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AN EHERSCOPE

AN EHERSCOPE

ADVENURE FOR LEVELS 1�3

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 JUST A DELIVERY

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INTRODUCTION

� 

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! ��i exitin� a��entur� i �our �re� intro�ucion to a wor�� o� ��er�un�

�icoriana. ��� a��entur� i �ei�n�� �or a team o� �our to ix �ow-�ev�� �aracer (1s t�rou�� 3r�

�ev��). ��� ��a�er �aracer wi�� �av� a �an� to ex�erien� t�� �antasi rea�m o� �t�er�a�, a w��� a �et t�eir

 �in�er �irt� in t�� �o�iti o� t�� a�ternat� �icorian a�� o� 1984 — i� t�� � �on’t �et �i���� in t�� �roe.

ADVENTURE SUMMARY

he haracer are given an opportunity to help deliver a

pakage for an old private inveigator. Tey mu find the pakage and ultimately deide who hould poe it. Several agenie want the pakage and try to get it through diplomay, theft, or fore of arm.

ENCOUNTER TABLE

H

ere i a quik referene table o you an ee all of the enounter at a glane. Pg  — the module page number that the enounter i found on. ype  — thi indiate if the enounter i a trap (), puzzle (P), diplomati (D), or ombat (C) enounter. Enounter — the key adverarie or loation in the enounter. Italiized name are laed GM haracer. CR  — the hallenge rating for that enounter.

Pg Type Encounter CR 

3 D/P Walker’s Pub 2

4 D/C The Flat Riders 2

4 D Bradord and Barclay’s Bank 2

6 C Muggers 4

6 C Thugs at Greywall’s at 4

7 D/C The Grey Death 4

8 D Ray Domingo 5

PART 1: STARTING

THE ADVENTURE

he adventure begin when the haracer meet with Edi-on Greywall at hi retirement flat in London. (Te initial ontac i up to the Gamemaer. Perhap Greywall i already aquainted with one or more of the haracer, either a an ally or foe, or hi reputation a a notoriou inveigator in hi day ha piqued the haracer’ urioity.) He reide in a lai of-fin of a flat, with room for a bed, a few dreer, and a table with ome malfuncioning equipment on it. Tere i a metal frame balony but no fire eape. He doe, however, keep a upply of liquor nearby, quite again rule, and he’ll readily hare thi with the haracer.

Greywall reveal, with ome elf-importane, that age i final-ly reeping up on him, and he want to take are of ome looe end, yet he an no longer do o by himelf. He tell them of a Characters

As the Gamesmaster, you should read and beco me amiliar with the adventure beore running it. Also be aware o the player character s’ backgrounds and inuences. Characters with the Criminal inu-ence may already know Burk Foreright or the Grey Death. Charac- ters with the Military inuence may have heard o Doming o.

Char-acters with the Academic inuence may know the Flat Riders. Wealthy characters may start with a considerable array o weap-ons, but you can limit their use. For instance, characters cannot  take weapons into Bradord and Barclay’s Bank,ensuring they will have ewer weapons or the rst encounter. Also, the constabulary will take a dim view o the players, wherever they go, i they are equipped like a small army and will seek to conscate such weap-ons. This adventure should take only a ew days o in-game time. This limits the amount o time characters have to attempt to pur-chase weapons.

Jeee: I any character has signicant wealth — say, a Wealth

bonus o at least +20 — he can start play with a car and the driver Jeeves. Jeeves’ stats can be ound near the end o the adventure. The car should be the property o one o the characters’ parents with Jeeves working or the amily and asked to watch out or that character’s well-being. Jeeves may also prove useul in other capac-ities, as mentioned throughout the adventure.

GM Chcte:Statistics and description o all the GM

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pakage that he want delivered, and he

play it up a omething of great impor-tane. (Te acual ontent of the pak-age i entirely up to you, but it hould be important, perhap more than even Greywall realize.)

Unfortunately, Greywall doe not know where the pakage i. Hi deeaed partner acually hid it year ago. After a round of drink , he reveal that the loation of the pakage i writ-ten on the bak of a mirror in Walker’

Pub, whih i in the Sope. (Greywall i the only one who know how to dei-pher the ode the pakage i written in, but he doe not tell the haracer about thi at thi time.)

“I’ve got a pakage need delivering. I don’t

 plan on paying you, but if you want in on

the whole how with lot of acion, it’ there

 for the taking. If you do thi proper, you

an build a rep for yourelf and maybe

name your own prie down the road. I’m

too old and too meed up to get the

deliv-ery done. My old partner, ble hi oul,

hid the pakage. Te addre i hidden in

Walker’ Pub, in the Sope, on the bak

of the mirror behind the bar. It’ a plae

where haker oialize and trade eret.

It’ a good plae to learn a thing or two. I

hope you guy have your own Sope tab

o you an get there, beaue I’m ure not

 giving you any.”

I

f the haracer ak where the pak-age i to be delivered to, Greywall ay he’ll inform them after they get the pakage. (He know where he want them to deliver it; he i ju being overly rypti and autiou.)

PART 2:

INTO THE SCOPE

he haracer are free to explore

and learn more about the Great Metropoli and Edion Greywall. At ome point, they will want to viit the Sope and viit Walker’ Pub. Ti i a hane for the GM to plae people in the pub who an provide more information to the haracer, or even plant eed for ubequent adventure.

How the haracer get to look at the bak of the mirror behind the bar i up to them. If they art a fight or break the mirror, they may not be welome bak into the pub without an apology. Earne Pink i ju a likely to how them the bak of the mirror if they ak and explain their reaon, ju out of heer urioity.

Scope Tabs

A

 Greywall explain to the hara-ter, they eah need a Sope tab, a mall drug-ontaining pill to get into the Sope. Tere are other method of entering the Sope but Sope tab are the imple. A Sope tab alter the ate of oniou thought, allowing the uer to mentally appear in the Sope a an avatar until he wihe to leave.

Te haracer eah need a Sope tab to the ity of Haven. However, Sope tab are illegal. One of the haracer mu make a DC 10 influene hek with the Crime or Street influene, or a DC 15 High Soiety hek to loate a dealer willing to ell them a Sope tab Watched

and Followed

The characters spend the adventure watched and ollowed. As they meet di-erent groups, these groups try to keep  tabs on the party. The package is important and worth the efort o ollowing it and the people who control it.

Once the PCs visit Walker’s Pub in Part 2, Flat Riders will be watching the party. The Flat Riders use technology to ollow them at a distance. They watch through binocu-lars rom zepcars, rom ar-away apartment windows or rom a zeppelin that Earnest Pink co-owns. They always have an escape route planned, giving them a +10 bonus on Hide and Move Silently checks or the purposes o escaping. The Flat Riders can rig lights to icker on, or of, in a seemingly random way, so the characters can be better observed. Earnest Pink wants to know about this pack-age, but so ar he’s simply curious. The Flat Riders have Search and Spot checks o +4

when ollowing the group in the city and are unlikely to ollow the group outside o city — there aren’t enough available escape routes.

Ater the characters enter Bradord and Barclay’s Bank in Part 3, Burk Foreright sends thugs to ollow the characters as long as they are in the southern parts o the Great Metropolis. These people know the streets and are dicult to lose. Working  together within the city, they have Hide, Knowledge (current event s), Move Silently, Search, and Spot checks o +10. This check bonus drops to +5 in the northern hal o  the Great Metropolis and to +2 outside o  the city. They are reluctant to leave the city unless Foreright decides getting the pack-age is o great importance.

I the characters encounter Ray Domingo and/or the Grey Death, more people will  take an interest. Domingo sends servants to ollow the party. (These use the same tac- tics and statistics as the thugs.) The Grey

Death watches the party itsel.

=5ft 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012         S        t     a        i     r     s door opens out Metal Balcony Table Dressers SCALE Greywall’s Flat

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=20ft Apartment Carpenter Brass Fittings Co. Apartment Apartment Apartment Apartment Warehouse Warehouse Warehouse Abandoned Construction Construction Burk’s Warehouse Warehouse Store Grain Storage Lumber Warehouse

Fire Dept. Apartment Gentleman’s Club High Society Store Bradford  & Barclay’s Restaurant N Restaurant

Store Store Store Store

Apartment

Greywall’s Flat SCALE

to Haven. Te dealer i able to ell them

one or two Sope tab for eah member of the party. Te DC for the aquii-tion hek i 15 (but remember that thi doe not lower the buyer’ Wealth rat-ing unle he take 20 to purhae it). Characer an add their rank in Crime or Street influene to the aquiition hek to purhae Sope tab. One a haracer uefully purhae one Sope tab, the re of the tab an be pur-haed for the ame prie, and the other haracer don’t need to make hek.

 Jeeve: If the haracer do not have the neeary influene or otherwie annot get Sope tab, Jeeve an up-ply them.

Entering the Scope

Te Sope tab diolve under your tongue

and the real world fall away almos

imme-diately. Tere i a green haze and a moment

of diorientation and then you find yourelf

sanding on a green-grey obblesone sreet

in the Sope with your fellow.

Te Sope reemble the Great Metropoli — to a point. Inredible

building reth up toward a green louded ky. Te deign are more fan-tai than reality, ome defying the normal law of phyi. It i not rowd-ed, but there are people of all hape and ize walking along the reet or mov-ing in range vehile. Everyone look healthy and rong and rih. Some peo-ple are giant, other have glowing white angel wing. A lady made of tranluent gla i walking down the reet. People fliker in and out of exiene a they enter and leave the Sope. A hint of mint touhe your noe.

A

 ppearane:  Characer initially appear a themelve. A a full-round acion, they an hange their appearane with a Sope Reiliene hek. Minor hange, uh a olor, faial feature, or hair length, require a DC 10 hek. Moderate hange, uh a gender, ize, ethniity, or glow-ing eye, require a DC 20 hek. Major hange, uh a seie, appendage, or wing, require a DC 30 hek.

Examining the Sope: Sope Aware-ne replae Spot, Lien, and all Dex-terity-baed hek. Characer inter-ac with the world a if it were the real world. Tey an ee people hiding and hear people neaking up on them, but they ue their Sope Awarene to make thee hek in the Sope.

Walker´s Pub

W

alker’ i a rui little rereation of a pub that burned down in Cornwall, if you believe the ign out front. It ontain a little bit of hiory in it oy onfined sae and it never eem to fill up no matter how many Sope rider moey on in. Earne Pink run the plae and i eemingly there all day long, even day a week, leading many to seulate about who or what he i. A haker’ delight, Walker’ i an information orehoue and afe meet-ing plae with ome impreive eurity afeguard. For inane, a it i loated

Getting Out Players might wonder how their charac- ters can get out o the Scope i they are

on a tab trip. Four possibilities exist: • Wait or the tab to wear of, which

could take hours.

• Force your way out through sheer willpower (unlikely or 1st-level char-acters, as doing so requires a DC 35 Scope Resilience check).

• Kill your avatar (which leaves you a bit staggered and bewildered when you wake up, as usual or dying in the Scope).

• Construct an exit point, which requires 20 minutes and a DC 14 Scope Use (either immersed or remote) check.

GM Characters Characters, both those the players control and those the GM controls, are important inEthecope. The statistics and descriptions or all GM characters in this adventure appear at the end. Streetmap

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in a type E environment, patron mu

walk to the pub, hene it name. (See Chapter VI: Te Sope in the Ether-ope ore book for more information.)

Walker’ Pub i a hort walk from where the haracer initially arrive. A DC 10 Sope Awarene hek allow a PC to sot the pub.

Combat in the Pub:  Beide Ear-ne Pink, a number of Sope rider are hanging out in the pub when the PC arrive. Ue the at for a Flat Rider (at the end of the adventure), although not all of the oupant are acually mem-ber of that group.

Loation of the Pakage:  On the bak of the mirror i a et of number. Te number provide the loation and eurity ode of a afety depoit box at a private bank in the Great Metropo-li, Bradford and Barlay’. A DC 10 Reearh hek allow a PC to diover thi information.

Getting the Number: Te player haracer have a number of option to diover the number on the bak of the mirror. Te mo raightforward i to lay wae to everything in ight, though doing o attrac a lot of attention and the enmity of any Sope rider the PC blow bak to Prime Reality.

Another option i to imply ak Ear-ne to look at the bak of the mirror. Earne i amiable but uriou; part of hi buine i to know eret, and if the PC ak to look at the mirror, he

Sope Rider: Dubbing themelve the Flat Rider, thi band of tehno-geek, headed by Earne Pink, art following the haracer after they viit Walker’ Pub. Tey are named after a program they developed that allow them to jump from flat to flat within the Sope. Tey ue binoular and other tehnology to follow the haracer. Tey avoid phyial enounter, but the average at of a Flat Rider appear at the end of the adventure ju in ae. Te Flat Rider are imply intereed in the haracer, but their preene an add a ene of paranoia and onsiray to the game. Tey are alo a reoure and potential ally hould the haracer find and ontac them; otherwie, the Flat Rider only wath and reord the haracer’ acivitie through the adven-ture.

Te Flat Rider are a eretive organi-zation. A DC 20 Intelligene or Street influene hek i required to ontac a Flat Rider. However, if the hara-ter ue Walker’ Pub to try to ontac a member, the hek i automatially a ue.

PART 3:

BRADFORD AND

BARCLAY´S

B

radford and Barlay’ i a private bank in an old brik building. It i highly eured with two guard out front and a ho of eurity inide. Te interior i well deorated indiating the finanial atu of thi bank. It boa deep red arpet and velvet overed eat. Gue are given tea and treated a nobility.

Ti i a hane for the haracer to experiene the air of nobility, but they mu be dreed properly, in omething at lea approximating formal wear. Tey annot ju ome waltzing in off  the reet ill bleeding and arrying an aortment of weapon. A DC 15 Diplomay hek or DC 10 High Soi-ety influene hek at a gentlemen’ lub or imilar loation an get them tempo-rary lothing. (If they beat thi DC by 10 or more, they an keep the lothe.) look a well, though he doen’t know

what the number mean. He ak many queion of the PC, ome of whih they may not be able to anwer. A DC 10 Diplomay hek onvine him to allow the PC a look, but they need a DC 25 Diplomay hek to get them off their bak afterward.

A third poibility i to dirac Ear-ne (and the lientele) in order to neak a peek. For inane, haracer might alter their avatar to appear to be on-abulary member, or they might age a fight outide the pub, drawing people’ attention.

Clever player will think of many oth-er way to reolve thi problem; reward intelligent reolution.

W

alker’ Pub Layout (Haven City): Walker’ ha a ingle bar in the bak with barool, two or-age room, and a number of table and booth for uomer. Beide the mir-ror behind the bar are ontemporary art piee dislayed on the wall. Te mok window look out on different ecion of the Great Metropoli. Tee window acually erve to warn Sope rider if anyone i approahing their loation outide of the Sope, but few uomer know thi and thoe that do are unlikely to reveal thi eret. Some-time when a new uomer ome in and it down near a window, the view outide hange. =5ft  table and chairs door opens out Sidewalk Main Entrance Storage Room SCALE Storage Room Booth and table Mirror Bar Walker’s Pub

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If the haracer send too long or give

up trying to get the pakage, Greywall will exert himelf and appear in peron to make ure they get it, although he omplain bitterly.

Te bank’ proprietor take the har-acer to a pluh and private booth where they an examine the ontent of

a afety depoit box that ontain the pakage.

Combat in the Bank: Combat inide the bank i a bad idea. Many low-level uomer, many low-level guard and everal high-level guard (10th level and higher) are ationed within. Tey are well armed and armoured and hould

be able to ubdue the party without diffiulty. Teir at are not inluded a thi i not intended a an enounter loation. Te map i provided in ae haracer ue ealth and ubtlety to ae the box.

Bradford and Barlay’ Layout (the Great Metropoli):  Te bank ha two vault, both ate-of-the-art, a mall kithen to erve gue, two bank of teller, and two private room. Stair lead up to loked door that open into the bank owner’ private flat. Around the lobby are a number of deep ouhe and lounge hair for gue.

Getting the Good: With the right lothe, manner, and the number from the bak of the mirror at Walker’ Pub, the PC hould have no trouble ae-ing the afety depoit box and eurae-ing the pakage. Te boxe at Bradford and Barlay’ are anonymou, requiring only a eurity ode (loated on the mirror) to ae. PC run into problem if they are rude, if they and out, or if they talk loudly of thi myeriou pakage (other people get uriou, too).

Te Pakage: Te pakage i an old, wide, guet flap-over briefae made from brown addle leather that i o worn it i almo white in ome plae. It i firmly rapped hut, and it weight, hape, and texture ugge it’ filled with paper. Te bag i waterproofed with a fine leather liner. It’ alo loked (DC 25 Engineer (mehanial) hek to open).

Te briefae i filled with paper that ontain information about

Lord

Edion Greywall and hart hi relation to the rown — a path that i agger-ingly hort. Te paper ate that he i ome 20 peron removed from the throne. A DC 10 Knowledge (ivi or hiory) or Reearh hek quikly di-ern that thi i a omplete fabriation. (Some haracer may believe they have diovered ome great royal eret, but the Gamemaer hould make it lear after minimal inveigation that thi i not the ae.)

Tee paper hide the true informa-tion in ode. A DC 30 Reearh hek will deipher the information. A DC 20 reveal ome information, perhap the gi of the meage, at the Gamema-ter’ diretion. Te haracer hould need to take thee paper to omeone

   M  a   i  n   E   n   t  r  a  n  c   e Vault A Kitchen Stairs     P   r   i   v   a    t    e    r    o    o    m    s Vault B Garden     G  a    r     d   e    n Tellers Private Teller- A B C D E Tellers Other Business Art Display     O    t     h   e    r     B  u    s    i    n    e    s    s 1 3 5 2 4 6 7 8 9 =5ft Roman Pillars Couch door opens out SCALE

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ele to deipher them.

Te ontent of the information i up the Gamemaer. Keep in mind that everal facion are onerned enough to want thi information very badly. Te GM i free to tailor the seifi of the information to hi ampaign and haracer.

Enounter One (Random Mugging): Shortly after leaving the bank, the har-acer are aaulted by thug who try to rob them. Ti i a random mugging,

but the haracer may usec there i more to it. Te robber wathed the haracer leave the bank. A good Spot hek and Sene Motive hek may give haracer early warning thi enounter i about to take plae. Tere i one thug for eah haracer. Unle the hara-ter urrender whatever good they are arrying, inluding the pakage if they have it, the thug fight until half their number are dead or dying. See the end of the adventure for their atii.

Attempt on Edion Greywall’ Life: Shortly after the enounter with thug, Edion Greywall i attaked, although the haracer may not learn thi for ome time, if at all. Burk Foreright, one of Greywall’ enemie who know more than he hould about the pakage, learn that the haracer have taken the pakage out of the bank. He aume it will be delivered to Greywall and o he trie to have Greywall killed. Greywall remain in hi flat until the haracer return there or until two week later when hi rent i overdue and hi body i diovered. Without medial attention, he will die within a few hour.

If the haracer return to Greywall ’ from the bank, they have the opportuni-ty to ave him. If they hurry bak, they will have a fight on their hand. Tere are two thug per haracer, eah of them armed with a knife. Tey will flee at any point if there are more haracer able to fight than thug. Greywall die in 5 round unle the PC do ome-thing to help him.

Burk Foreright’ Warehoue (the Great Metropoli):  Burk send muh of hi time in a warehoue, not too far from Greywall’ flat. Te har-acer may enounter it by aident or through ome minor inveigation after Greywall’ aaination attempt. A DC 15 Criminal or Street influene hek allow a haracer to determine the loation of Foreright’ warehoue. Guarded by two thug outide and 2-10 thug inide working a employee or labourer, the warehoue i sare and utilitarian. Ti offie i in a mall, eond-ory room aeed by a narrow et of air with no handrail. Foreright greet gue from behind a heavy oak dek engraved with kull. (Ti pro-vide a +2 irumane bonu to hi Intimidate hek.) All manner of ille-gal good are ored in the warehoue, ranging from Sope tab to illegal zep-ar part.

PART 4: WHERE

TO DELIVER THE

PACKAGE

After the haracer leave the bank, they do not immediately know where to deliver the pakage. If they return immediately to Greywall ’ flat, they will be in a poition to ave him, in whih ae he will tell them where to deliver it. Otherwie, they will find him dead. However, a earh of hi flat (DC 20 Searh hek) will turn up note about What’s in the

Package?

So, what’s in the package? Well, that’s up to you. Ideally, it should contain something to urther the PCs on to the next adventure you have planned. Some suggestions:

• A treasure map leading to a Lemurian arteact or a cache o Incan gold. • Embarrassing secrets (heavy-duty

blackmail odder) about the queen or other member o the royal amily. • A map and documents showing all the

major hideouts o the Northumbrian Republican Movement, as well as  their storehouses o weapons and underground pamphlet printing acilities.

• A sophisticated program that would allow an expert Scope user (DC 40 Scope Use (immersed) check)  to take control o the Scope city o Haven, trapping all the avatars within it and preventing them rom return-ing to Prime Reality.

• Plans or a devastating new ethertech weapon.

• Evidence damning a villain the PCs are  trying to bring to justice.

• Proo that a certain German man is actually the legitimate heir to the British throne.

• Notes about a new device, called an Ether-Prime Analogue, that suppos-edly moves items created in Ether-space to Prime Reality. The notes are vague and incomprehensible, but scrawled in the margin is the name “Dr. Sullivan Bennett,” and an address in the Great Metropolis.

Burk’s Office        B     o      o        k     s        h     e        l     v     e      s Desk Window Drapes =5ft Wooden Crate door opens out SCALE Burk’s Warehouse

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where the pakage i to be taken. Alo, Earne Pink in Walker’ Pub, or poi-bly another patron, knew Greywall well enough that he mentioned the pakage and where he would like it to go.

Greywall wanted the pakage deliv-ered to Ray Domingo, a big-time game hunter who live in Dover. Domingo ha the influene and onnecion ne-eary to go publi with the information in the pakage and urvive the politial baklah and reultant aaination attempt that would follow.

Ray Domingo’ Manor (Dover): Ti manor i et in the ountryide urrounded by low-inome houing and farm. Te building i two o-rie high, dominated by a large dining hall. Oppoite the hall i a trophy and game room, deorated with all kind of animal head and a omplete uffed tiger. Tere i a kithen, oat loet, and ervant quarter on the fir floor. Te eond floor ha three large gue room, a maer bedroom, and a mall library, whih primarily ontain book on animal and hunting but alo ome obure book on the oult, proured from South Afria. A large wall at the top of the airae dislay a wide array of armour and weapon; sear, bow, word, and even an old elephant gun. Te third floor ontain a mall room that funcion a a olarium and ober-vatory. Domingo’ mire ha planted a number of flower here.

Enounter (Grey Death): Any effort to reearh, loate, or viit Ray Domin-go in Dover will eventually tip off the Grey Death, a dark organization that ha a peronal grudge again Domingo for hooting their one fifth member. Te Grey Death will end a third party, Bori Demetri, to talk to the haracer. Demetri i a mall-time ganger from Ruia trying to make it big in Europe. (Ue the atii for a thug for Bori.) He know the Grey Death hired him, but hi Englih i bad and he know lit-tle about the Grey Death. Demetri will pretend to help the haracer loate Ray Domingo, but hi goal i to deter-mine if the haracer are going to help or aue trouble for Domingo. If he feel the party i going to help Domingo — or if, a i likely, he ene no agenda on their part — the Grey Death will take

=10ft door opens out Main Gate Kitchen Stove Servants

Quarters QuartersServants Guest Room Guest Room Armory Storage Master Bedroom Bathroom Targets for shooting  Library Guest Room Bathroom (water closet) Servants

Quarters ServantsQuarters ServantsQuarters ServantsQuarters ServantsQuarters

Secret Entrance Bookshelves Trophy Room D  e  s  k    S   e r  v   a n  t    s   Q  u  a r   t    e r   s  SCALE Table Dining Hall Double Staircases Domingo’s Manor

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no hane: Tey will ambuh and try

to kill the party. If they think the party intend to aue Domingo trouble, they will follow the haracer and try to ai them, but only in the bakground. Te Grey Death i not willing to on-front Domingo direcly.

PART 4A

(OPTIONAL):

RAY DOMINGO

Ray Domingo i a rih Spaniard who ha lived mo of hi life in Dover. He ill ha a Spanih aent and i a large, hardy man with a thik mouahe and monole who drink a prodigiou amount of port. He doe not know about the pakage. If the haracer make no effort to ontac him, there i little reaon for him to make an appear-ane. One he doe beome involved, he an be a powerful ally, or enemy.

WRAPPING UP

THE ADVENTURE

More petty thug and gradually bet-ter hit men and diplomat ome out of the woodwork the longer the haracer have the pakage. When they deliver it to any facion involved, the adventure an be alled finihed. Te haracer may need to explain that they do not have the pakage anymore, or the other facion may imply find out. An artile may appear in the newsaper derib-ing the fallout of the haracer’ acion. Te haracer have likely reated both allie and enemie.

Te following ecion deribe ome poible outome for the adventure, baed on what the haracer do with the pakage.

Keeping the Pakage: Te hara-ter may hooe to keep the pakage and try to onvine other that the pakage wa deroyed or delivered to a party who will not admit poeion. Tey haracer may even keep the pakage and imply weather a onant barrage of diplomat and aain in the ame way Greywall did. Whatever the

out-ome, the adventure hould end with ome kind of reolution. Te bulk of the effort to retrieve the pakage end when it beome obviou the party i keeping the pakage. Te Gamemaer hould review the ontent of the pak-age with the haracer, a well a their option hould they hooe to deliver it at a later time.

Ti i a low-level adventure, o po-eion of the pakage hould only jeop-ardize low-level haracer. One the haracer get into mid-level, attempt by other to retrieve the pakage will op altogether. It’ not important enough to tangle with a mid-level group to retrieve.

Delivery to Ray Domingo:  Domin-go i arrogant enough to aept the pakage and not even onider any kind of remuneration. He will ac di-intereed in the pakage to enourage the haracer not to ak for anything. If the haracer ak for payment, one mu win an oppoed Diplomay hek with Domingo (hi Diplomay modifier i –2). If the haracer win, Domingo will offer that haracer a ingle weapon of their hoie or the hane for all the haracer to ome along with Domingo on hi next hunt. He onider the latter a great favour to beow on anyone.

Delivery to Foreright:  Foreright obviouly want the pakage — he’ willing to kill for it. He might be a riminal, but he i a buineman and a good one. He will offer the haracer favour. Tee inlude getting any item requiring an aquiition hek of DC 15 or lower for free, getting the har-acer into a ingle high oiety ball or lunheon, a meeting with an important peron or better aommodation with-in everal blok of Foreright’ ware-houe. If any haracer haggle hard and an beat Foreright at an oppoed Diplo-may hek (hi DiploDiplo-may modifier i +5), Foreright will offer a zepar for the pakage. It i olen property, of oure, but virtually untraeable. Foreright may approah the haracer in the future for other buine deal, unle the hara-ter are too hone.

Delivery to the Flat Rider: Te Flat Rider do not partiularly want the pak-age. Tey may already have the informa-tion or it may not be related to them. Still,

they will take the pakage if it i offered to them. If a haracer an make a DC 10 Diplomay hek, the Flat Rider an be negotiated into offering ome Sope tab in exhange for the pakage.

Delivery to the Consabulary: Te haracer might think to take the pak-age to omeone in law enforement. However, they’ll find little intere. Te onabulary will take it but will not pay anything for it. Neither will they inveigate the pakage to deipher any hidden meage in it. If the haracer an prove there i omething of impor-tane in the pakage and if one haracer make a DC 20 Diplomay hek or DC 15 Conabulary influene hek, the onabulary will offer the haracer a flat they typially ue for witnee at a heap monthly rate (aquiition DC 5 every month).

Delivery to the Grey Death: Te Grey Death i not intereed in the pakage unle they learn that Ray Domingo i uppoed to get it, or that he want it. In that ae, they will go to ertain length, inluding trying to kill the haracer, to try to get the age. Tey may negotiate for the pak-age, eseially if the haracer have hown they are ronger, but they will try to rip the haracer off by offering them hoddy merhandie or heque that boune. A haracer an ue Sene Motive oppoed by the Grey Death’ Bluff hek (+1 modifier) to determine the Grey Death i untruworthy.

Delivery to Bradford and Barlay’: Having held the pakage for everal year, the bank’ owner would expre ome minor intere. Tey an offer a great deal for it, but thi i unlikely; a haracer would have to win an oppoed Diplomay hek (both bank owner have a +15 Diplomay modifier for thee purpoe). A failed hek by the hara-ter mean the owner are mo likely to offer no more than a good uit or two, a mall loan, or the ervie of their bank. Winning the oppoed Diplomay hek hange thee offer to formal wear for the party or a gift of an item with an aquiition hek of DC 20 or le and (with either previou gift) the ervie of the bank.

Going Publi:  Ti i poibly the wor hoie, but it may be the mo

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hon-

ourable. It depend on what the

Game-maer deide i in the pakage. Te haracer will have little trouble find-ing a newsaper intereed in publihfind-ing the ory, but the paper will not pay for it. Ti i a good way to make a lot of enemie without making many friend, exept within the pre. Domingo may be angry if he ee that the pakage wa uppoed to be delivered to him and wa not. Foreright may ak the haracer for a ut beaue they piked up the pakage in hi diric (paying thi would redue two haracer’ Wealth modifier by 1). Depending on the ontent of the pak-age, other offended group may ome after the party. Tee reperuion ould alway happen later, no matter who the haracer give the pakage to — after all, that peron ould deide to go to the pre himelf.

Experiene Reward: At the end of the adventure, haracer hould gain experiene for any GM haracer they defeated in ombat. Tey alo gain experiene for ertain ituation. If they peaefully gain ae to the bak of the mirror in Walker’ Pub, grant them experiene a if they had overome a CR 2 enounter. Te ame i true for peae-fully getting the pakage out of the bank and for ontacing the Flat Rider. Saving Greywall’ life i worth the experiene of a CR 4 enounter. Getting through the adventure without anyone dying — allie or opponent — i worth XP a if they overame a CR 5 enounter.

Cc

APPENDIX

GM CHARACTERS

Burk Foreright

B

urk i a big man who ha enjoyed a few too many parie. He i over-weight and trie to ut bak, but long hour in the Sope and hi buine resonibilitie keep him from doing more exerie. Hi peronal phyiian i too ared to seak muh of it. Burk ha big, thik lip and a deep, ommanding

voie, and he’ killed at uing it to get what he want. Hi kin ha deterio-rated and i poked; he weat profuely if he perform any acivity. Ti i from extended Sope ue and expoure to old, poorly inulated equipment that ha only reently been replaed. A DC 10 Knowledge (mediine) hek allow a haracer to reognize the ondition. Ti hek gain a +2 ynergy bonu from eah kill if the haracer 5 or more rank in Sope Awarene, Sope Reiliene, Sope Ue (immered), or Sope Ue (remote).

Burk trie to dominate any ituation. If he need to, he will ue hi Frighten-ing Preene. He doe omethFrighten-ing with hi mule and tip hi head o that a hadow fall aro hi fae in uh a way to give him a horrifi, demoni appearane. It i o unnerving that mo people who have een it never want to be in hi preene again. Some have gone o far a to ugge he mu be part demon, but that i aburd… right?

Burk i uually alm and olleced and poeed of a polite demeanour. Ti an vanih in a eond if he i not in ontrol of a ituation or ha been greatly offended. Hi fae darken and he beome a old-blooded killer.

Burk i a elf-made man and proud of it. He i the head of a mall mob with it finger in a number of pie. If you take the time to lien, he will tell you how hi diplomati kill and intimi-dation got him arted haking down loal buinee. Ti expanded into protecion and loan harking. He now own everal mall buinee — a few night lub, a mall bed and breakfa, a library (of all thing), and a pawn hop. He ha a aff of twenty odd hoodlum and aoiate of varying kill and tal-ent, and he ontrol hipping over ev-eral ity blok. He know what i being hipped and take a ut f rom it.

When he i not immered in the Sope, Burk thoroughly enjoy uing hi verbal kill. He love to haggle and negotiate, and when thing go our, he i equally pleaed to all upon hi on-iderable talent in intimidation.

Hi reputation built on a pile or orpe and threat, Burk ha ig-nifiantly inreaed hi anding and wealth, making numerou enemie in

the proe. It i a good thing mo of them are dead.

Burk Foreright (Savant 10): CR 10; Medium humanoid (human); HD 10d6+40; hp 81; Ma 16; Init +0; Spd 30 ft.; Defene 14, touh 13, flat foot-ed 14 (+3 la, +1 armour); BAB +5; Grap +8; Atk +10 melee (1d8+3 non-lethal, unarmed rike) or +8 melee (1d6+3/19–20, riket bat) or +5 ranged (2d4, pepperbox revolver); SQ –; Val progre/tenaity, AL elf; SV Fort +6, Ref +3, Will +9; Ex 0; Str 16, Dex 11, Con 16, Int 14, Wi 14, Cha 15.

Sope Avatar: HD 10d6+30; hp 67; Ma 15; Init +2; Defene 17, touh 17, flat footed 15; BAB +8; Grap +10; Atk +12 melee (1d8+2 nonlethal, unarmed rike) or Full Atk +12/+7 (1d8+2, unarmed rike); SV Fort +9, Ref +9; Str 14, Dex 14, Con 15.

emplate: Criminal (Intimidate). Skill:  Bluff +9, Diplomay +17, Engineer (mehanial) +4, Intimidate +17, Inveigate +17, Knowledge (ur-rent event) +15, Knowledge (lingui-ti) +15, Sope Awarene +17, Sope Ue (immered) +17, Sope Ue (remote) +17, Sene Motive +17, Spot +7.

Influene: Conabulary +6, Crime +13, Street +6.

Feat:  Attentive, Brawl, Combat Expertie, Frightful Preene (DC 17), Improved Brawl, Improved Diarm, Iron Will, Literate, Peruaive, Sope Raider, Simple Weapon Profiieny, inkerer, oughne (body), ough-ne (avatar).

alent: Exploit weakne, immered program rafting, improved program rafter Sope kill, program rafter Sope kill, lingui, plan, trik.

Poeion:  Criket bat, pepperbox revolver, light underover hirt, zepar, briefae, formal lothing, fine oat, portable Sope point, a variety of Sope tab pattern for pleaure domain and other itie.

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�

Earnest Pink

I

t i widely believed that Earne Pink i an Etherope  program, gho, demon, or ome other upernatural reature, but he i not. Whil he doe send a lot of time in the Etherope, he ue allie and program to maintain the appearane of alway being at hi pub, Walker’ Pub. Earne i “off the radar” outide of the Sope. Tere are no reord of hi reidene, birth, fam-ily, employment, or otherwie. Earne did omething important for the high-e level of Parliament, and thi wa their reward. It i extremely unlikely the haracer will enounter Earne out-ide of the Sope, but within the Sope, hi loation i ommon knowledge.

Earnes Pink (Savant 5):  CR 5: Medium humanoid (human); HD 5d6+10; hp 29; Ma 14; Init +0; Spd 30 ft.; Defene 12, touh 12, flat footed 12 (+2 la); BAB +2; Grap +3; Atk +3 melee (1d4+1 nonlethal, unarmed rike) or +3 melee (1d6+1, lub) or +2 ranged (1d4+1/19–20, knife); SQ –; Val progre/progre, AL the Flat Rid-er, family; SV Fort +3, Ref +1, Will +7; Ex 0; Str 12, Dex 11, Con 14, Int 16, Wi 14, Cha 14.

Sope Avatar:  HD 5d6+10; hp 29; Ma 14; Init +2; Defene 14, touh 14, flat footed 12; BAB +2; Grap +5; Atk +5 melee (1d4+3, unarmed rike); SV Fort +4, Ref +4; Str 16, Dex 14, Con 14.

emplate: Profeional.

Skill:  Diplomay +10, Diguie +6, Engineer (etherteh) +11, Engi-neer (rucural) +11, Inveigate +11, Knowledge (urrent event) +11, Knowledge (myial philoophy) +11, Reearh +11, Sope Awarene +10, Sope Reiliene +10, Sope Ue (immered) +11, Sope Ue (remote) +11.

Influene:  Parliamentary +8, Civi +3, Churh +3.

Feat:  Combat Expertie, Combat Martial Art, Defenive Martial Art, Influential (Parliamentary), Iron Will, Maer Engineer, Minor Cybernaugh-ti App (Sope jak), Simple Weapon Profiieny.

alent: Improved program rafter Sope kill, immered program

raft-ing, program rafter Sope kill. Poeion:  Earne ha a eret flat in a preigiou building. Hi living quarter are well diguied and oked with the mo advaned elecroni money an buy. A lot of it i blak mar-ket, but ine he never entertain gue, it i hardly a onern to him.

Wealth: +12.

Edison Greywall

G

reywall i an aging private invei-gator. He i about average height and weight, although hi alt and pep-per hair and agging eye quikly reveal hi age. He ha a oft mile and wear taeful outfit that are far behind the urrent trend. He never beome agi-tated or exited even during houting or gun play. He ha done and een it all and he i tired of it. Greywall ha a bum knee, whih aue him to walk lowly with a ane. He laim it wa beaue of a gunhot wound, but it i imply old age reeping up on him.

Edion Greywall (Broker 1): CR 1; Medium humanoid (human); HD 1d6–2; hp 4; Ma 7; Init +2; Spd 30 ft.; Defene 13, touh 12, flat footed 11 (+2 Dex, +1 armour); BAB +0; Grap –2; Atk –2 melee (1d3–2 nonlethal, unarmed rike) or –2 melee (1d6–2, ap) or +2 ranged (2d4, pepperbox revolver) SQ –; Val honey/progre, AL family, elf; SV Fort –2, Ref +3, Will +1; Ex 0; Str 6, Dex 14, Con 7, Int 11, Wi 11, Cha 12.

Sope Avatar: HD 1d6+1; hp 4; Ma 12; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +0 melee (1d2, unarmed rike); SV Fort +1, Ref +0; Str 11, Dex 11, Con 12.

emplate:  Profeional (Civi, Par-liamentary, Churh) (Knowledge (Civ-i)).

Skill: Bluff +5, Diplomay +7, Engi-neer (hemial) +2, EngiEngi-neer (ru-tural) +6, Forgery +4, Intimidate +3, Inveigate +6, Knowledge (urrent event) +4, Sene Motive +6.

Influene:  Churh +2, Civi +4, Parliamentary +2, Criminal +1.

Feat: Attentive, Maer Engineer, Per-uaive, Simple Weapon Profiieny.

alent: Ear to the ground (Civi). Poeion:  Pepperbox revolver

with 24 round, light underover hirt, Sope tab (Walker’ Pub).

Wealth: +12.

Flat Riders

F

lat Rider ue aliae uh a Red32, Smokeak, EntryPoint, KungFuMaer, Agent10, BringDown-TeSyop, and o forth. In any diu-ion, they ini on being alled by their “uer name” and do not reveal their true name, going o far a to ini their uer name i their real name.

Flat Rider (Savant 2): CR 2; Medi-um hMedi-umanoid (hMedi-uman); HD 2d6–2; hp 7; Ma 8; Init –1; Spd 30 ft.; Defene 10, touh 10, flat footed 10 (–1 Dex, +1 la); BAB +1; Grap –1; Atk –1 melee (1d4–2 nonlethal, unarmed rike); SQ –; Val Progre/Progre, AL the Flat Rider, Sope rider; SV Fort –1, Ref –1, Will +3; Ex 0; Str 7, Dex 8, Con 8, Int 16, Wi 14, Cha 12.

Sope Avatar:  HD 2d6+4; hp 13; Ma 14; Init +2; Defene 13, touh 13, flat footed 11; BAB +2; Grap +5; Atk +5 melee (1d4+3, unarmed rike); SV Fort +3, Ref +4; Str 16, Dex 14, Con 12.

emplate: Aademi.

Skill:  Engineer (etherteh) +8, Engineer (mehanial) +8, Forgery +8, Inveigate +8, Knowledge (ur-rent event) +8, Knowledge (hiory) +8, Knowledge (myial philoophy) +8, Knowledge (natural philoophy) +8, Reearh +8, Sope Awarene +9, Sope Ue (immered) +10, Sope Ue (remote) +8.

Influene:  Aademi +4, Oult +2.

Feat:  Attentive, Combat Martial Art, Sope Raider, Simple Weapon Profiieny.

alent: Program rafter Sope kill.

Poeion:  Blue ollar or uniform lothing, knife, miellaneou gadget.

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

 Jeeves

 J

eeve i an optional haracer who an be inluded a a driver for haracer wealthy enough to afford a ar and driv-er. Jeeve i a lai polite manervant with a variety of ueful kill that may ai the haracer. However, Jeeve i not very good at navigating around town and will often require the aiane of haracer in determining where he i going. Ti i the fir lue that Jeeve may not be a hauffer by profeion. He i retired MI-6 and killed in the ue of firearm, although he i not urrently armed.

 Jeeve i the Gamemaer’ olution to odd problem. He keep a number of thing in the ar, inluding sare loth-ing, bandage, drug and other medi-ine, and all manner of miellaneou item. He i happy to be of ervie.

 Jeeve ue no other name and avoid the onabulary and any ort of publi-ity. He i retired and doe not want any of hi old enemie to know hi preent whereabout.

 Jeeve (Enginaught 5): CR 5; Medi-um hMedi-umanoid (alpha, hMedi-uman); HD 5d10+30; hp 62; Ma 16; Init +2; Spd 30 ft.; Defene 16, touh 15, flat footed 14 (+2 Dex, +3 la, +1 armour); BAB +3; Grap +3; Atk +3 melee (1d3 nonle-thal, unarmed rike) or +3 melee (1d6 nonlethal, ap) or +5 ranged (2d4, pep-perbox revolver); SQ –; Val loyalty/loy-alty, AL employer, England; SV Fort +6, Ref +3, Will +5; Ex 0; Str 10, Dex 14, Con 16, Int 18, Wi 18, Cha 18.

Sope Avatar:  HD 5d6+20; hp 40; Ma 12; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +0 melee (1d3, unarmed rike); SV Fort +4, Ref +4; Str 18, Dex 18, Con 18.

emplate: Offier (Diplomay, Navi-gate).

Skill:  Diplomay +8, Lien +12, Knowledge (urrent event) +12, Knowledge (mediine) +8, Munition +12, Pilot (ivilian) +12, Pilot (mili-tary) +4, Spot +8, Survival +12.

Influene: Intelligene +4, Military +8.

Feat: Advaned Firearm Profiien-y, Civilian Vehile Operation (land), Peronal Firearm Profiieny, Simple

Weapon Profiieny, oughne, Vehi-le Expert.

alent: Damage reducion 2/–, robu.

Poeion: Light underover hirt, formal uit (driver’), and Sope tab (Walker’ Pub).

In ar:

 Camera, 4 formal uit, fake ID, 4 roll of duc tape, fir aid kit (glove box), 4 pair of handuff, lokpik (ar opening kit and lokpik et), deluxe mehanial tool kit, medial kit, andard binoular, road atla, bat-tery flood torh, dried ration, 10 liter of water.

Wealth: +22.

The Grey Death

he Grey Death i a group of four aain who work for large bui-nee hoping to beome more promi-nent. At thi point, they’re willing to do ju about any work. Tey wear bui-ne uit and trademark grey loak or rainoat, and typially ue knive or hort word to do their work, although they’re quite apable of uing firearm if neeary. Tey have been areful enough in the pa that the onabulary doe not know who they are, but if they ould be tied to everal reent murder, they would beome wanted men.

Grey Death Member (Puruer 1): CR 1: Medium humanoid (human); HD 1d8+1; hp 9; Ma 12; Init +2; Spd 30 ft.; Defene 15, touh 14, flat footed 13 (+2 Dex, +2 la, +1 equipment); BAB +0; Grap +1; Atk +2 melee (1d6+1 non-lethal, unarmed rike) or +1 melee (1d4 +1/19–20, knife) or +2 ranged (2d6, andard piol) or +2 ranged (2d8, hot-gun); SQ; Val Loyalty/Detahment, AL elf/employer; SV Fort +2, Ref +2, Will +1; Ex 0; Str 12, Dex 15, Con 12, Int 11, Wi 10, Cha 12;

Sope Avatar: HD 1d6+1; hp 7; Ma 10; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +1 melee (1d6 nonlethal, unarmed rike); SV Fort +1, Ref +0; Str 11, Dex 10, Con 12.

emplate: Criminal (Intimidate). Skill: Hide +6, Intimidate +6, Knowledge (taci) +4, Move Silently +6, Sene Motive +4.

Influene:  Crime +2, Conabulary +1, Street +1.

Feat: Brawl, Simple Weapon Profi-ieny, rak.

alent: San.

Poeion:  Knife, andard piol with 12 round, 12-gauge hotgun with 10 round, light underover hirt, blak buine uit, grey loak, briefae.

Wealth: +2.

Thug

“

hug” for thi adventure are average folk who are deserate or immoral enough to have turned to rime to make a living. Tey do not have muh wealth and are motivated by the hane to gain a better ation in life, even if they mu rik their life to do o. Ti give them a lightly better than average morale. Tey may ik around in a fight even when their omrade have been lain. However, one it i obviou that the battle annot be won, they will flee in the wor way, even harming their allie to improve their hane of eape. Tey have little loyalty exept to mon-ey.

Example Name (M): George, Hubert, Ivo, John, Oliver, Peter, Will, Roger, Teobald.

Example Name (F): Albreda, Alie, Beatrie, Ellen, Gundred, Mabel, Olive.

Tug (Combatant ordinary 2): CR 1; Medium humanoid (human); HD 2d8+4; hp 13; Ma 14; Init +1; Spd 30 ft.; Defene 13, touh 13, flat footed 12 (+1 Dex, +2 la); BAB +2; Grap +4; Atk +4 melee (1d6+2, lub) or +3 ranged (1d4+2/19–20, knife); Val detahment/ enthuiam, AL elf, family; SV Fort +4, Ref +2, Will +0; Str 15, Dex 13, Con 14, Int 10, Wi 8, Cha 12.

Sope Avatar: HD 2d6+2; hp 9; Ma 10; Init –1; Defene 9, touh 9, flat foot-ed 9; BAB +0; Grap +0; Atk +1 melee (1d6, unarmed rike); SV Fort –1, Ref +0; Str 10, Dex 8, Con 12.

emplate: Criminal (Intimidate). Skill: Bluff +5, Intimidate +5, Spot +3.

Influene: Crime +4.

Feat:  Brawl, Simple Weapon Pro-fiieny.

Poeion:  Club, knife, blue ol-lar or uniform lothing, a pair of worn hoe or boot.

(13)



Ray Domingo

he haracer may feel that Domin-go i a “Domin-good” peron beaue he wa reommended by Greywall. Domingo i a killer and the diincion between ani-mal target and human target i a fine line for him. He ha erved a a oldier and often mention that human target were muh more hallenging. Domingo an turn into an enemy of the party in the time it take to ok bak the ham-mer of hi heavy elephant gun if he i greatly offended or if the party, or any-one ele, inform him of the pakage and then the party refue to give it to him.

Domingo ha had hi eye replaed with ybernaughti. Many people believe that a terrible aident o him the ue of hi natural eye. Ti i not true. He intentionally had them replaed o he ould hunt better at night and improve hi auray. When hunt-ing, Domingo often arrie a modified diruption rifle, a treaured poeion. Ironially, Domingo i not that good at hunting, at lea not ompared to ome profeional out there. He ha the wealth to give himelf ertain advantag-e and ertainly he may appear fearome to the haracer, but hi bakground i moly melee ombat and military rat-egy, omething that he regret. In emi-retirement, he send a muh time hunting a he an. He ha gone o far a to hunt loal — not to kill them, ju to ee how long he an tail them without being een.

Ray Domingo (Combatant 5): CR 5: Medium humanoid (alpha, human); HD 5d8+10; hp 36; Ma 15; Init +6, Spd 30 ft.; Defene 16, touh 15, flat footed 14 (+2 Dex, +3 la, +1 equip-ment); BAB +5; Grap +8; Atk +8 melee (1d3+3 nonlethal, unarmed rike) or +8 melee (1d6+3/19-20, mahete) or +7 ranged (2d10, diruption rifle) or +7 ranged (2d12, 12-gauge hotgun); SQ –; Val honey/tenaity, AL hunter, elf; SV Fort +5, Ref +5, Will +1; Ex 0; Str 16, Dex 15, Con 15, Int 13, Wi 11, Cha 7.

Sope Avatar: HD 5d6; hp 20; Ma 10; Init +4; Defene 10, touh 10, flat footed 10; BAB +0; Grap +1; Atk +1 melee (1d3+1, unarmed rike); SV Fort +0, Ref +0; Str 13, Dex 11, Con 10.

emplate: Offier (Navigate).

Skill: Lien +4, Spot +8, Survival +8.

Influene: Military +8.

Feat: Far Shot, Improved Initiative, Peronal Firearm Profiieny, Quik Draw, Quik Reload, Simple Weapon Profiieny, rak.

alent: Controlled fire, ombatant ybernaughti app (ybernaughti eye, low-light viion).

Poeion:  Large diruption rifle with ope, uppreor, laer ight, illuminator (torh), and 60 round of ammunition, 12-gauge hotgun with 40 round, mahete, leather jaket, zepar, military uniform, medial kit, bakpak, range-finding binoular.

Wealth: +22.

ADDING TO THE

ADVENTURE

C

hapter VIII: Gamemaering in

the Etherope  ore book ha a number of reature and GM haracer you an add to thi adventure to make it more exiting.

Additional Facion:  You an build any number of additional facion inter-eed in the pakage. Eah fac ion hould have a ingle 5th- to 10th-level member and a number of 1-level member the haracer may enounter. Tey mu have a motive for wanting the pakage baed on what it ontain, or what they think it ontain and a reaon for di-overing it exiene. A the haracer explore and try to learn more about the pakage, they aidentally tip off uh group.

Enounter in the Sope:  Beide other Sope rider, the haracer an enounter reature native to the Sope or program in the Sope. Sope glith-e and Sope firewal l are good low-level enounter for haracer, eseially if they try to break into another area of the Sope where they are not wanted. A lungrath i a good arting demon if you want the haracer to get a tae.

Sope and Non-Sope: You’re doing your job right if all the player are engaged and all the haracer have a hane to do the thing they like to do.

Some haracer in a party might have a variety of Sope kill, while other don’t. Suh a party might break up to aomplih tak in different way. In thee ituation, improvie ool thing for all the haracer to do; allow their idea to be good one.

For example, the PC might leave one of their member in the Prime Reality to guard their bodie while the re of them go to Walker’ Pub. o make the entinel feel ueful, have a mall group of thug attak.

A party might end a ouple of it Sope expert into Ray Domingo’ manor to take ontrol of hi eurity meaure. Te adventure doen’t men-tion what eurity meaure he ha se-ifially, but allow the haracer to di-over everal gun emplaement around hi ground that they an ontrol from the Sope. However, they have to defeat a few Sope glithe to gain ae to them, and if they fail, they alert Domin-go to their preene — and he an ue the gun again them.

WHAT IS NEW

 NOTES ON

BUILDING YOUR

CHARACTER

E

therope  i baed on the Open

Game Liene, whih ue a popu-lar die alled a d20. Many other game out there alo ue d20 (and mo ay o on the over omewhere), o you might be familiar with the yem. Ti e-tion introdue you to the asec that are unique to Etherope.

Welome to Modern:  If you are familiar with fantay roleplaying game that ue d20 (uh a thoe involving dragon), you already know a lot about the yem. If thi i alo your fir time playing in a game et in the modern era, you hould familiarize yourelf with the following new game element in the Etherope book: exellene point, defene bonu, ma (Maive Damage), and wealth.

(14)



New Elements in

Etherscope

he following asec are unique to Etherope. Whether or not you are familiar with other modern-era game, thee are new.

Value and Allegiane: Etherope doe not ue traditional alignment. Inead, it ue the ombination of value and allegiane to determine a peron’ moral ode.

Value:  Chooe one virtue and one vie. Te virtue and vie ome from the ame li of Vicorian value, but taking a value a a virtue or a vie mean ome-thing different. Te li inlude: bravery, detahment, enthuiam, honey, loyal-ty, patriotim, progre, and tenaity.

AL (Allegiane):  Chooe one major allegiane. You may alo hooe one minor allegiane. Allegiane inlude, but are not limited to: a peron or group, an organization, a nation, or a belief y-tem. You hooe the partiular of an allegiane. Te Gamemaer may grant you a +2 Cirumane bonu to Chari-ma-baed kill hek when dealing with omeone who ha the ame allegiane (ee Chapter II: rait), but the main purpoe of allegiane i a a tool for roleplaying. Where do your haracer’ loyaltie lie?

Exellene Point: You an send an exellene point to re-roll a ingle die roll, “max out” any one given die roll (automatially get the highe poible number) before the roll i made, or aci-vate an ability that require an exellene point. You gain 3 exellene point at

1 level (or ju 1 if you are an epilon or delta human) and an additional point every odd level. Tee point repreent the amazing power of the human sirit and only player haracer and seial GM haracer get them (ee Chapter II: rait).

Soial emplate: You oial template repreent your bakground and oial anding.

Wealth:  Purhaing item doe not lower your wealth unle you take 20. In the Etherope etting, it i diffiult to raie or lower your wealth. Tere i little room for limbing the oial ladder.

Building Your Avatar

A

bility Sore:  In the Sope, ue your Intelligene ore for your ava-tar’ Strength ore, your Widom ore for your avatar’ Dexterity ore, and your Charima ore for your avatar’ Conitution ore.

Sope Die:  Your la determine your die ize for your avatar. All bae lae ue d6 hit die. Advaned lae have their own Sope die that may be

higher. Certain la trait an hange your Sope die ize (ee Chapter I: Char-acer).

Hit Point: Determine your hit point normally. Ue your avatar’ Conitution ore a the modifier, not your regular Conitution ore.

Ma:  Ue your avatar’ Conitution ore to determine your Maive Dam-age ore.

Init:  Ue your avatar’ Dexter-ity modifier (your Widom modifier) to determine your initiative. Feat uh a Improved Initiative modify your avatar’ initiative normally.

Defene:  Your Defene Bonu i dependent on your rank in Sore Awarene. See able 6-3: Avatar rait Value by Skill Rank (reprinted below for onveniene).

BAB: You bae attak bonu i baed on your Sope Ue (immered) kill. See able 6-3: Avatar rait Value by Skill Rank.

Grapple:  Determine your Grapple modifier normally, but ue your avatar’ Strength modifier and bae attak bonu. Feat uh a Improved Grapple apply.

TablE 6–3: avaTar TraiT valuEs by skill ranks

Ranks in Skill Base Attack Bonus Base Saving Throw Bonus Defence Bonus

1–2 +0 +1 +0 3 +0 +2 +0 4 +1 +2 +1 5 +2 +3 +1 6 +3 +3 +2 7 +3 +4 +2 8 +4 +4 +3 9 +5 +5 +3 10 +6/+1 +5 +4 11 +6/+1 +6 +4 12 +7+/2 +6 +5 13 +8/+3 +7 +5 14 +9/+4 +7 +6 15 +9/+4 +8 +6 16 +10/+5 +8 +7 17 +11/+6/+1 +9 +7 18 +12/+7/+2 +9 +8 19 +12/+7/+2 +10 +8 20 +13/+8/+3 +10 +9 21 +14/+9/+4 +11 +9 22 +15/+10/+5 +11 +10 23 +15/+10/+5 +12 +10 24 +16/+11/+6/+1 +12 +11 25 +17/+12/+7/+2 +13 +11 26 +18/+13/+8/+3 +13 +12 27 +18/+13/+8/+3 +14 +12 Playtesting Notes

One o the most successul elements o the playtest was the accents. Every-one brought their own British accent to  the t able and the Gamesmas ter had to do several diferent ones. Ater a night o polite, very civil voices, the harsh, loud, angry voice o Burk Foreright cut  through the players with the

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