pre-
PCs are in Ghost Hand territory. These thugs don’t hold back, vented him from meeting her, and other groups hunt the pro-

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gram. The Porters asks the PCs to go to Sally’s upcoming con- Sally’s gaze is sharp and focused. “Those are System
cert and arrange a new meeting. If the PCs do not have access


agents. They are not human. They are after this. Please keep
to the Scope, Tony can provide them with tabs for Haven (and, it safe for me.” She places the rose in your buttonhole, then
later, Fatal Error). fades from sight.

Part Three: Haven


T he recipient of the Rose is immediately aware, on some
indefinable level, that the Rose is now bound to his avatar.
The PCs can fight or flee as they see fit. The System agents
pursue whoever has the Rose with intent to capture, and fight

A t some point, the PCs go to Sally Cinnamon’s concert in


Haven.
anyone who stands in their way.
Should the PCs know that the Rose disappears with the
bearer, the easiest way to evade the agents is simply to jack
T he concert venue is a spherical amphitheatre in the
out. For those who entered Haven via a tab trip, a number of


Scope rider domain of Haven. The place is standing
exit points lie within a short distance from the amphitheatre,
room only, yet thanks to subjective gravity, fans eventually
though the PCs may have to race to them.
cover every inch of the sphere except the doors and the stage.
A few even take to air for a better view or simply to show off
their acrobatic dance moves.
Part Four: Ancoats
S ally arrives shortly before the show starts, and thus the
PCs are unable to speak to her beforehand. Allow the
PCs another gather information check regarding Sally if they
mingle with the crowd.
A fter the PCs return to Prime Reality following the con-
cert, but before they meet back with Milo (or possibly
shortly after they do so), agents of the Administration division
of the Corporation of the Great Metropolitan Estate accost
The Concert the characters. Algid demons possess these agents; they seek

A t the appointed time, Sally and her band take the stage. to capture the Rose for their demonic patron. (See Appendix
Her skin like porcelain, eyes emerald green, and hair II: Demonic Agents.)
like the sun, Sally is stunningly beautiful. She stands center Four possessed agents arrive to arrest the PCs. A character
stage holding a red rose. Playing instruments unlike any- who makes a DC 10 Knowledge (civics) check knows that the
thing in Prime Reality, the band performs percussive punk- Administration division does not have that authority. If the
dance beats. Yet Sally’s operatic voice rises above the sound, PCs resist, the agents attempt to grapple and handcuff them
clear and distinct. The music moves the crowd of young tab- (an agent can handcuff a pinned character as an attack action).
jammers to ecstatic dancing; it’s as if Sally is singing directly The agents’ frighteningly cold touch will be noticed immedi-
to you. ately and painfully. The agents flee if one of them drops, but
killing an Estate official is a bad idea.

A llow the PCs some time to soak in the atmosphere.


When dramatically appropriate, read or paraphrase the
following.
Arrest

A s the music reaches a crescendo, someone behind you


screams. A group of people have entered the auditori-
I f the agents “arrest” the PCs, they take them to an Adminis-
tration office. There the agents give them Scope tabs (forcibly
if necessary). The demons then leave the bodies of the agents
um and are forcing their way through the crowd. Most of the and attack the PCs in the Scope in order to acquire the Rose.
revellers flee, but a few confront the newcomers — only to If the PCs return to their bodies, the (bewildered) agents are
be knocked flying. As the crowd thins, you get a good look: unable (legally) to detain them.
six expressionless gentlemen in black suits, bowler hats, and
dark glasses. They move purposely towards the stage. Capturing the Demons
S ix System agents — five Agents Alexander and one Agent
Gates – fight their way through the crowd towards the
stage. The PCs should realise that they have little chance of
I f the PCs capture an agent, the demon flees the body. The
agent is unaware of why she is there or what she is doing, but
asserts her authority as an Administration agent. If the PCs
defeating all the Agents in combat. change her attitude from unfriendly to friendly (her Resolve
The PCs have only a few short rounds before the agents bonus is +3), the agent admits to having occasional blackouts
reach the stage. The PCs should have no trouble getting onto and sometimes finds unusual blood stains on her clothes after
the stage. They can then quickly arrange a meeting with Sally. such an episode. (She has mentioned this to her superiors, but
Before the PCs can ask any questions or the System agents can they tell her not to worry, that it is a common symptom of stress
reach the stage, read or paraphrase the following. found amongst the workers of the Administration division. The
agent has little choice but to accept this explanation.)

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A Rose by Any Other Name Administration Division


Each check described below requires 1d4 hours of research in the Research
library or the Scope. The PCs can help Milo research the Rose with • DC 15: The Ancoats Historical Society believes that the Adminis-
aid another actions. Alternatively, they might use the society’s librar- tration division is under the control of a demonic influence, but is
ies to study their opponents. unclear on the specifics.
• DC 20: Further research with this in mind reveals a number of suspi-
The Rose cious policies: Whilst other local governments around the country
are trying to restrict Scope access, the Great Metropolis Corpora-
Milo is missing key information about the Rose, but he hopes that tion has been implementing plans for more public information and
with the PCs’ help he will be able to make a breakthrough. Milo is public service Scope points.
unfamiliar with the workings of ethertech; however, a character with
such knowledge might be able to discern some additional facts about Demonic Possession
the Rose. The exact information they uncover depends on the skills
they use and their degree of success. Research
• DC 15: Various cultures describe demons able to possess the minds
Research of mortals.
• DC 30: Read or paraphrase the following. • DC 20: The PC learns the species qualities common to all demons.
Amongst the documents in the library, you find an early Greek alle- • DC 25: If the PCs fought the algid demons in the Scope, he identifies
gory describing a hero’s journey into the underworld. The hero is given the demon possessing the agents as an algid demon. These demons
an enchanted rose by a goddess. The magic of the Rose allows him to can possess only minds that have been prepared over a long period of
slay underworld demons. After he returns to the world of the living, time. The demon is deathly cold, as is anyone it possesses.
he uses the Rose to banish a demon that followed him back. • DC 30: If a character took cold damage in Prime Reality or spoke
to a captured Administration agent, the character identifies the
Based on this story and some corroborative texts, the PCs learn the demon possessing the agents as an algid demon (as previous).
Rose’s use and activation (relate the “Effects” from “The Rose” sidebar).
• DC 35: Read or paraphrase the following. System Agents
Research
A Scope drone turns up a mention of a brass tube: a pre-clas- • DC 10: The character easily finds many urban myths regarding System
sical story describing a demon’s attack on a Mediterranean island agents: System agents protect the Scope from human exploitation;
city. Though fragmentary, the account indicates that the creature, they are spies for a foreign government; they are spies for our own
called Xyscyila, was imprisoned in a device that bears a striking government; System agents have no eyes and no souls; agents abduct
resemblence to the Rose’s Prime Reality component. Scope riders and steal their faces; the System agents do not actually
exist; and the like. It is impossible to tell truth from fiction.
Engineer (ethertech) • DC 20: The character finds some more reliable evidence of System
• DC 20: The character realises that the Rose fits theoretical param- agents, including images of System agents and official reports of
eters of an extradimensional fold in Etherspace: a space outside Scope encounters with “men in black.” While hardly conclusive
space. In theory, destroying the etheric Rose would “unfold” this evidence, the PC does learns the species qualities common to all
space, releasing its contents. agents.
• DC 30: The character determines how to safely deconstruct the • DC 30: The character discovers a report suggesting that System
etheric Rose without unfolding space. agents are involved in fighting demonic activity in the Scope;
attached is a memo recommending that the AHS make contact
with them.

Aftermath The Note


A fter the attack, the PCs probably want to speak to Milo.
When he discovers that the PCs have the etheric Rose, the
tobacconist reveals the truth; paraphrase the “Background” sec-
A t some point during the research, the PCs (or Milo if none
of the PCs has a domain) receive a Scope letter from an
unnamed source. The correspondent claims to have captured
tion (above) in Milo’s voice. Sally and offers to trade her for the Rose. The letter includes a
Milo has been doing some research on the Prime Reality time and place for the exchange.
component of the Rose, but now that he has access to the etheric If the PCs made arrangements to meet Sally in the Scope,


component, he believes he can discern its purpose. Milo asks for the kidnapper has usurped the rendezvous; otherwise, the
the PCs’ further help in keeping the Rose safe whilst he stud- location is Fatal Error.
ies it. He may ask PCs with appropriate skills to aid him. He
brings them to the Ancoats Historical Society (AHS) building
and allows them access to the libraries (real and etheric) to help
research the artefact. The “A Rose by Any Other Name” sidebar Part Five: Fatal Error
reveals information that Milo and the PCs can discover. (This
is also a good opportunity to introduce new character options
from Mysteries of the Occult to your campaign.) A short while after the concert, Sally Cinnamon jacked in
again. This time, the System agents got the jump on her

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and trapped her in a program that prevents her from jacking


out. Accessing the System’s resources, the agents then traced Cherche Le Femme
the PCs and sent them the kidnap note. The Administration
The PCs may decide to seek Sally Cinnamon before rescuing
division has intercepted the Scope letter and is sending its own Tony Porter; the concert should provide the easiest means of
agents to retrieve the Rose. contacting her. In this case, Part Three: Haven occurs before
This part of the adventure probably takes place in Fatal Part Two: Charlestown. The events at the concert run the same
Error. (Tony Porter, if freed, can provide the PCs with tabs regardless of when and why the PCs visit.
to get here.) However, the locale is not essential; the meeting If the PCs go to the concert before rescuing Tony, the
could take place in any domain you like. Administration agents attack them at some point before their
Fatal Error is a Wild West–themed pleasure domain arranged meeting with Sally. Also before the meeting, Milo
contacts them to enquire about the investigation. When the PCs
loosely controlled by the El Gauchos gang out of the Ameri- mention the Rose and/or the possessed Administration agents,
can West Coast. Lawmen and other nosey folks don’t last Milo reveals his affiliation. Sally does not show up for the meeting
long in Fatal Error, making it an ideal place for clandestine (having been kidnapped by the System agents).
meetings. This Class E30 domain adheres to strict real-world If the PCs arranged to meet Sally in Prime Reality (to question
physics. A unique security program suppresses the enhanced her regarding Tony’s abduction), Milo shows up instead. Sally has
transfer ability; a DC 20 Scope Use (immersed) check defeats been kidnapped, but not before informing Milo of the meeting.
this program for one character. However, the locals don’t He tells the PCs both the truth of the situation and Sally’s
predicament. This is a good time for the Administration agents
take kindly to “cheatin’ varmints.” (The gunslinger fighting to attack. The PCs must decide in which order to rescue Tony and
technique, the signature combat style of El Gauchos, can be Sally: Sally could help them rescue Tony, but the Rose’s Prime
found in Upload: Etherpunk.) Reality component could aid them against Sally’s abductors.
Equally concerned for both his son and Sally, Milo leaves the
The Meeting (EL 8+) decision up to the PCs.
If either case, the PCs likely have less (or no) time to research

T he meeting takes place in one of the many saloons in Fatal


Error.
the Rose before the final encounter.

Y ou push the swinging doors open and enter into the


dusty saloon. The ground floor is one open room, with
a bar across the back and a piano in one corner. A mezza-
trade: They might not trust the System agents; they may want
to use the Rose to fight demons; they may know that destroy-
ing the Rose could have terrible consequences. The System
nine section above you runs the length of the bar. A scatter-
agents are willing to hear the PCs out. However, before any
ing of patrons and staff — a mixture of avatars and drones
agreement is reached, the four algid demons attack (less any
— occupy the room. A few look up as you enter, but most are
demons — not possessed agents — the PCs defeated earlier).
focused on their drinks or their cards. The bartender looks
Read or paraphrase the following.
you over before going back to cleaning glasses.

T he folks in the saloon are indifferent to the PCs, and flee


if combat breaks out — except the piano player, who S houts and gunfire sound outside; not unusual for Fatal
Error, but it seems to be getting closer. There’s a brief
silence, and then the doors of the saloon blast from their
merely increases the music’s tempo. An exit point is down the
street from the saloon. hinges. Coming through the door is a creature resembling a
The PCs have plenty of time to prepare before the meeting. giant, frozen corpse. Without a word, the black-clad gentle-
When the time comes, read or paraphrase the following. men draw their weapons.

A t precisely the scheduled time, a group of dark-clad


gentlemen enters the saloon. They are dressed in old-
fashioned black suits, their bowlers replaced by Stetson hats.
The demons also seek to destroy the Rose. However, the
System agents assume the PCs have double-crossed them and
attack. If the PCs attack the System agents before the demons
Sally Cinnamon is with them: she has a gag over her mouth arrive, the agents retaliate; the demons arrive a few rounds
and manacles on her wrists. The lead gentleman surveys the later.
room and then walks towards you. In either case, the PCs find themselves in a three-way battle.
The PCs might convince the agents to join them against the
These are the agents from the concerts — five Agents Alex- demons.
ander and one Agent Gates, less any the PCs defeated earlier. Both agents and demons focus on the Rose’s bearer (if he
They head towards the closest recognisable PC. is present). They attempt to grapple or disarm him and then
The manacles Sally wears are in fact a program that prevents sunder the Rose in order to claim and destroy it. They attack
her from jacking out. Agent Gates has the key to the manacles; with deadly force anyone who gets in their way.
otherwise, another character can “pick the lock” with DC 25 If the Rose is destroyed, Xyscyila is unleashed. The tenta-
Scope Use check. cled horror seeks only to wreak havoc. The algid demons flee,
The System agents’ goal, which they reveal if asked, is to while the System agents attempt to destroy the horror.
destroy the Rose. The PCs likely are unwilling to make this

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Part Six:
 Appendix I: NPCs

Where to Next?
T he following NPCs play key roles in “Cinnamon Rose.”
You might also use them as recurring characters in your
H ow the adventure resolves is in the hands of the PCs. If
they defeat the demons, the System agents are more ame-
nable to the PCs’ plans for the Rose. Destroying the demons
campaign.

foils Yrjn’kruh-Gkayloi’s plans for now, but does not stop it Mike Ryder
from seeking the Rose in the future. The System will continue
to send agents after the Rose unless the PCs have convinced
the agents to do otherwise.
M ike Ryder is a bon vivant ever in search of new expe-
riences. He is the life of the party and an inveterate
prankster. Highly intelligent, Mike plays the fool because it
If the PCs give the Rose to Milo, the Ancoats Histori- amuses him and because it leads people to underestimate him.
cal Society has access to high security domains in which to Indeed, Mike Ryder has built a crime empire on his enormous
safeguard the artefact. If one of the PCs is an occultist, she charisma.
may wish to keep the Rose. The Society approves of the device Mike founded the Ghost Hand gang with some friends as a
being used responsibly (rather than stored away), but the PC way to maintain a steady supply of drugs and tabs. From smug-
may become the subject of unwanted attention. gling, the Ghost Hand moved into protection rackets; clubs
If the Rose is destroyed (safely or not), both the demons where the gang dealt drugs were forced to pay for the privi-
and the System agents are satisfied. If Xyscyila escapes, it runs lege.
amok, perhaps plaguing the PCs at a later date. Mike’s convivial personality makes him popular in the
If the PCs rescue Sally before rescuing Tony, she offers to Great Metropolis’ club scene, yet it has led him down the path
help them convince Mike to let Tony go. of drug addiction. Mike is smart, but he’s also capricious. Still,
Milo is grateful to the PCs for rescuing Anthony and Sally. he has no shortage of friends and admirers.


In addition to any monetary compensation, he proves an excel- Appearance: Mike Ryder is young (in his mid-twenties)
lent contact for the PCs in the future. with baby-faced good looks and a sophomoric demeanour. He
speaks in a thick Mancunian accent.
Agenda: Mike has few goals beyond his next high, though
he has a vested interest in keeping the Ghost Hand gang run-
Extending ning smoothly. Mike also endeavours to win back Sally Cin-
the Adventure namon’s favour.
Mike Ryder (Scoundrel 6): CR 6; Medium humanoid

Y ou can run “Cinnamon Rose” as a stand-alone adventure


or as part of a campaign. The following are some sugges-
tions to integrate the adventure into an existing campaign.
(human); HD 6d6+12; hp 35; Mas 14; Init +1; Spd 30 ft.;
Defence 17, touch 15, flat-footed 16 (+1 Dex, +4 class, +2
equipment); BAB +4; Grap +5; Atk +5 melee (2d4+1/19–20,
• If your campaign includes an organisation with an interest knife), or +6 melee (1d6+1d4+1 nonlethal, unarmed strike) or
in the Scope, the occult, or Lemuria, it may want to acquire +5 ranged (2d4, small pistol); SQ dazzle (–2 penalty, DC 19),
or destroy the Rose. This group could replace one of the fast talk; Val honesty/enthusiasm; AL self, Ghost Hand; SV
default groups in this adventure or be in addition to those Fort +4, Ref +4, Will +1; Ex 5; Str 12, Dex 12, Con 14, Int
presented. 14, Wis 8, Cha 16.
• The Ancoats Historical Society may want to recruit one of
the PCs (perhaps a player has expressed interest in the
AHS associate prestige class from The Great Metrop-
olis). This adventure could serve as a test before the
society formally invites the character to join.
• If you want to make this adventure longer, the Sys-
tem agents do not bring Sally Cinnamon to Fatal
Error. If the PCs do not reach an agreement
with the agents, they must discover Sally’s
prison to rescue her. To further complicate
matters, demons have infiltrated the agents’
base.

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Scope Avatar: HD 6d6+18; hp 39; Mas 16; Init +2; Defence Scope Avatar: HD 8d6+1d8+18; hp 50; Mas 14; Init +1;
9, touch 9, flat-footed 9 (–1 Dex, +0 class); BAB +0; Grap +2; Defence 13, touch 13, flat-footed 12 (+1 Dex, +2 class); BAB
Atk +2 melee (1d6+1d4+2 nonlethal, unarmed strike); SV +4; Grap +8; Atk +8 melee (1d3+4 nonlethal, unarmed
Fort +5, Ref +2; Str 14, Dex 8, Con 16. strike) or +4 melee (1d4+4, sword cane); SV Fort +2, Ref +5;
Template: Criminal (Crime, Constabulary, Street). Str 18, Dex 13, Con 14.
Skills: Bluff +10 (+16 lying), Diplomacy +9 (+15 lying), Template: Tradesman (Civic, Church, Industry, Street).
Disguise +5, Intimidate +5, Knowledge (current events) +10, Skills: Bluff +9, Diplomacy +9, Engineer (pharmaceuti-
Knowledge (tactics) +10, Munitions +6, Perform (oratory) cal) +12, Imbuement + 15 (+16 in the Scope), Investigate
+12, Resolve +9, Scope Resilience +9, Sleight of Hand +11. +12, Knowledge (art) +14, Knowledge (civics) +14, Knowl-
Influences: Civic +1, Constabulary +1, Crime +5, Industry edge (current events) +14, Knowledge (history) +14, Knowl-
+2, Street +4. edge (linguistics)† +8, Knowledge (mystical philosophy) +14,
Feats: Brawl, Deceptive, Light Armour Proficiency, Liter- Listen +4, Research +11, Resolve +9, Scope Awareness +8,
ate, Personal Firearms Proficiency, Persuasive, Simple Weap- Scope Use (immersed) +12, Sense Motive +8, Warding +15
on Proficiency, Spirited, Streetfighting, Windfall. (+16 in the Scope).
Possessions: The Rose (Prime Reality component), ����������
small pis- Influences: Academic +3, Church +2, Civic +4, Occult +5
tol, light undercover vest, drugs (various), Scope tabs (pleasure (+7 to gather info), Street +4 (+6 to gather info and standing).
domains), blue collar outfit, 68th floor of the Justinian block. Feats: Academic (Knowledge (art, history)), Academic
Wealth: +5. (Knowledge (mystical philosophy), Research), Air of Mys-
tery‡, Bureaucrat (Knowledge (civics, current events)), Great
Milo Porter Fortitude, Influential (Occult), Simple Weapon Proficiency.
Possessions: Sword cane program, Scope tabs (AHS
T o all appearances, Milo Porter is nothing more than a
humble tobacconist. He is well respected in Pendlebury
and beyond for his generosity and friendly advice. Recently
domain), business outfit, shop-and-flat.
Wealth: +8.
* The Ancoats Historical Society associate prestige class is
widowed, Milo fills his time as a member or supporter of a described fully in The Great Metropolis.
number of service organizations. Recently, he helped establish † In addition to English, Milo knows Greek and Hebrew.
a historical society in Ancoats. ‡ The Air of Mystery feat appears in Mysteries of the
Few know of Milo’s interest in the occult, and fewer speak of Occult.
it. Milo has avidly absorbed mythology since childhood. After
his own children left home, his pursuit of the occult tran-
scended that of a mere hobby. He became an active contributor
Sally Cinnamon
to occult journals. Then Milo discovered, almost by accident,
that he could reproduce, on a smaller scale, some of the feats
that had enthralled him so many years ago. Milo’s breadth of
S ally Cinnamon’s hauntingly beautiful voice makes her a
world-famous Scope star. No one knows much about her
origins, except that she was born and raised in Manchester by
knowledge, both magical and mundane, made him a natural lower-middle-class parents. Few people know her real name.
choice to join the start-up Ancoats Historical Society, a front Sally got her start as a performer in the clubs around
for occult research. Ancoats. There she first came in contact with tab-jammer
Appearance: Milo Porter looks the typical tradesman. He culture. Tab-jamming came naturally to Sally and revealed
is in his late fifties, short and slightly balding. Milo dresses in talents she never knew she had. In the Scope, Sally became
patched tweed suits, and he smells of tobacco and cologne. famous. Though highly talented in the flesh, in the Scope her
Agenda: Milo Porter is a philanthropist. He is well known performances were sublime. Although she still makes appear-
for going above and beyond the call of duty to help a neigh- ances in Ancoats, she also performs to sold-out shows in Scope
bour, from giving advice on family matters to lending money. cities from Centropolis to Kabuki.
Now, as a member of the Ancoats Historical Society, Milo Sally’s parents told her of her fey origins, but she thought of
defends his neighbours against supernatural troubles, even if these stories much as one might consider tales of King Arthur:
they aren’t aware of it. rooted in truth, but exaggerated beyond recognition. Yet,
Milo Porter (Broker 4/Savant 4/Ancoats Historical Soci- when she got into tab-jamming, she realised there was more
ety Associate* 1): CR 9; Medium humanoid (human); HD to being a fey than just mysterious, mythic ancestry. As her
9d6; hp 34; Mas 11; Init +1; Spd 30 ft.; Defence 13, touch Scope skills improved, she noticed strange phenomena. As she
13, flat-footed 12 (+1 Dex, +2 class); BAB +4; Grap +3; Atk explored the Scope, she grew aware of entities lurking beyond
+3 melee (1d3–1 nonlethal, unarmed strike); SQ ear to the the Walls and of other mystery seekers like herself.
ground (Occult), ear to the ground (Street), first amongst Appearance: Sally Cinnamon is stunning, with pale skin,
equals (Street), occult learning, occult skills (Imbuement, blond hair, and piercing green eyes. In the Scope, her beauty
Warding), program crafter skills, Scope ritualist; Val loyalty/ is even more idealised. When not performing, however,
detachment; AL The Great Metropolis, AHS; SV Fort +4, she conceals her face under a hood and sunglasses to avoid
Ref +5, Will +10; Ex 7; Str 8, Dex 12, Con 11, Int 18, Wis attention. Always twined around her avatar is a yellow viper
13, Cha 14. she calls Ogilby.

285
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Agenda: Sally Cinnamon is first and foremost a performer. of her choice. If she succeeds by 10 or more, she adjusts the
She loves the thrill of singing before an audience. When not target’s attitude by two categories. A target that succeeds on
performing, she explores Etherspace. She has an insatiable curi- his Resolve check is immune to this ability for one day.������
This
osity about the nature of the Scope and its relation to the fey mind-affecting ability can be used only in the Scope.
race. Though she is driven by a desire to know her origins, Sally
sometimes works alongside others who share her interests. Tony Porter
Sally Cinnamon (Broker 4/Scope Star* 4/Tab-Jammer
1): CR 9; Medium humanoid (fey); HD 8d6+1d8; hp 35; Mas
13; Init +1; Spd 30 ft.; Defence 15, touch 15, flat-footed 13 F rom a young age, Tony Porter’s parents instilled in him a
love of the arts. Though born in Salford, Tony earned a
scholarship to Cambridge, where he studied literature. How-
(+2 Dex, +3 class); BAB +4; Grap +3; Atk +3 melee (1d3–1
ever, Tony’s true passion is music. After university, he returned
non-lethal, unarmed strike) or +5 ranged; SQ captivating per-
to the Great Metropolis where he took a day job with a pub-
formance, coordinate, ear to the ground (Occult), ether sense,
lisher in order to fund his fledgling music company.
ethereal voice, improved recovery, inspiration, move the crowd,
Tony is a proponent of Manchester’s underground music
resilient avatar, Scope familiar (snake), star quality, unearthly
scene. With his fashionable suits and casual literary references,
beauty, unusual anatomy; Val loyalty/enthusiasm; AL tab-
he stands out among the typical working-class patrons of urban
jammers; SV Fort +4, Ref +7, Will +8; Ex 7; Str 8, Dex 14,
music. Yet Tony has an unquestionable eye for talent and trends.
Con 13, Int 12, Wis 12, Cha 18.
With his connections in and out of the Great Metropolis, he
Scope Avatar: HD 4d6+4d8+1d12+36; hp 77; Mas 18;
hopes to bring Mancunian music to a wider audience.
Init +1; Defence 17, touch 14, flat-footed 16 (+1 Dex, +3 class,
Tony might be more successful if not for his unusual man-
+3 equipment); BAB +2; Grap +3; Atk +3 melee (1d3+1 non-
agement style. Having seen the kind of chicanery practiced by
lethal, unarmed strike); SQ captivating performance, ethereal
the upper class, Tony eschews written contracts with his cli-
voice, move the crowd; SV Fort +11, Ref +6; Str 12, Dex 12,
ents in favour of gentlemen’s agreements. In many ways, his
Con 18.
company is as anarchic as the music he promotes.
Template: Tradesman (Civic, Church, Industry, Street).
Appearance: Tony is in his late twenties. His fashionable
Skills: Bluff +8 (+11 in the Scope), Creative Art +8, Diplo-
business suits are counterpoint to his rebellious long hair.
macy +13, Engineer (pharmaceutical) +7, Knowledge (art) +6,
Tony has a habit of dropping classical references into casual
Knowledge (current events) +6, Knowledge (mystical philoso-
conversation as if everyone knows what he’s talking about.
phy) +6, Listen +4, Perform (sing) +18 (+22 in the Scope),
Agenda: Tony Porter has a vision of selling Mancunian
Resolve +11, Sense Motive +6, Scope Awareness +12, Scope
music to the world. In the meantime, he’s surviving and enjoy-
Resilience +20, Scope Use (immersed) +8, Spot +3.
ing the Ancoats nightlife.
Influences: Civic +2, Finance +1, Guilds +2, High Society
Tony Porter (Ordinary Broker 3): CR 2; Medium human-
+3, Occult +2 (+6 to gather information), Street +6.
oid (human); HD 3d6+3; hp 13; Mas 12; Init +0; Spd 30 ft.;
Feats: Alertness, Creative (Creative Art, Perform (sing)),
Defence 11, touch 11, flat-footed 11 (+1 class); BAB +1; Grap
Light Armour Proficiency, Scope Raider, Simple Weapon
+1; Atk +1 melee (1d3 nonlethal, unarmed strike); Val enthusi-
Proficiency, Personal Firearms Proficiency, Spirited.
asm (music)/tenacity; AL self, Manchester; SV Fort +2, Ref +2,
Possessions: The Rose (etheric component), Scopers’ leath-
Will +4; Ex 0; Str 11, Dex 11, Con 12, Int 13, Wis 14, Cha 12.
ers (program; appears as fashion outfit), Scope tabs (various),
Scope Avatar: HD 3d6+3; hp 13; Mas 13; Init +2; Defence
fashion outfit, blue collar outfit, family flat.
12, touch 12, flat-footed 12 (+2 Dex, +0 class); BAB +0; Grap
Wealth: +8.
+1; Atk +1 melee (1d3+1 nonlethal, unarmed strike); SQ —;
* The Scope star advanced class is fully described in Upload:
SV Fort +1, Ref +2; Str 13, Dex 14, Con 12.
Etherpunk.
Template: Tradesman (Civic, Church, Industry, Street).
Star Quality: Sally adds her Scope star level to her broker
Skills: Bluff +6, Diplomacy +8, Knowledge (art) +7, Knowl-
lever for the purposes of her inspiration talent.
edge (current events) +7, Knowledge (history) +7, Listen +6,
Ethereal Voice: Within the Scope, Sally’s performance is
Resolve +7, Sense Motive +10, Spot +4.
limited only by the imagination. She adds her Scope star level
Influences: Academic +1, Civic +2, Crime +1, Guild +1,
as a competence bonus on her Perform checks in the Scope.
High Society +1, Street +5.
Captivating Performance: Sally can temporarily beguile an
Feats: Alertness, Attentive, Influential (Street).
audience through her performance. This class feature functions
Possessions: Demo tapes, gig flyers, Scope tabs (various),
identically the broker talent captivate, except as follows: Add her
fashion outfit, two-up-two-down.
broker and Scope star levels to the Charisma check and the save
Wealth: +8.
DC; she can attempt to captivate any number of targets within
range; and she can use this ability only in the Scope.
Move the Crowd: Sally can affect the attitude of people she
captivates. In a round in which she concentrates on captivat-
ing an audience, she may make a Perform check opposed by
each target’s Resolve check. If she succeeds, the target’s atti-
tude raises or lowers������������������������������������������
by
�����������������������������������������
one category with regard to a subject

286
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Appendix II:
 ft; Defence 15 (16 vs. melee attacks), ,touch 13 flat-footed 12
(+3 Dex, +2 natural), BAB +4; Grap +7; Atk +7 melee (1d4+3
plus 1d6 cold, unarmed strike); SV Fort +7, Ref +7, Will +7;
Str 17, Dex 17, Con 17, Int 17, Wis 17, Cha 17.
Demonic Agents Scope Avatar: As algid demon.
Skills: Bluff +10, Diplomacy +12, Intimidate +12, Forgery

D emons are insidious creatures and many who serve them


do not do so willingly.
+10, Knowledge (current events) +6, Knowledge (civics) +12,
Knowledge (mystical philosophy) +10, Resolve +9, Search
+10, Sense Motive +10, Scope Awareness +10, Scope Resil-
Algid Demon ience +12, Scope Use (immersed) +10.
Influences: Civic +4, Constabulary +1, Industry +1, Par-
O ut of the doldrums — areas of static ether that destroys
energy — come demons whose presence absorbs heat.
Humanoid in shape, yet twice as tall a man, an algid demon
liamentary +2.
Feats: Bureaucrat (current events, civics), Combat Martial
Arts, Defensive Martial Arts, Persuasive, Spirited.
appears emaciated, its skin blue as a frozen corpse.
Possessions: Handcuffs, Great Metropolis Corporation
Algid demons have the power of possession, which they use
ID, uniform.
to work the will of their masters. Possession by an algid demon
Wealth: +12.
is less obvious than that by other demons, but requires the vic-
If the demon leaves or is forced out of its host, the agent has
tim to be groomed for a longer period of time before the algid
the following stats:
can take over his mind.
Administration agent (Ordinary Broker 1): CR 1/2;
Though inhumanly intelligent, algid demons lack creativ-
Medium humanoid (human); HD 1d6; hp 3, Mas 11; Init +0;
ity and are literal-minded. They execute schemes, but do not
Spd 30 ft.; Defence 10, touch 10, flat-footed 10; BAB +0; Grap
mastermind them. However, with an eye for detail and a legal-
+o; Atk +0 melee (1d3 nonlethal, unarmed strike); Val detach-
istic mind, an algid demon enjoys catching victims in Faustian
ment/loyalty; AL the Corporation; SV Fort +0, Ref +1, Will
contracts.
+2; Str 11, Dex 11, Con 11, Int 14, Wis 12, Cha 16.
Species Traits Scope Avatar: HD 1d6+3; hp 6; Mas 16; Init +1; Defence
11, touch 11, flat-footed 10 (+1 Dex); BAB+0; Grap +2; Atk
O utsider: Algid demons are outsiders and share traits
common to such creatures.
Etheric Subtype: Algid demons are etheric creatures and
+2 melee (1d3+2 nonlethal, unarmed strike); SV Fort +3, Ref
+1; Str 14, Dex 12, Con 16.
share traits common to such creatures. Template: Professional (Civic, Church, Parliamentary).
Prime Rea�����������������
lity Inviability: Algid demons can never survive Skills: Bluff +7, Diplomacy +9, Intimidate +9, Knowledge
outside Etherspace. (current events) +6 Knowledge (civics) +8, Sense Motive +5,
Algid Demon: CR 4; Large outsider (etheric); SV Will +7; Resolve +9, Scope Awareness +3, Scope Resilience +7, Scope
Ex 0; Int 17, Wis 17, Cha 17. Use (immersed) +4.
Scope Avatar: HD 4d8+12; 30 hp; Mas 17; Init +3; Influences: Civic +4, Constabulary +1, Industry +1, Par-
Defence 18 (19 vs. melee attacks), touch 14, flat-footed 15 (+3 liamentary +2.
Dex, +2 class, +4 natural, –1 size); BAB +4; Grap +7; Atk Feats: Bureaucrat (current events, civics), Persuasive, Spir-
+7 melee (2d4+3 plus 1d6 cold, unarmed strike); FS 10 ft. by ited.
10 ft.; Reach 10 ft.; SQ darkvision 60 ft.; Val unknown; AL Possessions: Handcuffs, Great Metropolis Corporation
unknown; SV Fort +7, Ref +7; Str 17, Dex 17, Con 17. ID, uniform.
Skills: Bluff +10, Diplomacy +10, Intimidate +10, Forgery Wealth: +12.
+10, Knowledge (civics) +10, Knowledge (mystical philoso-
phy) +10, Search +10, Sense Motive +10, Scope Awareness
+10, Scope Resilience +10, Scope Use (immersed) +10.
Feats: Combat Martial Arts, Defensive Martial Arts.
Advancement: 5–12 HD (Large).

Possessed Administration Agent


T his corporation employee has been corrupted by an algid
demon. She exhibits none of the overt signs normally
associated with demonic possession; only the unnatural chill
that pervades her flesh gives any sign that something is amiss.
See Mysteries of the Occult for more information on
demonic possession.
Possessed Administration agent: CR 4; Medium outsider
(etheric); HD 1d6+3+4d8+12, hp 36, Mas 17; Init +3; Spd 30

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Bonus Material
S ince this is the second printing of the Etherscope Core Book, fortunately for you, we decided to include a section
of bonus material! This is that section. This bonus material showcases the full scope of the Etherscope world
and game, which is much larger than just this book.

The Great Metropolis is an urban setting sourcebook for


Etherscope that offers everything you need to build a cam-
paign. It details the boroughs of the Great Metropolis, the
largest and most quintessentially Etherscope city in the world.
Liverpool

It also describes the city’s organizations, movers and shak-
ers, secret plots, and rumours, and is an excellent resource
for understanding the gritty, urban nature of etherpunk life.
The bonus material below showcases information on some key
P opulation: 10 million (40% gamma, 30% human, 15%
epsilon, 10% delta, 5% fey, 0.03% alpha).
Townships and Districts: Anfield (poor residential dis-
locales in The Great Metropolis. Full information, of course,
trict), Bootle, Chinatown (mixed residential district control-
can be found in The Great Metropolis.
led by the Triads), Everton (poor residential district), Garston
Also included below is a section of new cybernaughtics,
(mixed residential district), Gateacre (mixed residential dis-
excerpted from Upload: Etherpunk. This character source-
trict), Great Docklands (large docks district covering the
book offers everything you need to explore etherpunk charac-
whole of the coastline north of Pierhead), Pierhead (admin-
ters and those close to them. If you want your characters to
istrative centre), Speke (warehousing and minor docks, poor
grow to their fullest potential, it’s a must-have. What you see
residential district), Toxteth (squalid residential district),
below is only a small portion of the book, which includes plenty
Wavertree (mixed residential district).
of other character options: feats, advanced and prestige classes,
Industry: Ports dominate Liverpool, both this borough and
equipment, fighting techniques, and all the rest.
the western half of the Great Metropolis. Large shipping hous-
After the Upload: Etherpunk excerpt are a few excerpts from
es and import and export businesses are the driving force not
Mysteries of the Occult. This book answers — and sparks —
only of this borough but of the entire city. Without the pros-
many occult questions in the Etherscope world: What strange
perity of Liverpool’s ports, the whole of the Great Metropolis
powers do telepathic characters possess? What secret organi-
would grind to a halt.
sations sneak through society? What are the System agents,
Key Personalities: Edward Flixton-Knowles (shipping mag-
and what is the “System” they serve? What is the truth behind
nate, human broker 4/industrialist 3), Micah Harrison (legend-
the fey, and what happened to Lemuria? What are Etherspace
ary dockworker, epsilon enginaught 10), Pat McFadden (notable
demons, and what do we know of the Great Old Ones that rule
sailor, enginaught 2/combatant 2/jacktar* 5), Hanlon Torrance
them? In addition to delving into Etherscope’s occult myster-
(NRM activist, scoundrel 3/combatant 1/agitator* 5).
ies, the book provides a slew of character options related to the
Liverpool is the oldest and most important of the two major
occult: occult talents, occult feats, a system for ritual magic,
centres in the Great Metropolis area. Liverpool is the world’s
occult classes, and lots of new uses for occult skills. Some of
largest port and the most important factor on the success of
these character options appear in the excerpts below.
not only the city, but the whole country, and indeed empire.
Liverpool’s docks bring in foods and goods from throughout
the empire. Without Liverpool’s docks, the whole country


From The
would probably starve and the empire’s economy would grind
to a halt.
In the Liverpool borough, the importance of the docks can-
not be ignored. Along the entire coastline, from Speke in the
Great Metropolis southeast to the Great Docklands in the northwest, there is
barely an inch of accessible coast that has not been given over
to docks. The impact on the economy is huge, with many of the
T he following excerpts are from Chapters 1 and 2 of The
Great Metropolis. Classes, equipment, and other items
marked with an asterisk (*) appear in The Great Metropolis,
richest men in Britain having interests in the Liverpool docks,
in one form or another.
As a major port, Liverpool is a cosmopolitan place, with
Chapter 5: Character. Characters that do not have a race listed
many different human races and nationalities making it their
are beta humans.
home. There are large African, Irish, and Chinese communities
within the city, and immigrants from around the world arrive

288
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YORK
SHI
E RE
Southport
SH IR
N CA
LA Valleys Littleborough
Rochdale
Rochdale
Bury Heywood
Formby Little Leaver Royton
Bury Prettywood
Standish Bolton
Middleton Chadderton Oldham
Maghull Howrich Bolton
Wigan Farnworth Oldham
Crosby Kearsley Prestwich Crompton
Sefton Westhoughton
Irish Sefton
Litherland
Billinge-Rainford
Orrell Worsley Broughton Cheetham
Castledield
Wigan Hindley Pendlebury Charlestown Ancoats Failsworth
Stalybridge
Salford
Sea Bootle
Kirkby
St. Helens Leigh Eccles
Salford City Ashton-under-Lyne
Picadilly Droylesden

ter
Newton-Haydock Tameside
Universities Audenshaw

hes
Everton
Kn

Saint Helens Irlam Denton Hyde Mottram


Hulme-in-

Manc
ow

ive Knowsley Urmston the-Moss


L

Wallasey rp Rainhill
sley

Prescott the Heatons


oo Burtonwood Reddish
Birkenhead
Great l Huyton Stretford Romiley
Docklands
Hoylake Irby Warrington Sale Chorlton- Stockport
Pierhead cum- Stockport
Wavertree Altrincham Hardy Hazel Grove
Warrington Lymm
Wirral Gateacre Halewood Hale Cheadle
Garston Widnes
Bromborough Ringway
Ri Ri Toxteth
ve Heswall ver Halton
rD Me Halton
ee rset Runcorn
Frodsham

RE
Neston Ellesmere Port

DERBYSHI
Ellesmere Port Elton

SHIRE
Burton-Willaston Capenhurst
Helsby

CH E
0 MILES 8

daily. Liverpool is a working class city, though, and it is not an a bloody operation, with the Triad gangs from the different
open and willing melting pot of cultures; racial tensions are source cities vying for control of the district. Now, though, the
a fact of life. However, the counterculture embraces much of victors execute responsible leadership and protection for the
what these varying communities have to offer, mixing musical entire community.
styles and developing new martial arts based on a mixture of The Triad control of Chinatown makes it a thriving centre
eastern and western fighting techniques. for access to drugs, and has become a key focus point for the
counterculture. The tab houses here are much better run and
Chinatown have access to a better quality of tab than others throughout the
city. Mass (see below), opium, and other drugs are also readily
P opulation: 4 million (89% human, 11% fey).
Social Class: Mixed, but mainly working class (academ-
ic, craftsman, criminal, disenfranchised, manager, proletariat,
available in the Chinatown district. This has led many propo-
nents of the counterculture to become regular visitors to the
district, and aspects of Chinese culture are a vibrant part of the
tradesman). counterculture. Most noticeable are the use of martial arts, an
Character: This is the home of the large Great Metropolitan area of culture rarely embraced by mainstream British society.
Chinese population, with heavy ethnic flavour. Martial arts provide the Triads with an advantage over their
First Impression: A rag-tag jumble of British architecture local criminal rivals, a fact noticed by many visiting countercul-
and Chinese adornments and writing. Its streets bustle with turalists. It was not long before such people were attempting to
pedestrians and small shops. learn these techniques, either through paying for lessons from
The Great Metropolis’ Chinatown district is the oldest and masters or developing upload tabs for instant mastery of the
largest conglomeration of Chinese outside China. With the art. Now, those who have learnt most of the Chinese ways have
formation of the Great Metropolis Corporate Estate, the Chi- adapted their fighting styles to develop new techniques, such as
natown district was portioned off a large section of the Liver- Met-fu and Scope-fu.
pool borough and large populations were moved from around
the rest of the country, including those in Manchester borough
and London’s famous Limehouse district. This was initially

289
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sea where there is little to spend it upon. Docklands, they form the basis of the
Great Docklands This money is often spent quickly with- district’s economy and physical struc-

P opulation: 1 million (52% gamma,


33% epsilon, 13% beta, 2% delta).
Social Class: Working class (crimi-
in the short periods of shore leave they
are granted. The authorities are happy
to let the sailors spend their money as it
ture. The port facilities don’t stretch
far beyond the ground level. Ware-
houses and cranes operate below the
nal, disenfranchised, enlisted, prole- boosts the city’s economy, but they are usual heights of Great Docklands and
tariat). also keen to keep the sailors contained beyond, and the wagons that carry the
Character: A busy port, dominated within Great Docklands. The borders loads out of the warehouses are quickly
by huge cranes and warehouses, famous of the district are walled so that only shuffled down to ground level streets.
for its bawdy houses and smuggling. local resident workers can pass in and Just above the warehousing levels are
First Impression: From the seafront, out and the neighbouring residential a thin slice of poor quality flats, con-
the cranes tower high in the sky, as do districts are left free of drunken sailors verted from now-disused upper floors
the huge multi-level warehouses. At the and the destruction that often follows in of the warehouses. These makeshift
ground level, bawdy houses and worse their wake. constructions lack many basic facilities
feed the desires of sailors as they come Great Docklands has also become found in more modern flats.
off the ships with money to burn. notorious for smuggling. The same The impressive buildings of the
Great Docklands is possibly the long- walls that keep the sailors in provide an Liverpool waterfront rise from above
est and narrowest district in the Great excellent veil for the criminal fraternity. the warehousing level. Made of
Metropolis. It covers all of the north- Behind the warehouses are blocks of cof- white marble and other high-quality
ern shore from Pierhead to Bootle (in fin flats in which a number of dockwork- materials, they were beautifully crafted
Sefton). The district has one business ers make their homes. However, many by the finest masons and architects.
in mind: the docks. The cranes domi- of these are little more than warehouses These buildings are literally built
nate the skyline of this district, reaching themselves, holding the high cost-to- on top of the warehouses. These are
higher than the seventy-storey ware- weight and illegal goods smuggled in the Great Metropolis Corporation’s
houses. The cranes move cargo directly through the port. Scope tabs, street- finest monuments to the greatness of
from the ships to the different levels grade cybernaughtics, cigarettes, snuff, the city, and to its own leadership:
of the warehouses, sorting directly by and other goods are smuggled through a signal to all of the Corporation’s
goods types. The backs of the ware- the Great Docklands district. The con- dominance. These buildings in general
houses are riddled with lanes that carry stabulary attempts to crack down on the have three tiers: high-quality but
the heavy steam wagons from the top trade, but is thwarted by the gangs’ abil- serviceable apartments for the middle
floors of the warehouses to the streets ity to shift their stock around quickly classes at the lowest levels, the offices
below. Goods are sorted and dispatched between flats in a single block before the of the bureaucrats and corporation
with great speed, steam wagons filled police can even get to the right floor of management in the middle, and the
almost directly from the crane and driv- the huge residential blocks. offices and penthouses of the wealthy
ing off the moment they are full. It is an elite at the top. These higher levels have
efficient operation, but it needs to be in Pierhead elevated sidewalks and tramways to
order to deliver the goods throughout connect their privileged occupants with
the entire country. Many goods make
their way to the local markets in the P opulation: 67,000 (60% human,
31% epsilon, 6% gamma, 2% delta,
1% fey).
the surrounding buildings. Many of
the city’s wealthiest and most powerful
Great Docklands district, where fresh shipping magnates live and work in the
goods provision the larders of the bor- Social Class: Mixed (almost all tem- top levels, overlooking the docks that
ough’s population. plates are represented in this district). have made them their millions. At the
On the waterfront, bawdy houses and Character: A bustling 24-hour very top, luxurious apartments with
brothels dominate the ground level, and multi-layered district with administra- glorious views and roof-top gardens
sailors spend their hard-earned pen- tion, docks, service industry, and hous- dominate. The offices in the middle
nies on whatever takes their desire. The ing for all social classes. section are the heart and mind of the
nightlife here tends towards more com- First Impression: Mighty and beau- city’s corporation. It is from here that
mon tastes than those of the subcul- tiful buildings tower over the Liverpool the city is run and all the important
tures of the rest of the city. Sailors drink waterfront. Broad boulevards between decisions are made. These offices are
rather than drop Scope tabs. They pre- the buildings are filled night and day opulent — some would say decadent
fer rum, gin, whiskey, and ale, and enjoy with steam carriages, wagons, and zep- — decorated with glorious leather and
real pleasures of the flesh to anything cars. mahogany furniture, plush carpets,
the Scope has to offer. Sailors’ musical Pierhead is built on three differ- and bookcases filled with many rare
tastes run to folk music and sea shanties ent levels. At the bottom there are and expensive books. The middle
rather than the etherpunk tunes of the the docks, warehouses, and work- classes that work in these offices, and
subculture. Sailors come ashore with a ing class flats. Although the docks those of the shipping firms, dwell at the
heavy pocket of money, earned on the are much smaller than those of Great base of these buildings, just above the

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warehouses and coffin flats. However, pursuer 1/cabbie* 7), Sally Cinnamon drinking establishments and tab hous-
they are isolated from their lower-floor (singer and regular at the Factory, fey es. Most of the people here are young
neighbours by layers of security and broker 4/tab-jammer 5), James Harg- workers within one of these two indus-
a lack of transportation between the reaves (powerful industrialist, fey bro- tries with enough money to afford the
levels. ker 5/industrialist 7/savant 3/occult inflated rents of the area and a desire to
The poor of the borough, and indeed investigator 1/Ancoats Historical Soci- be close to the district’s nightlife.
of the city, eye these buildings with ety associate* 2), Lord Charles Haw- First Impression: Massive press
envy and resentment. They see the thorne (police commissioner, human houses dominate the Ancoats skyline,
wealth and dominance of these struc- ordinary broker 9), Danny “The Knife” sitting side-by-side along the district’s
tures and see the money wasted that Scholes (notorious street thug, alpha two main roads. The backstreets are
could have provided them with decent bastard scoundrel 2/scally* 5), Michael dirty rundown areas. Residential flats
sanitation or better living conditions. Thornlea (mechanics guild spokesman, rise above the street-level gin shops and
These buildings have become an ideal delta ordinary enginaught 4/broker 3), tab houses, all trapped within the old
target for the NRM and other disgrun- Lady Prunela Westenra (socialite, fey decaying skeletons of the district’s aban-
tled organisations. Intelligence about broker 2/pursuer 3). doned factories and printing presses.
planned attacks appears often, and the Manchester is a large city-centre bor- The first of Ancoats’ two main roads
Corporation is regularly increasing the ough with major industry throughout is Great Ancoats Street, which runs
security on these buildings. This action its districts. It’s a hard-working city, along the northeastern edge of the
represents yet more resources spent on where many high-volume, low-profit city. This road used to house a variety


these structures, siphoned away from enterprises provide prosperity. As such of industries and factories, but many
the poor who need it. it has need for millions of workers and of these are now gone, leaving behind
not enough space to house them all. This massive empty buildings into which
has resulted in many workers coming in people have built flats and their own
from the nearby Salford and Tameside businesses, most of which have eventu-
Manchester boroughs. ally moved into the district’s profitable
Manchester is dominated by the night-time economy. The second road
P opulation: 11 million (32% human,
27% gamma, 18% delta, 18% epsi-
lon, 5% fey, 0.02% alpha).
distribution trade, and has been called
“the Warehouse for the World.” The
is Corporation Street, which leads into
the city from the north, running per-
Ship Canal allows heavy ships to come pendicular to Great Ancoats Street. At
Townships and Districts: Ancoats many miles inland, where canal and the city end, Corporation Street runs
(the printing district, notorious for its rail networks allow the distribution of close enough to the Castlefield district
nightlife), Castlefield (a major com- the goods throughout the country. Few to have thriving shops. The far end of
mercial district, topped by high-qual- imported goods now get to London Corporation Street runs down to Vic-
ity blocks), Cheetham-Platting (a poor without first having passed through toria Station and is where the printing
residential district noted for its Irish Manchester’s warehouses. Its roads are industry — Ancoats’ most important
population), Chorlton-cum-Hardy (a filled by service vans and steam wag- industry — holds much of its ware-
township south of the city with mixed ons, delivering goods throughout the housing.
residences but little industry of its own, Great Metropolis. The Monorail links The presses of Ancoats publish more
location of the Metropolis Constabu- the upper districts, where the wealthy books than the rest of Britain com-
lary headquarters), Hulme-in-the-Moss live in isolation from the squalor of the bined. The largest printing business in
(a poor residential district, but topped lower levels of the city, with the rich the world is found here, comprised of
by high-quality blocks), Piccadilly (a commercial districts where they work huge buildings, thirty or forty stories
warehousing district, close to the main and play. In the lower levels, transgen- high, that dominate the district and
station), Ringway (a township at the ics live alongside human workers in flank Great Ancoats Street. Ancoats is
far south of the borough built around some of the worst conditions of the also home to the Metropolitan Guard-
the airfield with mixed residences and whole of Britain. ian, a leading national newspaper, and
warehousing), Universities (where the the Republican Star, an underground
borough’s academic centres are based).
Industry: As a central zone bor-
Ancoats publication in support of the NRM.
Ancoats is a unique district in the
ough, Manchester has a wide variety
of industries. Its most prominent are
warehousing and distribution, linked to
P opulation: 10,000 (38% human,
27% gamma, 22% delta, 11% epsi-
lon, 2% fey).
Great Metropolis, as it is the one area
where social barriers break down. Its
public houses, gin shops, and tab hous-
its canals, airfield, and railways, and its Social Class: Working class (mainly es have such a reputation that they have
press industry, producing many books craftsmen). developed a level of chic appeal with the
and a couple of national newspapers. Character: Ancoats is the home of young of all social classes. As such it has
Key Personalities: Jack Baxendale the Great Metropolis’ printing indus- become a notorious hideout for Scope
(notable cabbie, gamma enginaught 2/ try, and home to a number of notorious gangs and tab-jammers, as well as being

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at the cutting edge of the Mancunian a range of fine haberdasheries, jewel- Great Metropolitan Estate. This area
music scene. Besides luring the wealthy lers, bookshops, and tea rooms, and was chosen to house the new airfield
and noble youth of the city, the district enjoy the freedoms of quality living due to its size and proximity to the cor-
also attracts journalists and workers and rooftop parklands at the peak of porate estate, and the land added to the
from the print houses and Scope riders their Mancunian buildings. The poor, Manchester borough. The township of
and tab-jammers from across the city. however, feel trapped — they cannot Ringway rapidly expanded as the air-
The Factory: This small, disused even escape to the streets and must live field grew to become the busiest in the
factory building on the edge of the dis- their entire life holed up in their coffin world.
trict has become a music venue of wide flats and squats between the havens of Ringway’s biggest industry centres
repute. Bands have even travelled here the rich. Only the service tram, known are around the airfield. There are a great
from America and the New Reich, at locally as the “meat wagon,” provides many warehouses and excellent train
their own expense, to play on its hal- them with the daily release from the and canal connections with the rest of
lowed stage. It fills out weekly and often cells of Castlefield’s working class levels the city. Zeppelin building yards are
has ten or more bands on the bill. Its to the humdrum of work in Manches- also a prominent industry, attracting
success led it into the world of Scope ter’s factory districts. Many, however, many skilled workers to the area. The
concert hosting, where its administra- do not get even this illusion of freedom, Great Metropolis has been a major port
tors came into contact with the Irish and are trapped in unemployment and for many years, and in the past century
mob, pushing Scope tabs. Now the their home building. a great deal of expertise in the distribu-
Factory is under the control of the tab Royal Exchange Theatre: Manches- tion industry has developed. This and
dealers, but the music is still as cool and ter’s most highly respected theatre, the the city’s location, at the centre of the
revolutionary as ever. Royal Exchange, is housed in the city’s British manufacturing region, enable
old cotton exchange. They use the space the airfield to be the most prominent
Castlefield well, having an innovative central stage air cargo port in the world. Goods from
with the audience watching in a com- around the empire are shipped here in
P opulation: 500,000 (63% human,
21% delta, 19% gamma, 7% fey,
0.08% alpha).
plete circle. Many actors have gone
on from here to become the stars of
zeppelins and distributed by rail, canal,
or road throughout the country. Also,
London’s West End, and its penchant the products of British manufacturing
Social Class: Wealthy (bourgeoisie, for new and innovative plays has estab- are delivered here from Birmingham,
professional, idle rich) and working lished many a new playwright on the Sheffield, Glasgow, and the many other
class (proletariat, disenfranchised). national stage. It is an exclusive theatre, industrial cities of Britain, for world-
Character: This district is home to with few seats given away for prices wide distribution. Ringway has become
the city’s theatres and shops, and to cheap enough for the working classes as important to British imports and
some of the most exclusive upper-reach — it is even more expensive than the exports as Liverpool’s docks.
accommodation in the Great Metropo- city’s opera house. Ringway is also a major residential
lis. Sandwiched between are the slums area within the Manchester borough,
of retail workers and squats for many of
the city’s homeless.
Ringway with many blocks of coffin flats and
larger working-class apartments built
First Impression: Castlefield is one
of few places in the Great Metropolis
that is clean and affluent at street level,
P opulation: 2.5 million (29% gam-
ma, 27% epsilon, 22% human, 19%
delta, 3% fey).
near the warehouses and zeppelin yards.
Ringway is a relatively new township,
and has a more modern architectural
with a variety of high-class shops and Social Class: Mainly working class feel. There are no rows of back-to-back
theatres. Buildings are stacked on top (craftsman, criminal, disenfranchised, terrace housing, although many of the
of other buildings, and towers reach proletariat). township’s working class flats are as
high into the sky, dwarfing neighbour- Character: A township built around large as a typical two-up-two-down. As
ing Ancoats and Piccadilly. Whilst its the airfield, combining major ware- a result, sanitation is much improved
highest levels are saved for the wealthy, housing and distribution industries over neighbouring townships and bor-
with beautiful roof terraces and fine with mixed residential areas. oughs. On the southern edges of the
quality flats, its middle layers are First Impression: Ringway is domi- township are a number of compounds
deprived and filled with the poor pro- nated by towering warehouses and zep- for the wealthy. Here walls, guards,
letariat who work for petty wages in the pelin hangars, but fringed by the pleas- and barbed wire protect these little
shops below. ant green of the Cheshire plain. islands of tranquility. Crescents of fine
Castlefield is the most affluent of Ringway Airfield came into being houses with plenty of room for large
Manchester’s districts, but also home when, in 1913, the city’s existing air- households of staff weave their way
to some of its poorest inhabitants. The field at Barton, in the Salford borough, through parklands. However, space is
wealthy enjoy life at both the top and proved inadequate. Originally the land, still at a premium, and houses in such
bottom of this district. They shop in previously known as Wythenshawe, compounds are built upwards rather
the clean streets and arcades, exploring was a rural area on the fringes of the than out — many reach to eight or nine

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storeys high. The monorail runs out


to these compounds, providing excel- Arthur Keldan, Dex, +4 class, +1 equipment); BAB +4;
Grap +5; Atk +5 melee (1d4+1/19-20,
lent access to the rest of the city for its
wealthy inhabitants.
Archbishop of the knife); SQ coordinate, greater inspiration,
Politically, Ringway is dominated Great Metropolis influence (Occult), inspiration, occult skills
(Hex Lore, Imbuement, Warding), spirit
by the zeppelinwrights’ and numerous Arthur Keldan was an early disciple of Mateo medium skills (Impressions); Val tenacity/
pilots’ guilds. The dominance of skilled Schoroli and one of the founders of the tenacity; AL the Mass Heresy; SV Fort +2,
industry in the township provides the church of the Mass Heresy. Before discov- Ref +5, Will +6; Ex 7; Str 12, Dex 12, Con
guilds with a lot of influence over the ering mass, he was a primitivist: a member 10, Int 14, Wis 13, Cha 16.
industrialists that operate here. Many of a countercultural movement intent on Scope Avatar: HD 10d6+30; hp 67;
of the features that make the township returning society to a simpler state. Heavily Mas 16; Init +1; Defence 11, touch 11, flat
distinct, such as its innovative working involved in the use of natural psychotropic footed 10 (+1 Dex); BAB +0; Grap +2;
class housing and improved sanitation, drugs, he was reluctant to try an Ether- Atk +2 melee (1d3+2 nonlethal, unarmed
space-synthesised substance, but curiosity strike); SV Fort +3, Ref +1; Str 14, Dex 13,
are the result of pressure from the guilds
got the better of him and after sampling Con 16.
and investment from industrialists keen mass he found himself tormented by recur-
to forge profitable relationships with Template: Tradesman (Civic, Church,
ring apocalyptic hallucinations. Industry, Street) (Resolve).
the guilds. As such, Michael Thornlea, Schoroli’s teachings coupled with his


Skills: Bluff +7, Concentration +2,
leader of the zeppelinwrights’ guild, has already animistic religious beliefs were Creative Art (writing) +6, Diplomacy +13,
become a prominent political figure. destined to become something spiritual, Engineer (pharmaceutical) +7, Forgery
particularly as he became acquainted with +4, Hex Lore +9, Imbuement +9, Impres-
like-minded individuals. The effects of sions +11, Intimidate +12, Investigate +5,
mass are sinister, and Keldan’s once-pas- Knowledge (current events) +6, Knowl-
The sive means were replaced with obsessive edge (industry) +8, Knowledge (mysti-
zeal. As the Mass Heresy came into its own
Georgetown over the years, partly through his own “mis-
cal philosophy) +12, Listen +4, Perform
(oratory) +8, Research +8, Resolve +14,
Industrial sionary work,” Arthur maintained a place of
prominence. His archbishopric is one of the
Scope Awareness +2, Scope Resilience
+5, Scope Use (remote) +4, Search +4,
Guild largest and most successful in the world. Sense Motive +11, Warding +9.
Appearance: Keldan is tall, gaunt, Influences: Academic +1, Church +3,

T he Georgetown Industrial Guild


is a syndicate dedicated to ensur-
ing and advancing the industrial base of
and wild. He keeps his brown and grey
hair long and speaks from behind a volu-
minous but unkempt moustache. His eyes
Civic +5, Crime +2, Industry +2, Occult
+4, Street +3.
Feats: Academic, Attentive, Creative
the sewers. While it is an entirely legiti- dart around, constantly taking in visions (Creative Art (writing) and Perform (ora-
mate organisation on the surface, there and generally distracting those who aren’t tory)), Improved Damage Threshold, Iron
accustomed to it. He stinks of old sweat Will, Meticulous, Persuasive, Simple Weap-
is a less reputable underbelly to the
and body odour because he rarely changes ons Proficiency, Spirited.
guild. The day-to-day activities of the out of the embroidered bathrobe he wears
guild are related to maintaining trade Possessions: Knife, undercover shirt,
as a sign of office. robes.
and ensuring a market for the work- Agenda: Arthur Keldan is obsessed Wealth: +8.
shops and factories of Georgetown and with spreading the cult. He believes that
the other duchies, but there is a crimi- by enlarging the pool of followers, more
nal subculture that fills economic void initiated members will hasten the doom
areas with dealings in contraband prod- he seeks to bring. He’s not entirely certain
ucts and technologies. The Georgetown what that doom may be, but he does under-
Industrial Guild may not be a well- stand that humanity’s invasion of Etherspace
known name in the surface world, but stirred up something that lay dormant.
He is dedicated to trafficking MaS17
many long-time industrialists recall the
and takes pains to ensure the continuation
name from the days of King George of its manufacture. Through the actions
and several are keen to utilise the guild of his templars, he maintains factories for
in outsourcing operations. synthesising it throughout the sewers and
History: When King George united city. All members of the cult in the Great
the duchies of the Sewer Kingdoms Metropolis are required to do “missionary
under a single banner, the basis of the work” – dealing the drug – and he plays the
push to do so was the industrialisation role of treasurer.
of the sewers. A massive influx of gam- Arthur Keldan (Broker 5/Savant 5):
mas from all corners of the sewers came CR 10; Medium humanoid (human); HD
running to Georgetown in hopes of 10d6; hp 37; Mas 13; Init +1; Spd 30 ft.;
Defence 16, touch 15, flat footed 15 (+1
making a decent living doing something
other than maintaining the tunnels.

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Originally conceived of by a group The guild, for a time, was a criminal pulous dealings during the dark times
of labourers from New Dresden as a enterprise, manufacturing anything after the fall of King George, but those
workers’ union, a couple of creative from improvised firearms to imita- aren’t usually discussed openly. Bran-
scoundrels got involved and discov- tion designer clothing and accessories. son, the current Guild Master, hand-
ered ways to exploit the workers while After a time, as real business was estab- picks the workers for secret projects and
expanding the scope of their activ- lished, the guild lightened up on the generally secures their loyalty through
ity. Before long, a guild system evolved contraband and fraud, but maintains it threats and financial incentives.
that allowed workers to ply their trade as a sideline. Relatively new to the Georgetown
in what was perceived as an equitable Membership: Membership in the Industrial Guild are a group of Scope
fashion. Young and inexperienced gam- Georgetown Industrial Guild is open to riders and program crafters. Branson
mas could learn a trade, while the more anyone from the Sewer Kingdoms with has discovered ways of making money
experienced workers could find jobs at the proper skills and experience who is in Etherspace. The Scope riders usu-
advanced levels. It also had the advan- willing to pay membership dues. The ally take part in corporate espionage-
tage of filling the pockets of the guild’s guild hasn’t accepted apprentice mem- for-hire while the program crafters
officers. bers in some time because there hasn’t are sourced out as inexpensive labour
After the fall of King George, the been much room for growth, but they — the former, of course, not being spo-
industrial base of the sewers was dev- do all they can to find work for their ken of much.
astated. Every worker had placed his existing members and provide oppor- Resources: The beauty of operat-
hopes and dreams on the shoulders of tunities for other workers. ing out of the sewers is that people
the king. It’s a miracle it held together Not all guild members know about tend to underestimate your capabili-
at all; the fact that it did was only due to the criminal aspects of the guild. They ties. While the techniques of produc-
the crookedness of the guild’s officers. all recall that there were less than scru- tion aren’t quite as sophisticated below
ground as above, the sheer manpower
weighed against the cost of living proves
Mass (MaS17) on his avatar’s abilities (see this book,
Chapter 6: The Scope).
more efficient than the average Great
Mass is an addictive psychoactive chemical Metropolis industrialist could imagine.
Addiction: Each time a character takes
that is distilled in Etherspace. It is a bitter mass, he risks addiction to the drug and Couple that with the ability to possess
red liquid usually contained in small glass must make a Fortitude save. The save DC and hide manufacturing gear that is
vials. The basic unit of dosage is the is 10 + 1 per dram +1 per each previous outlawed due to safety or other con-
dram (1/20 of an ounce). Characters who time he has taken the drug in the past cerns, and you have an incredibly effec-
consume mass are subject to the following month. Failure indicates that the character tive industrial complex.
effects, although they can make Fortitude develops an addiction. If an addict hasn’t The Georgetown Industrial Guild
saves (DC 15 +1 per dram) to avoid the initial taken the drug recently, he still suffers has an absolute monopoly on Sewer
and secondary effects. The initial effects from the drug’s side effects as if he had Kingdom industry and production
occur after 1 minute and the secondary consumed 1 dram. Furthermore, an addict — nearly all activities are coordinated
effects occur after 1 hour. The side effects feels compelled to use the drug. Every 24 by the guild and benefit its officers. The
occur after 5 minutes and are not subject hours he goes without consuming at least exception is the Black Dot, a duchy that
to a saving throw. The initial and secondary 1 dram of mass, he must make a Fortitude is generally anti-authoritarian and egal-
effects persist for as long as the secondary save (DC 10 + the number of days since his
effects (4 hours +1 hour per dram). itarian in nature; they are an incredibly
last dose) or take 1d3 points of Constitution industrious lot and provide real com-
Initial Effects (DC 15 +1 per dram): 1 and Wisdom damage.
point of Wisdom and Charisma damage per petition for the guild. The guild does,
Recovery: No one has ever recovered
dram. from mass addiction. Mass is neither however, recruit heavily from the Black
Secondary Effects (DC 15 +1 per physically nor psychologically addictive; Dot, yet those whom it wins over are
dram): The character is fatigued due to the it is psychically addictive. Once addicted, labelled “scabs” by their former com-
mental strains of long-term hallucinations. the user’s brain restructures itself to cope rades and are generally unwelcome in
Side Effects: A user of mass experiences with the new vistas of reality it experiences. the duchy afterwards.
hallucinations for 4 hours + 1 hour per dram. If the brain is starved of the drug, there are Agenda: Branson’s expansion into
Interaction with the world is difficult and severe psychosomatic repercussions. The Etherspace is motivated by a single fac-
the character takes a –1 penalty per dram mind rejects the intrusion of a stable Prime tor: no one there can tell you’re a gamma.
consumed on attack rolls, to Defence, and Reality and the body pays the price. If you He feels that by excelling in a eugeni-
on skill checks not based on Intelligence deny an addict the drug for too long, the cally neutral forum, the reputation of
or Constitution. This penalty worsens by result is always death. the Georgetown Industrial Guild will
–2 if the character has spent any time in Purchasing Mass: Acquisition check: grow and the guild will find itself in a
Etherspace in the past 24 hours. 1 dram DC 10, 2 drams DC 15, 3 drams
For 24 hours after taking the drug, the position to grow and be seen as legiti-
DC 17, 4 drams DC 20, 5 drams DC 23; mate. Mostly, though, he remembers
character gains 2 virtual ranks in Scope Restriction: Street.
Awareness, which have the usual effects the promises of King George and the
hope that echoed through the tunnels

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Table B–1: Cybernaughtic Apps


Name Type Cost Tolerance Minimum Con Size Effect
Bone plating Implant 2 2 15 H Damage reduction 5/ballistic, piercing, or slashing; extra damage with unarmed strikes
Medulla automatica Implant 1 1 13 T Controls autonomic functions; +4 bonus on saves against massive damage and on dying saving throws
Neural link Implant 1 1 13 T Allows apps to communicate
Neural skill engine Implant 3 3 17 T Provides 4 ranks in a skill


then. He wants to bring that hope back often gammas than any other strain,
by any means possible.

The Mass
though there are converts amongst the
various countercultural movements
aboveground. Fey, who get a diluted
high from its use, are immune to the From Upload:

long-term effects of mass and are a rarity
Heresy in the church. A Mass Heretic is a her- Etherpunk
etic for life — he has little choice, partly

O n the streets and in the sewers of because the organisation demands


T he following are cybernaughtics


the Great Metropolis, wild-eyed loyalty, but mainly because the visions excerpted from Chapter 4: Gear of
men and women in tattered clothing he experiences are so compelling and Upload: Etherpunk.
rave their apocalyptic visions. Some relentless that veering from the path of
of these people are run-of-the-mill the cult often leads to insanity, depres-
crazies, but many are members of the sion, and suicide.
Mass Heresy. The structure of the cult is straight- Bone Plating
History: In the late 1960s, chemical forward. Bishops lead groups of here-
[Implant]
engineers experimented with the effects tics; archbishops lead those in countries
of ether on ferrous minerals; their work
inadvertently led to the development
of the psychedelic drug MaS17. Capa-
or large cities. In the Great Metropo-
lis, the archbishop is a gamma named
Arthur Keldan. Zealots known as tem-
T his app consists of fusing a series
of reinforced metal strips to your
bones in order to make them harder
ble of producing the most intense and plars are the muscle of the cult who take to break. Though primarily a military
bizarre visions, MaS17, or “mass,” rose care of troubles when the bishops don’t application, this app has gained popu-
to prominence in the counterculture of wish to get their hands dirty. larity among street mercenaries looking
Britain and America before the pro- Resources: The heresy is an interna- for easily concealable armour.
liferation of Scope tabs. After a time, tional organisation that controls nearly Cost: 2
the drug fell out of vogue, though its all trade in MaS17 around the world. It Tolerance: 2
relative low cost made it a mainstay is the source of their income and they Minimum Con: 15
amongst the poverty-stricken. are careful with it. They price the drug Size: Huge
Today, its use is rare, but its circu- in a way that makes it attractive to the Effect: This app provides you with
lation in the Sewer Kingdoms of the poor, but generates adequate revenue. damage reduction 5/ballistic, piercing,
world remains heavy. Long-time users The bulk of money is reinvested in the or slashing. (You gain no damage reduc-
of MaS17 are prone to chronic flash- expansion of the cult. Its coffers are full tion against bludgeoning attacks.) The
backs and exist in a near-dreamlike enough, and its connections extensive damage you deal with unarmed strikes


state. Such people are outcasts as much enough, that the bishops can get hold of increases by one die size (1d3 becomes
because they live in a state of half-inter- most any item they need. 1d4, 1d4 becomes 1d6, and so forth).
action with the real world as because use Agenda: The leaders of the Mass
of the drug is outlawed in most circles. Heresy seek to spread the use of the
Those who are addicted to mass find drug and expand the scope of the cult.
religion. Mateo Schoroli, the Italian Widely regarded as a doomsday cult, Medulla
engineer responsible for its invention, its adherents preach that Etherspace
exploration will unleash untold evils
Automatica
experimented heavily and developed
meditative techniques for harmonising upon the world. Neophytes in the her- [Implant]
oneself with the hallucinations. Before esy are instructed to spread the word
long, others using these techniques
speculated about the spiritual nature of
and help avoid such a fate, but those
who prove faithful are initiated into the
T he brain’s medulla oblongata is
responsible for controlling the
autonomic functions of the body. The
the drug and their teachings gave birth deeper mysteries which seek to bring an
medulla automatica app is a secondary
to the Mass Heresy. apocalyptic end. Whether the teach-
system, used to back up the medulla
Membership: The Mass Heresy is a ings of the heresy are madness or divine
oblongata in case it fails. This app is
mystery to most. Its adherents are more insight is the topic of speculation.
also a selective system that can be used

295
BONUS MATERIAL
CH 0
A P T E R №1

to set certain non-autonomic functions tive, and even what is damaged. a single skill. It cannot provide ranks in
as autonomic functions. Cost: 1 occult skills.
Cost: 1 Tolerance: 1
Tolerance: 1
Minimum Con: 13
Size: Tiny
Effect: This app functions best with
Minimum Con: 13
Size: Tiny
Effect: This integral piece of hard-
ware allows apps to communicate with

From
a neural link (see below). When linked
to other apps, such as the iron lung,
one another. This level of communica-
tion helps to increase the functionality Mysteries of
it can control the app if you lose con-
sciousness or autonomic control of your
of individual apps. The exact effects
vary, but generally the link increases the
the Occult
body. In those instances, the medulla apps’ equipment bonuses by +1 in situ-
automatica activates an app if that app
could benefit you. For example, if you
ations where they would both be useful.
A linked cybernaughtic ear and eye, for T he following are occult talents,
feats, and a sample occult power


are drowning, the app activates an iron example, grants an additional +1 bonus excerpted from Chapter 1: Occult
lung. On its own, the app also helps to on Search checks. A radio receiver sys- Secrets of Mysteries of the Occult.
prevent sudden death. You gain a +4 tem linked with a vocal amplifier or
equipment bonus on Fortitude saves vocal shifter allows the user to verbally
against massive damage and on dying broadcast signals that they are receiving
saving throws. over the airwaves.
Occult Talents
The app can also control functions The app also allows you to monitor
that would not otherwise be consid-
ered autonomous. For instance, it can
the condition of your cybernaughtics.
This is especially helpful in repair pro-
T he following talent trees give each
class a number of new options
based on occult themes.
assume control of your legs in situations cedures as you know precisely what is
when you are moving over a long period, malfunctioning in the app. You gain
such as running or a forced march. This a +4 equipment bonus on checks to
Broker — Spirit Medium
grants you a +2 equipment bonus on repair your cybernaughtics, or on aid Talent Tree

 S
Constitution checks and Fortitude sav- another attempts to help someone else pirit mediums are the most visible
ing throws under such circumstances. repair them. of occultists. While psychics and
The +2 bonus also applies to other ath- students of occult lore often hide their
letic movements over a long period, such powers, spirit mediums lead séances
as swimming or climbing. While the
app is controlling motor function in this Neural and give tarot readings.
A proper horoscope is not a few


way, you gain a +4 equipment bonus on Skill Engine vague affirmative statements in a tab-
Concentration checks. loid newspaper, but an in-depth study
[Implant] of the celestial patterns at the time of a

A highly expensive but popular person’s birth and at key moments in his
Neural Link implant among older aristocrats, life. Though meaningless to a layman, a
gifted medium can gather much insight
the neural skill engine interacts with
[Implant] brain and motor functions to allow from a horoscope.
users to simulate a skill that has been Horoscope: You can chart a horo-

T his experimental app is designed


to assist you in interfacing several
apps to each other, allowing the apps to
programmed into it. The skill engine
functions similarly to an upload tab (see
scope for someone you haven’t met
(but about whom you know at least
this book, Chapter 3: Equipment, “Life- basic details), allowing you to perform
communicate and function interdepen- a Pattern Reading on him without his
style,” Scope Tabs); however, the skill
dently. The quarter-sized app attaches to involvement. Gathering sufficient details
that you receive from this app is perma-
the cerebral cortex and routes all of the requires 1d4 hours and a Research check
nent. This app is primarily used in the
cybernaughtic signals through itself. or a gather information check with an
military but is not illegal. Governments
The app is much ballyhooed in the appropriate influence (in either case, the
have chosen to restrict the item by cost
military due to its ability to create what DC is 15 + the target’s character level).
as opposed to law so it is often only seen
has come to be known as a heads-up If you succeed, you may treat the target
in the wealthy private sector.
display (HUD) that broadcasts across as a willing participant for any Pattern
Cost: 3
the retina of your cybernaughtic eye Reading check regarding him; however,
Tolerance: 3
(assuming you have one). The HUD unless the target is present, the DC of
Minimum Con: 17
provides conditional updates on all of any such check increases by +5.
Size: Small
your cybernaughtic functions, helping Prerequisites: Reading focus, spirit
Effect: The app grants you 4 ranks in
you to coordinate what is active, inac- medium skills (Pattern Reading).

296
BONUS MATERIAL
CH 0
A P T E R №1

working. Whether or not this qualifies


Combatant — Mystic as occultism, it certainly defies conven-
Savant — Aura
Warrior Talent Tree tional engineering. Talent Tree
O U
ccultism has long been associ- Cajole Device: You can convince a nlike the innate talents of psychics
ated with martial arts; a combat- mechanical or ethertech device to work and spirit mediums, occult lore
ant who can master both is a powerful for you. Once per turn, you may make a must be acquired through long hours of
force. DC 20 Diplomacy or Intimidate check study and practice. Those who study this
Though many who practice martial as a free action. If you succeed, you gain lost art often find themselves changed
arts do so only to train their bodies and a +2 luck bonus on the next Engineer for the experience.
minds, few realise that they also train (ethertech or mechanical), Munitions, Legendary occultists are reputed
their spirits. Through study of struc- or Pilot (civilian or military) check you to possess a palpable aura of power.
tured routines and ancient wisdom, the make that turn with that device (using, Whether this is a sign of divine blessing
mystic warrior can achieve results that repairing, or disabling it). or merely a localised etheric disturbance
go beyond mere exercise. Personalise Device: Devices you cre- is a matter of debate.
Magic Bullet: Also called Zen ate have “personality” — which means Savants who take talents from this
archery, this talent allows you to briefly they work well for you, but not so well tree can surround themselves in occult
ignore the limitations of sight and aim for other people. When you craft a auras. Activating an aura costs one
using only psychic awareness. When- piece of mechanical or ethertech equip- excellence point and is an attack action
ever you spend an excellence point to ment, you may increase the craft DC that does not provoke attacks of oppor-
improve the results of a ranged attack by +2. If you do, you gain a +1 circum- tunity. An aura lasts for 1 minute per
roll (whether to re-roll it or to max it stance bonus on Engineer (ethertech savant level and is a mind-affecting
out), you ignore the target’s conceal- or mechanical), Munitions, and Pilot effect. Although invisible (except to aura
ment. If the target has total conceal- (civilian or military) skill checks made sight), the aura does not go unnoticed
ment, you must still be able to pinpoint with that device. However, anyone else and subconsciously draws the attention
the target’s square in order for the attack takes a –4 penalty on these checks. of others.
to succeed. Prerequisite: Cajole device. Auspicious Aura: Your presence
Prerequisites: Fighting Technique makes others feel safe. When you
(any allowing the use of a ranged weap- Pursuer — Psychic activate this aura, each ally (including
on), Knowledge (mystical philosophy) 4 Sensitivity Talent Tree yourself) within 30 feet gains a +1 luck
ranks. bonus on all saving throws.
Smite: Like a savant with the faith tal-
ent, you call upon your belief in super- A lthough a pursuer’s uncanny
insights may seem like magic to
some, few are actually psychic. Yet
Prerequisites: Occult skills (Ward-
ing).
natural forces to empower your blows. Enchanted Aura: Magic dances
Whenever you spend an excellence those who do possess psychic powers around you like electricity in the air.
point on a melee attack roll (whether to often view them as quite natural, even When you activate this aura, each ally
re-roll it or to max it out), add your com- normal. (including yourself) within 30 feet gains
batant level as an enhancement bonus to Crystals, always popular with wan- a +1 luck bonus on weapon damage
the damage you deal. (This additional nabe mystics, have gained renewed pop- rolls.
damage is multiplied on a critical hit.) ularity among those with real gifts. Prerequisites: Occult skills (Imbue-
Prerequisites: Fighting Technique Crystal Scrying: Some psychics ment).
(any allowing the use of melee weapon), believe that crystals resonate with psy- Unnerving Aura: You project an air
Knowledge (mystical philosophy) 4 chic vibrations. When you use a crys- of unnatural menace. When you acti-
ranks. tal as part of a Psychic Awareness skill vate this aura, each opponent within
check, you increase your sensitivity to 30 feet takes a –1 penalty on all saving
these vibrations. The time required
Enginaught — Animism to use the power is doubled (an attack
throws.
Prerequisites: Occult skills (Hex
Talent Tree or move action becomes a full-round Lore).

W hen one thinks of occultism, one action; a free action is unchanged).


However, you gain a bonus to the Psy-
does not immediately think of
chic Awareness check equal to half your
Scoundrel — Charlatan
enginaughts. Yet among the enginaught
fraternity, a number of common super- pursuer level. Talent Tree
M
stitions persist. Prerequisite: Psychic skills (Psychic any who claim to have occult
People who spend a lot of time around Awareness). powers do not draw on supernat-
machines have a habit of attributing ural sources, but on natural applications
human characteristics to them. Some of legerdemain and psychology.
enginaughts believe they can cajole or A faith healer is able to convince oth-
threaten a malfunctioning machine into ers that he has healing powers. This con

297
BONUS MATERIAL
CH 0
A P T E R №1

is most often associated with charis- Make a Telepathy check; the DC is scious, and can be retrieved with an
matic religious sects. based on how much finesse you wish to Etherspace mind-probe (see Upload:
Faith Healing: With strong words utilise in altering the memory (see the Etherpunk, Grain 3: Classes, “New
and actions, you can trigger a placebo- table below). Psychic Powers” sidebar) or hypnothera-
like effect. Make a Bluff check opposed py. If the target knows and accepts that
by the target’s Resolve check as full- Table B–2: Alter Memory DCs his memory has been altered, another
round action. If you succeed, the target Modification DC character may attempt to restore his
can ignore ability damage to one ability Black out (erase memory) 20 lost memory with a successful Knowl-
score or one of the following conditions: Remove minor detail 25 edge (mystical philosophy) check (DC
cowering, dazed, disabled, exhausted, Add minor detail 30 equal to the psychic’s roll to erase the
fatigued, nauseated, panicked, shaken, Remove major detail 35 memory). Each check requires 1 hour of
or stunned. The target is “healed” for a Add major detail 40 therapy, and the therapist cannot take a
number of rounds equal to your Charis- 10 or 20 on this check.
ma modifier, after which the condition Time: 1 minute.
The easiest method is to erase the
returns (assuming the duration hasn’t Attack of Opportunity: Yes.
memory. However, the target becomes
expired). This talent does not prevent Example: Beatrice tracks her long-
aware that he is missing the recollection
the target from reacquiring the condi- time nemesis Gordon into the sewer
the first time that lost memory would
tion. The GM may allow other condi- system, confronts him, and guns him


come to mind.
tions to be “healed” at his discretion. down. Then she notices a horrified
A more difficult, but less detectable,
Prerequisite: Fast Talk. gamma crouched in the corner, eyes
method is to alter the details of the
wide. He saw the whole thing. Beatrice
memory. Major details are actions the
doesn’t want witnesses to her murder
target performed, as well as people and
(however justified it was).
Occult Powers objects with which he interacted. Minor
details cover anything else of which he
Beatrice approaches the gamma, who
is too terrified to move. She makes tel-
C haracters with occult skills — Aura
Reading, Commune, Hex Lore, and
the like — are capable of many strange
was aware, but with which he did not
interact (such as a face in the crowd).
If you wish to alter multiple details,
epathic contact with him and decides to
alter his memory. If she wants to erase
her presence from his mind, she would
accomplishments, as detailed in the use only the highest DC.
make a DC 35 Telepathy check (remov-
skill descriptions in this book. Charac- This power alters a memory of up
ing a major detail). However, she’s
ters who take levels in the advanced and to 1 minute per rank of Telepathy you
more cunning than that, and decides to
prestige classes presented in Mysteries possess. You can erase only a specific
replace the image of herself in the gam-
of the Occult (and the Scope psychic instance of seeing something, and there-
ma’s memory with that of Simon Jon-
class in Upload: Etherpunk) are capa- fore can only erase it from the target’s
son, another of her enemies. Doing so
ble of much more. These classes allow memory if that was the only time he has
requires a DC 40 Telepathy check (add-
their members to expand their occult seen it. For example, this power can’t
ing a major detail).
skills by learning additional uses — make the target forget his mother’s face,
Beatrice’s Telepathy bonus is +30; if
occult powers — for those skills. These but it could make him forget seeing her
she could take 10 on the check, it would
new occult powers are detailed below. at a recital. Similarly, this power cannot
be no problem, but she can’t. She rolls a
The level at which a character attains affect the target’s general knowledge and
9, for a total of 39. Beatrice fails to alter
one, and the powers from which he can thus has no effect on skills, feats, influ-
the gamma’s memory. She’s left staring
choose, are described in each advanced ences, or class features. This power does
at him, wondering if covering her crime
and prestige class’ description. not stop the target from relearning lost
is worth another murder.
information.
Alter Memory Once the memory alteration is com-
plete, contact breaks and the DC for
Telepathy; Greater Power any further attempts to make telepathic
contact with that target increases by +5

O nce inside your target’s mind, you


can erase or even modify his con-
scious memories.
for 1 day.
Try Again: Not until 24 hours have
passed (for any memory alterations on
Check: In order to erase a memory, that subject).
you must know that it exists — either Special: You may not take a 10 or 20
you were there at the time, or you on this check.
have seen it in the target’s mind using This power erases or alters only the
another Telepathy power (such as read target’s conscious memory. The true
surface thoughts). You must maintain memory remains locked in his subcon-
psychic contact to alter a memory.

298
CHARACTER SHEET
temp temp
score mod score mod
combat summary
character name
Strength
size speed initiative dr

class skill
player skill total ranks str misc
mod mod
/
□ Climb _______=_______+_______+_______
race template
□ Jump base attack
_______=_______+_______+_______
□ Swim _______=_______+_______+_______
age gender height attack type total base ability size
□ _______=_______+_______+_______ atk mod mod

temp temp
score mod score mod Melee ________=________+________+________
(str)
weight eyes hair
dexterity Grapple ________=________+________+________
(str)

Ranged

class skill
virtue vice
skill total ranks dex misc ________=________+________+________
(dex)
values mod mod
major minor total flat footed touch
Allegiances
□ Balance defence
_______=_______+_______+_______
Excellence pts spent: □ Escape Artist _______=_______+_______+_______
base dex class equip. misc.
□ Hide
Classes Level _______=_______+_______+_______
□ Move Silently _______=_______+_______+_______ 10
□ Pilot (civilian) _______=_______+_______+_______
□ Pilot (military) _______=_______+_______+_______ fighting technique
□ Ride _______=_______+_______+_______
ability misc
□ Sleight of Hand _______=_______+_______+_______ style total ranks mod mod
saving total base ability misc □ Tumble
throws mod mod _______=_______+_______+_______
□ ________________ ________=________+________+________
_______=_______+_______+_______
Fortitude _______=_______+_______+_______ feats
temp temp
Reflex _______=_______+_______+_______ score mod score mod

Will wisdom
_______=_______+_______+_______ manoeuvres
class skill


max threshold
skill total ranks wis misc
mod mod
hit points
□ Listen��
damage taken: _______=_______+_______+_______
armour/protective item
□ Scope Awareness�� _______=_______+_______+_______
□ Sense Motive �� armour/protective item equip. bonus
_______=_______+_______+_______
□ �����
Spot� _______=_______+_______+_______ type check pen. max dex. properties
Occult powers □ Survival _______=_______+_______+_______

ability misc _______=_______+_______+_______
skill total ranks mod mod armour/protective item
temp temp
score mod score mod
armour/protective item equip. bonus
________________ ________=________+________+________ intelligence
________________ ________=________+________+________ type check pen. max dex. properties
class skill

skill total ranks int misc


________________ ________=________+________+________ mod mod

________________ ________=________+________+________ □ Creative Art _______=_______+_______+_______ attack


temp temp □ Engineer (chemical)
score mod score mod _______=_______+_______+_______ weapon atk mod damage
constitution □ Engineer (ethertech) _______=_______+_______+_______
□ Engineer (mechanical)
class skill

_______=_______+_______+_______ type critical properties


skill total ranks con misc
mod mod □ Engineer (pharmaceutical) _______=_______+_______+_______
□ Concentration □ Engineer (structural) feats/talents/special ability notes:
_______=_______+_______+_______ _______=_______+_______+_______
□ _______=_______+_______+_______ □ Forgery _______=_______+_______+_______
□ Investigate

score mod
temp
score
temp
mod _______=_______+_______+_______
□ Knowledge ( ) _______ =_______+_______+_______ attack
charisma
□ Knowledge ( ) _______ =_______+_______+_______
class skill

weapon atk mod damage


skill total ranks cha misc
mod mod □ Knowledge ( ) _______ =_______+_______+_______

□ Knowledge ( ) _______ =_______+_______+_______ type critical properties


□ Bluff �� _______=_______+_______+_______
□ Knowledge ( ) _______ =_______+_______+_______
□ Diplomacy�� _______=_______+_______+_______ feats/talents/special ability notes:
□ Munitions
□ Disguise �� _______=_______+_______+_______
_______=_______+_______+_______
□ Navigate
□ ��������������
Handle Animal� _______=_______+_______+_______
_______=_______+_______+_______
□ Research
□ Intimidate��� _______=_______+_______+_______
_______=_______+_______+_______
□ Scope Use (immersed) _______=_______+_______+_______ attack
□ Perform ( ) _______ =_______+_______+_______
□ Scope Use (remote) _______=_______+_______+_______ weapon atk mod damage
□ Perform ( ) _______ =_______+_______+_______
□ Search
□ Perform ( ) _______ =_______+_______+_______ _______=_______+_______+_______
□ type critical properties
□ Perform ( ) _______ =_______+_______+_______ _______=_______+_______+_______
□ Resolve feats/talents/special ability notes:
_______=_______+_______+_______
□ Scope Resilience _______=_______+_______+_______ ©2005 Goodman Games. All rights reserved.
Permission granted to photocopy for personal use only.
Feats
feat gained page
ref
Tabs and Programs
Scope Tabs
CHARACTER SHEET

Scope Avatar



ability scores based on score mod temp
score
temp
mod
jack-in location # tabs
Strength

dexterity

constitution
Upload Tabs
skill (s) ranks # tabs ability misc
saving throws total base mod mod

Fortitude ______=______+______+______
Reflex ______=______+______+______

total flat footed touch
Scope Programs
defence
description/ item replicated level load on jack-in?
base dex class equip. misc.

10

max threshold

talents and class abilities scope points


talent ability class/talent page damage taken:
tree ref Social Template and Influences
social template social wealth knowledges
class

bonus skills/feats base attack

attack type total base ability size


atk mod mod

Melee ________=________+________+________
(str)

Grapple ________=________+________+________
(str)
influence

Ranged ________=________+________+________
templt

influence total ranks misc details (dex)


mod

□ ___________ combat summary


_____=_____+_____
□ ___________ _____=_____+_____ initiative
□ ___________ _____=_____+_____ domain classes speed bonus
□ ___________ _____=_____+_____ enhanced transfer
□ ___________ _____=_____+_____
□ ___________ _____=_____+_____ attack
□ ___________ _____=_____+_____ weapon atk mod damage
□ ___________ _____=_____+_____
Equipment □ ___________ _____=_____+_____ type critical properties
□ ___________ _____=_____+_____
item weight (lb) where held
□ ___________ _____=_____+_____ feats/talents/special ability notes:

feats/talents/special ability notes:

attack
weapon atk mod damage

Cybernaughtics type critical properties


item cpp tol min size upgrades effects
con
feats/talents/special ability notes:

armour/protective item
armour/protective item equip. bonus

type check pen. max dex. properties

armour/protective item
armour/protective item equip. bonus

type check pen. max dex. properties

©2005 Goodman Games. All rights reserved.


Permission granted to photocopy for personal use only.
APPENDIX

Appendix One:
Legal Information
This printing of Etherscope is done under version 1.0 of the Open Gaming tity by the owner of the Product Identity, and which specifically excludes the Open
License and the System Reference Document by permission from Wizards of the Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs
Coast, Inc. Subsequent printings will incorporate final versions of the license and that are used by a Contributor to identify itself or its products or the associated prod-
document. ucts contributed to the Open Game License by the Contributor (g) “Use”, “Used” or
Designation of Product Identity: The following items are hereby designated “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
as Product Identity in accordance with Section 1(e) of the Open Game License, ver- create Derivative Material of Open Game Content. (h) “You” or “Your” means the
sion 1.0: Any and all Etherscope and Goodman Games and Malladins Gate logos licensee in terms of this agreement.
and identifying marks and trade dress; all proper nouns, capitalized terms, italicized 2. The License: This License applies to any Open Game Content that contains
terms, artwork, maps, symbols, depictions, and illustrations, except such elements a notice indicating that the Open Game Content may only be Used under and in
that already appear in the System Reference Document, as well as the terms, app, terms of this License. You must affix such a notice to any Open Game Content
black trip, central administration tower, Centropolis, class A80, class D30, domain that you Use. No terms may be added to or subtracted from this License except as
movement classifications, cross-template influence, cybernaught, cybernaughtic(s), described by the License itself. No other terms or conditions may be applied to any
cybernaughtic app, cybernaughtic attachment, cybernaughtic implant, cybernaugh- Open Game Content distributed using this License.
tic purchase point(s), dobbin, dogger, domain, dome and spire archology, enginaught, 3.Offer and Acceptance: By Using the Open Game Content You indicate Your
epsilon, ether balloon, ether flue, ether guns, ether jet, ether science, ethercomm, acceptance of the terms of this License.
aetherdam, etheric, etheric state, etherium, Etherscope, the Etherscope, Etherspace, 4. Grant and Consideration: In consideration for agreeing to use this License,
etherstorm, ethertech, excellence point(s), extra influence, Great Metropolis, Haven, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
immersed scope use, jump the rails, land dreadnought, The Northumbrian Repub- license with the exact terms of this License to Use, the Open Game Content.
lican Movement, the Pan-European war, the prime reality, remote scope use, sav- 5.Representation of Authority to Contribute: If You are contributing original
age south, Schopheim, Scope jack, Scope Point, Scope processor, Scope rider, Scope material as Open Game Content, You represent that Your Contributions are Your
tab, super dreadnought, System agents, tab trip, tab-jammer, upload capsule, v-prop original creation and/or You have sufficient rights to grant the rights conveyed by this
weapons, the Wall, zep car. License.
Designation of Open Content: Subject to the Product Identity designation 6.Notice of License Copyright: You must update the COPYRIGHT
above, all creature and NPC statistic blocks are designated as Open Gaming Con- NOTICE portion of this License to include the exact text of the COPYRIGHT
tent, all of Chapter 1: Characters, Chapter 2: Traits, as well as all material derived NOTICE of any Open Game Content You are copying, modifying or distributing,
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creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
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themes and graphic, photographic and other visual or audio representations; names Gygax and Dave Arneson.
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301
Delve Deeper Into the Ether
Etherscope is a complete RPG line with a growing line of supplements.
Look for these titles in your local game store.
Visit www.goodman-games.com to learn more!

The Great Metro


poli
Setting Sourcebook s
$24.99, 144 pages,
This is a city where GMG1762
Just a Delivery (level 1) heroes are forged fro 1
nture Module of society. Revolu m the scraps
Introductory Adve s, GMG17623 tab-jammers and
tionaries threaten
London’s rule,
$3.00, 16 page us package Scope riders flood
t deliver a mysterio from ruined slums, Etherspace
The characters mus t killed in the process! an
ether demons. Can d secret societies battle the
– if they don’t ge you
the city that is quin rise to become a hero in
tessentially Ethers
cope?

Upload: E
th
Character S erpunk ian Candid
ate
-6)
$21.99, 9 o urcebook The Lemur nture Module (levels 4
Update you 6 pages, GMG17622 Mysteries of the Occult icensed Adve 04
r
iteration w character to the ne Sourcebook Officially L .95, 48 pages, SMH0 missing, the
$14 to g o
classes, a
ith new fe
ats
xt
a rtefacts start . But what seems
nd prestig , advanced $21.99, 112 pages, GMG17624
When p ric ele ss
investiga te trol,
Cybernaugh e classes. Etherscope’s rainy streets and shrouded called in to out of con
ti
and versatili cs boost your pow Scope domains hide ancient dangers heroes are theft quickly spirals at they never
le th
ty
transform yo , and new combat styl
er
and unknowable beings. Discover like a simp to places and times
es taking the m is ted!
new option u r a va tar. H imagined ex
s are at yo undreds of secret societies, strange creatures,
which will yo ur command: System agents, alien entities, and the
u upload? antediluvian civilisations that throve
before the catastrophic Earth-Wrack.
Enter the Etherscope
in 1874, harold Wallace discovered something that
changed the world: Etherspace. The might of victorian
industry drove forward, breaking down the frontiers of
technology. steam engines became smaller, weapons became
more powerful, and cybernaughtics replaced limbs lost in bloody
imperial wars. Then mankind learned to step into Etherspace itself.

cyberpunk victoriana
now it’s 1984. in this alternative world of out-of-control technology,
Etherspace is the new frontier. punk scope riders fight evil
industrialists while occult investigators war against Etherspace
demons. mysterious system agents lurk in the shadows as
treasure hunters raid lemurian ruins for lost secrets. Jack
in, scope up, and get ready, because the options for an
Etherscope game are endless!

isbn 0-9770738-6-6 gmg17625 $24.99 u.s.


)3".   


nominee, best d20 game,


  
www.goodman-games.com 2006 gen con Ennie awards

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