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Etherscope - Cinnamon Rose

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0% found this document useful (0 votes)
54 views13 pages

Etherscope - Cinnamon Rose

Uploaded by

Dennis Patricio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CinnAmon rose

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.


Factions
Several factions vie for the artefact known as the Rose.

The Administration Division


Unbeknownst to almost everyone, including himself, the chief
executive of the Corporation of the Great Metropolitan Estate,
Maxwell Booth, has been possessed by the demon Yrjn’kruh-Gkay-
loi. A ruthless man even without demonic influence, the demon
steers Maxwell towards some unknown (but undoubtedly nefarious)
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
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.
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.
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-
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.)
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
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
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.
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.
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
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 Realitylity 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
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-
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creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
themes and graphic, photographic and other visual or audio representations; names Gygax and Dave Arneson.
and descriptions of characters, spells, enchantments, personalities, teams, personas, Etherscope Core Rulebook by Ben Redmond and Nigel McClelland, pub-
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