AN EHERSCOPE
AN EHERSCOPE
ADVENURE FOR LEVELS 1�3
JUST A DELIVERY
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INTRODUCTION
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ADVENTURE SUMMARY
he haracer are given an opportunity to help deliver apakage for an old private inveigator. Tey mu find the pakage and ultimately deide who hould poe it. Several agenie want the pakage and try to get it through diplomay, theft, or fore of arm.
ENCOUNTER TABLE
H
ere i a quik referene table o you an ee all of the enounter at a glane. Pg — the module page number that the enounter i found on. ype — thi indiate if the enounter i a trap (), puzzle (P), diplomati (D), or ombat (C) enounter. Enounter — the key adverarie or loation in the enounter. Italiized name are laed GM haracer. CR — the hallenge rating for that enounter.Pg Type Encounter CR
3 D/P Walker’s Pub 2
4 D/C The Flat Riders 2
4 D Bradord 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 Gamemaer. Perhap Greywall i already aquainted with one or more of the haracer, either a an ally or foe, or hi reputation a a notoriou inveigator in hi day ha piqued the haracer’ urioity.) He reide in a lai of-fin of a flat, with room for a bed, a few dreer, and a table with ome malfuncioning equipment on it. Tere i a metal frame balony but no fire eape. 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-importane, that age i final-ly reeping up on him, and he want to take are of ome looe end, yet he an no longer do o by himelf. He tell them of a Characters
As the Gamesmaster, you should read and beco me amiliar with the adventure beore running it. Also be aware o the player character s’ backgrounds and inuences. Characters with the Criminal inu-ence may already know Burk Foreright or the Grey Death. Charac- ters with the Military inuence may have heard o Doming o.
Char-acters with the Academic inuence 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 Bradord 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 conscate 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.
Jeee: I any character has signicant 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 useul in other capac-ities, as mentioned throughout the adventure.
GM Chcte:Statistics and description o all the GM
pakage that he want delivered, and heplay it up a omething of great impor-tane. (Te acual ontent of the pak-age i entirely up to you, but it hould be important, perhap more than even Greywall realize.)
Unfortunately, Greywall doe not know where the pakage i. Hi deeaed partner acually hid it year ago. After a round of drink , he reveal that the loation of the pakage i writ-ten on the bak of a mirror in Walker’
Pub, whih i in the Sope. (Greywall i the only one who know how to dei-pher the ode the pakage i written in, but he doe not tell the haracer about thi at thi time.)
“I’ve got a pakage 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 yourelf and maybe
name your own prie down the road. I’m
too old and too meed up to get the
deliv-ery done. My old partner, ble hi oul,
hid the pakage. Te addre i hidden in
Walker’ Pub, in the Sope, on the bak
of the mirror behind the bar. It’ a plae
where haker oialize and trade eret.
It’ a good plae to learn a thing or two. I
hope you guy have your own Sope tab
o you an get there, beaue I’m ure not
giving you any.”
I
f the haracer ak where the pak-age i to be delivered to, Greywall ay he’ll inform them after they get the pakage. (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 exploreand learn more about the Great Metropoli and Edion Greywall. At ome point, they will want to viit the Sope and viit Walker’ Pub. Ti i a hane for the GM to plae people in the pub who an provide more information to the haracer, or even plant eed for ubequent adventure.
How the haracer get to look at the bak of the mirror behind the bar i up to them. If they art a fight or break the mirror, they may not be welome bak into the pub without an apology. Earne Pink i ju a likely to how them the bak of the mirror if they ak and explain their reaon, ju out of heer urioity.
Scope Tabs
A
Greywall explain to the hara-ter, they eah need a Sope tab, a mall drug-ontaining pill to get into the Sope. Tere are other method of entering the Sope but Sope tab are the imple. A Sope tab alter the ate of oniou thought, allowing the uer to mentally appear in the Sope a an avatar until he wihe to leave.Te haracer eah need a Sope tab to the ity of Haven. However, Sope tab are illegal. One of the haracer mu make a DC 10 influene hek with the Crime or Street influene, or a DC 15 High Soiety hek to loate a dealer willing to ell them a Sope 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.
Ater the characters enter Bradord 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 dicult 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
=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 themone or two Sope tab for eah member of the party. Te DC for the aquii-tion hek i 15 (but remember that thi doe not lower the buyer’ Wealth rat-ing unle he take 20 to purhae it). Characer an add their rank in Crime or Street influene to the aquiition hek to purhae Sope tab. One a haracer uefully purhae one Sope tab, the re of the tab an be pur-haed for the ame prie, and the other haracer don’t need to make hek.
Jeeve: If the haracer do not have the neeary influene or otherwie annot get Sope tab, Jeeve an up-ply them.
Entering the Scope
Te Sope tab diolve under your tongue
and the real world fall away almos
imme-diately. Tere i a green haze and a moment
of diorientation and then you find yourelf
sanding on a green-grey obblesone sreet
in the Sope with your fellow.
Te Sope reemble the Great Metropoli — to a point. Inredible
building reth up toward a green louded ky. Te deign are more fan-tai than reality, ome defying the normal law of phyi. It i not rowd-ed, but there are people of all hape and ize walking along the reet or mov-ing in range vehile. Everyone look healthy and rong and rih. Some peo-ple are giant, other have glowing white angel wing. A lady made of tranluent gla i walking down the reet. People fliker in and out of exiene a they enter and leave the Sope. A hint of mint touhe your noe.
A
ppearane: Characer initially appear a themelve. A a full-round acion, they an hange their appearane with a Sope Reiliene hek. Minor hange, uh a olor, faial feature, or hair length, require a DC 10 hek. Moderate hange, uh a gender, ize, ethniity, or glow-ing eye, require a DC 20 hek. Major hange, uh a seie, appendage, or wing, require a DC 30 hek.Examining the Sope: Sope Aware-ne replae Spot, Lien, and all Dex-terity-baed hek. 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 ue their Sope Awarene to make thee hek in the Sope.
Walker´s Pub
W
alker’ i a rui little rereation of a pub that burned down in Cornwall, if you believe the ign out front. It ontain a little bit of hiory in it oy onfined sae and it never eem to fill up no matter how many Sope rider moey on in. Earne Pink run the plae and i eemingly there all day long, even day a week, leading many to seulate about who or what he i. A haker’ delight, Walker’ i an information orehoue and afe meet-ing plae with ome impreive eurity afeguard. For inane, a it i loatedGetting 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 inEthecope. The statistics and descriptions or all GM characters in this adventure appear at the end. Streetmap
in a type E environment, patron muwalk to the pub, hene it name. (See Chapter VI: Te Sope in the Ether-ope ore book for more information.)
Walker’ Pub i a hort walk from where the haracer initially arrive. A DC 10 Sope Awarene hek allow a PC to sot the pub.
Combat in the Pub: Beide Ear-ne Pink, a number of Sope rider are hanging out in the pub when the PC arrive. Ue the at for a Flat Rider (at the end of the adventure), although not all of the oupant are acually mem-ber of that group.
Loation of the Pakage: On the bak of the mirror i a et of number. Te number provide the loation and eurity ode of a afety depoit box at a private bank in the Great Metropo-li, Bradford and Barlay’. A DC 10 Reearh hek allow a PC to diover thi information.
Getting the Number: Te player haracer have a number of option to diover the number on the bak of the mirror. Te mo raightforward i to lay wae to everything in ight, though doing o attrac a lot of attention and the enmity of any Sope rider the PC blow bak to Prime Reality.
Another option i to imply ak Ear-ne to look at the bak of the mirror. Earne i amiable but uriou; part of hi buine i to know eret, and if the PC ak to look at the mirror, he
Sope Rider: Dubbing themelve the Flat Rider, thi band of tehno-geek, headed by Earne Pink, art following the haracer after they viit Walker’ Pub. Tey are named after a program they developed that allow them to jump from flat to flat within the Sope. Tey ue binoular and other tehnology to follow the haracer. Tey avoid phyial enounter, but the average at of a Flat Rider appear at the end of the adventure ju in ae. Te Flat Rider are imply intereed in the haracer, but their preene an add a ene of paranoia and onsiray to the game. Tey are alo a reoure and potential ally hould the haracer find and ontac them; otherwie, the Flat Rider only wath and reord the haracer’ acivitie through the adven-ture.
Te Flat Rider are a eretive organi-zation. A DC 20 Intelligene or Street influene hek i required to ontac a Flat Rider. However, if the hara-ter ue Walker’ Pub to try to ontac a member, the hek i automatially a ue.
PART 3:
BRADFORD AND
BARCLAY´S
B
radford and Barlay’ i a private bank in an old brik building. It i highly eured with two guard out front and a ho of eurity inide. Te interior i well deorated indiating the finanial atu of thi bank. It boa deep red arpet and velvet overed eat. Gue are given tea and treated a nobility.Ti i a hane for the haracer to experiene the air of nobility, but they mu be dreed properly, in omething at lea approximating formal wear. Tey annot ju ome waltzing in off the reet ill bleeding and arrying an aortment of weapon. A DC 15 Diplomay hek or DC 10 High Soi-ety influene hek at a gentlemen’ lub or imilar loation 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 doen’t know
what the number mean. He ak many queion of the PC, ome of whih they may not be able to anwer. A DC 10 Diplomay hek onvine him to allow the PC a look, but they need a DC 25 Diplomay hek to get them off their bak afterward.
A third poibility i to dirac Ear-ne (and the lientele) in order to neak a peek. For inane, haracer might alter their avatar to appear to be on-abulary member, or they might age a fight outide the pub, drawing people’ attention.
Clever player will think of many oth-er way to reolve thi problem; reward intelligent reolution.
W
alker’ Pub Layout (Haven City): Walker’ ha a ingle bar in the bak with barool, two or-age room, and a number of table and booth for uomer. Beide the mir-ror behind the bar are ontemporary art piee dislayed on the wall. Te mok window look out on different ecion of the Great Metropoli. Tee window acually erve to warn Sope rider if anyone i approahing their loation outide of the Sope, but few uomer know thi and thoe that do are unlikely to reveal thi eret. Some-time when a new uomer ome in and it down near a window, the view outide hange. =5ft table and chairs door opens out Sidewalk Main Entrance Storage Room SCALE Storage Room Booth and table Mirror Bar Walker’s Pub
If the haracer send too long or giveup trying to get the pakage, Greywall will exert himelf and appear in peron to make ure they get it, although he omplain bitterly.
Te bank’ proprietor take the har-acer to a pluh and private booth where they an examine the ontent of
a afety depoit box that ontain the pakage.
Combat in the Bank: Combat inide the bank i a bad idea. Many low-level uomer, 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 diffiulty. Teir at are not inluded a thi i not intended a an enounter loation. Te map i provided in ae haracer ue ealth and ubtlety to ae the box.
Bradford and Barlay’ Layout (the Great Metropoli): Te bank ha two vault, both ate-of-the-art, a mall kithen to erve gue, two bank of teller, and two private room. Stair lead up to loked door that open into the bank owner’ private flat. Around the lobby are a number of deep ouhe and lounge hair for gue.
Getting the Good: With the right lothe, manner, and the number from the bak of the mirror at Walker’ Pub, the PC hould have no trouble ae-ing the afety depoit box and eurae-ing the pakage. Te boxe at Bradford and Barlay’ are anonymou, requiring only a eurity ode (loated on the mirror) to ae. PC run into problem if they are rude, if they and out, or if they talk loudly of thi myeriou pakage (other people get uriou, too).
Te Pakage: Te pakage i an old, wide, guet flap-over briefae made from brown addle leather that i o worn it i almo white in ome plae. 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’ alo loked (DC 25 Engineer (mehanial) hek to open).
Te briefae i filled with paper that ontain information about
Lord
Edion Greywall and hart hi relation to the rown — a path that i agger-ingly hort. Te paper ate that he i ome 20 peron removed from the throne. A DC 10 Knowledge (ivi or hiory) or Reearh hek quikly di-ern that thi i a omplete fabriation. (Some haracer may believe they have diovered ome great royal eret, but the Gamemaer hould make it lear after minimal inveigation that thi i not the ae.)
Tee paper hide the true informa-tion in ode. A DC 30 Reearh hek will deipher the information. A DC 20 reveal ome information, perhap the gi of the meage, at the Gamema-ter’ diretion. Te haracer hould need to take thee 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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ele to deipher them.Te ontent of the information i up the Gamemaer. Keep in mind that everal facion are onerned enough to want thi information very badly. Te GM i free to tailor the seifi of the information to hi ampaign and haracer.
Enounter One (Random Mugging): Shortly after leaving the bank, the har-acer are aaulted by thug who try to rob them. Ti i a random mugging,
but the haracer may usec there i more to it. Te robber wathed the haracer leave the bank. A good Spot hek and Sene Motive hek may give haracer early warning thi enounter i about to take plae. Tere i one thug for eah haracer. Unle the hara-ter urrender whatever good they are arrying, inluding the pakage if they have it, the thug fight until half their number are dead or dying. See the end of the adventure for their atii.
Attempt on Edion Greywall’ Life: Shortly after the enounter with thug, Edion Greywall i attaked, 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 pakage, learn that the haracer have taken the pakage out of the bank. He aume 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 diovered. Without medial 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 bak, they will have a fight on their hand. Tere are two thug per haracer, eah 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’ Warehoue (the Great Metropoli): Burk send muh of hi time in a warehoue, not too far from Greywall’ flat. Te har-acer may enounter it by aident or through ome minor inveigation after Greywall’ aaination attempt. A DC 15 Criminal or Street influene hek allow a haracer to determine the loation of Foreright’ warehoue. Guarded by two thug outide and 2-10 thug inide working a employee or labourer, the warehoue i sare and utilitarian. Ti offie i in a mall, eond-ory room aeed by a narrow et of air with no handrail. Foreright greet gue from behind a heavy oak dek engraved with kull. (Ti pro-vide a +2 irumane bonu to hi Intimidate hek.) All manner of ille-gal good are ored in the warehoue, ranging from Sope 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 pakage. If they return immediately to Greywall ’ flat, they will be in a poition to ave him, in whih ae he will tell them where to deliver it. Otherwie, they will find him dead. However, a earh of hi flat (DC 20 Searh hek) 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 arteact 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 pakage i to be taken. Alo, Earne Pink in Walker’ Pub, or poi-bly another patron, knew Greywall well enough that he mentioned the pakage and where he would like it to go.
Greywall wanted the pakage deliv-ered to Ray Domingo, a big-time game hunter who live in Dover. Domingo ha the influene and onnecion ne-eary to go publi with the information in the pakage and urvive the politial baklah and reultant aaination attempt that would follow.
Ray Domingo’ Manor (Dover): Ti manor i et in the ountryide urrounded by low-inome houing and farm. Te building i two o-rie high, dominated by a large dining hall. Oppoite the hall i a trophy and game room, deorated with all kind of animal head and a omplete uffed tiger. Tere i a kithen, oat loet, and ervant quarter on the fir floor. Te eond floor ha three large gue room, a maer bedroom, and a mall library, whih primarily ontain book on animal and hunting but alo ome obure book on the oult, proured from South Afria. A large wall at the top of the airae 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 ober-vatory. Domingo’ mire ha planted a number of flower here.
Enounter (Grey Death): Any effort to reearh, loate, or viit Ray Domin-go in Dover will eventually tip off the Grey Death, a dark organization that ha a peronal grudge again Domingo for hooting their one fifth member. Te Grey Death will end a third party, Bori Demetri, to talk to the haracer. Demetri i a mall-time ganger from Ruia trying to make it big in Europe. (Ue the atii for a thug for Bori.) He know the Grey Death hired him, but hi Englih i bad and he know lit-tle about the Grey Death. Demetri will pretend to help the haracer loate Ray Domingo, but hi goal i to deter-mine if the haracer are going to help or aue trouble for Domingo. If he feel the party i going to help Domingo — or if, a i likely, he ene 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 hane: Tey will ambuh and tryto kill the party. If they think the party intend to aue Domingo trouble, they will follow the haracer and try to ai them, but only in the bakground. Te Grey Death i not willing to on-front Domingo direcly.
PART 4A
(OPTIONAL):
RAY DOMINGO
Ray Domingo i a rih Spaniard who ha lived mo of hi life in Dover. He ill ha a Spanih aent and i a large, hardy man with a thik mouahe and monole who drink a prodigiou amount of port. He doe not know about the pakage. If the haracer make no effort to ontac him, there i little reaon for him to make an appear-ane. One he doe beome 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 pakage. When they deliver it to any facion involved, the adventure an be alled finihed. Te haracer may need to explain that they do not have the pakage anymore, or the other facion may imply find out. An artile may appear in the newsaper derib-ing the fallout of the haracer’ acion. Te haracer have likely reated both allie and enemie.
Te following ecion deribe ome poible outome for the adventure, baed on what the haracer do with the pakage.
Keeping the Pakage: Te hara-ter may hooe to keep the pakage and try to onvine other that the pakage wa deroyed or delivered to a party who will not admit poeion. Tey haracer may even keep the pakage and imply weather a onant barrage of diplomat and aain in the ame way Greywall did. Whatever the
out-ome, the adventure hould end with ome kind of reolution. Te bulk of the effort to retrieve the pakage end when it beome obviou the party i keeping the pakage. Te Gamemaer hould review the ontent of the pak-age with the haracer, a well a their option hould they hooe to deliver it at a later time.
Ti i a low-level adventure, o po-eion of the pakage hould only jeop-ardize low-level haracer. One the haracer get into mid-level, attempt by other to retrieve the pakage 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 aept the pakage and not even onider any kind of remuneration. He will ac di-intereed in the pakage to enourage the haracer not to ak for anything. If the haracer ak for payment, one mu win an oppoed Diplomay hek with Domingo (hi Diplomay modifier i –2). If the haracer win, Domingo will offer that haracer a ingle weapon of their hoie or the hane for all the haracer to ome along with Domingo on hi next hunt. He onider the latter a great favour to beow on anyone.
Delivery to Foreright: Foreright obviouly want the pakage — he’ willing to kill for it. He might be a riminal, but he i a buineman and a good one. He will offer the haracer favour. Tee inlude getting any item requiring an aquiition hek of DC 15 or lower for free, getting the har-acer into a ingle high oiety ball or lunheon, a meeting with an important peron or better aommodation with-in everal blok of Foreright’ ware-houe. If any haracer haggle hard and an beat Foreright at an oppoed Diplo-may hek (hi DiploDiplo-may modifier i +5), Foreright will offer a zepar for the pakage. It i olen property, of oure, but virtually untraeable. Foreright may approah the haracer in the future for other buine deal, unle the hara-ter are too hone.
Delivery to the Flat Rider: Te Flat Rider do not partiularly want the pak-age. Tey may already have the informa-tion or it may not be related to them. Still,
they will take the pakage if it i offered to them. If a haracer an make a DC 10 Diplomay hek, the Flat Rider an be negotiated into offering ome Sope tab in exhange for the pakage.
Delivery to the Consabulary: Te haracer might think to take the pak-age to omeone in law enforement. However, they’ll find little intere. Te onabulary will take it but will not pay anything for it. Neither will they inveigate the pakage to deipher any hidden meage in it. If the haracer an prove there i omething of impor-tane in the pakage and if one haracer make a DC 20 Diplomay hek or DC 15 Conabulary influene hek, the onabulary will offer the haracer a flat they typially ue for witnee at a heap monthly rate (aquiition DC 5 every month).
Delivery to the Grey Death: Te Grey Death i not intereed in the pakage unle they learn that Ray Domingo i uppoed to get it, or that he want it. In that ae, they will go to ertain length, inluding trying to kill the haracer, to try to get the age. Tey may negotiate for the pak-age, eseially if the haracer have hown they are ronger, but they will try to rip the haracer off by offering them hoddy merhandie or heque that boune. A haracer an ue Sene Motive oppoed by the Grey Death’ Bluff hek (+1 modifier) to determine the Grey Death i untruworthy.
Delivery to Bradford and Barlay’: Having held the pakage 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 oppoed Diplomay hek (both bank owner have a +15 Diplomay modifier for thee purpoe). A failed hek 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 ervie of their bank. Winning the oppoed Diplomay hek hange thee offer to formal wear for the party or a gift of an item with an aquiition hek of DC 20 or le and (with either previou gift) the ervie of the bank.
Going Publi: Ti i poibly the wor hoie, but it may be the mo
hon-
ourable. It depend on what theGame-maer deide i in the pakage. Te haracer will have little trouble find-ing a newsaper intereed in publihfind-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, exept within the pre. Domingo may be angry if he ee that the pakage wa uppoed to be delivered to him and wa not. Foreright may ak the haracer for a ut beaue they piked up the pakage in hi diric (paying thi would redue two haracer’ Wealth modifier by 1). Depending on the ontent of the pak-age, other offended group may ome after the party. Tee reperuion ould alway happen later, no matter who the haracer give the pakage to — after all, that peron ould deide to go to the pre himelf.
Experiene Reward: At the end of the adventure, haracer hould gain experiene for any GM haracer they defeated in ombat. Tey alo gain experiene for ertain ituation. If they peaefully gain ae to the bak of the mirror in Walker’ Pub, grant them experiene a if they had overome a CR 2 enounter. Te ame i true for peae-fully getting the pakage out of the bank and for ontacing the Flat Rider. Saving Greywall’ life i worth the experiene of a CR 4 enounter. Getting through the adventure without anyone dying — allie or opponent — i worth XP a if they overame a CR 5 enounter.
Cc
APPENDIX
GM CHARACTERS
Burk Foreright
B
urk i a big man who ha enjoyed a few too many parie. He i over-weight and trie to ut bak, but long hour in the Sope and hi buine resonibilitie keep him from doing more exerie. Hi peronal phyiian i too ared to seak muh of it. Burk ha big, thik lip and a deep, ommandingvoie, and he’ killed at uing it to get what he want. Hi kin ha deterio-rated and i poked; he weat profuely if he perform any acivity. Ti i from extended Sope ue and expoure to old, poorly inulated equipment that ha only reently been replaed. A DC 10 Knowledge (mediine) hek allow a haracer to reognize the ondition. Ti hek gain a +2 ynergy bonu from eah kill if the haracer 5 or more rank in Sope Awarene, Sope Reiliene, Sope Ue (immered), or Sope Ue (remote).
Burk trie to dominate any ituation. If he need to, he will ue hi Frighten-ing Preene. He doe omethFrighten-ing with hi mule and tip hi head o that a hadow fall aro hi fae in uh a way to give him a horrifi, demoni appearane. It i o unnerving that mo people who have een it never want to be in hi preene again. Some have gone o far a to ugge he mu be part demon, but that i aburd… right?
Burk i uually alm and olleced and poeed of a polite demeanour. Ti an vanih in a eond if he i not in ontrol of a ituation or ha been greatly offended. Hi fae darken and he beome 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 lien, he will tell you how hi diplomati kill and intimi-dation got him arted haking down loal buinee. Ti expanded into protecion and loan harking. He now own everal mall buinee — 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 aoiate of varying kill and tal-ent, and he ontrol hipping over ev-eral ity blok. He know what i being hipped and take a ut f rom it.
When he i not immered in the Sope, Burk thoroughly enjoy uing hi verbal kill. He love to haggle and negotiate, and when thing go our, he i equally pleaed to all upon hi on-iderable talent in intimidation.
Hi reputation built on a pile or orpe and threat, Burk ha ig-nifiantly inreaed hi anding and wealth, making numerou enemie in
the proe. 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.; Defene 14, touh 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, riket bat) or +5 ranged (2d4, pepperbox revolver); SQ –; Val progre/tenaity, AL elf; SV Fort +6, Ref +3, Will +9; Ex 0; Str 16, Dex 11, Con 16, Int 14, Wi 14, Cha 15.
Sope Avatar: HD 10d6+30; hp 67; Ma 15; Init +2; Defene 17, touh 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, Diplomay +17, Engineer (mehanial) +4, Intimidate +17, Inveigate +17, Knowledge (ur-rent event) +15, Knowledge (lingui-ti) +15, Sope Awarene +17, Sope Ue (immered) +17, Sope Ue (remote) +17, Sene Motive +17, Spot +7.
Influene: Conabulary +6, Crime +13, Street +6.
Feat: Attentive, Brawl, Combat Expertie, Frightful Preene (DC 17), Improved Brawl, Improved Diarm, Iron Will, Literate, Peruaive, Sope Raider, Simple Weapon Profiieny, inkerer, oughne (body), ough-ne (avatar).
alent: Exploit weakne, immered program rafting, improved program rafter Sope kill, program rafter Sope kill, lingui, plan, trik.
Poeion: Criket bat, pepperbox revolver, light underover hirt, zepar, briefae, formal lothing, fine oat, portable Sope point, a variety of Sope tab pattern for pleaure domain and other itie.
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Earnest Pink
I
t i widely believed that Earne Pink i an Etherope program, gho, demon, or ome other upernatural reature, but he i not. Whil he doe send a lot of time in the Etherope, he ue allie and program to maintain the appearane of alway being at hi pub, Walker’ Pub. Earne i “off the radar” outide of the Sope. Tere are no reord of hi reidene, birth, fam-ily, employment, or otherwie. Earne did omething important for the high-e level of Parliament, and thi wa their reward. It i extremely unlikely the haracer will enounter Earne out-ide of the Sope, but within the Sope, hi loation i ommon knowledge.Earnes Pink (Savant 5): CR 5: Medium humanoid (human); HD 5d6+10; hp 29; Ma 14; Init +0; Spd 30 ft.; Defene 12, touh 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.
Sope Avatar: HD 5d6+10; hp 29; Ma 14; Init +2; Defene 14, touh 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: Profeional.
Skill: Diplomay +10, Diguie +6, Engineer (etherteh) +11, Engi-neer (rucural) +11, Inveigate +11, Knowledge (urrent event) +11, Knowledge (myial philoophy) +11, Reearh +11, Sope Awarene +10, Sope Reiliene +10, Sope Ue (immered) +11, Sope Ue (remote) +11.
Influene: Parliamentary +8, Civi +3, Churh +3.
Feat: Combat Expertie, Combat Martial Art, Defenive Martial Art, Influential (Parliamentary), Iron Will, Maer Engineer, Minor Cybernaugh-ti App (Sope jak), Simple Weapon Profiieny.
alent: Improved program rafter Sope kill, immered program
raft-ing, program rafter Sope kill. Poeion: Earne ha a eret flat in a preigiou building. Hi living quarter are well diguied and oked with the mo advaned elecroni money an buy. A lot of it i blak mar-ket, but ine he never entertain gue, it i hardly a onern to him.
Wealth: +12.
Edison Greywall
G
reywall i an aging private invei-gator. He i about average height and weight, although hi alt and pep-per hair and agging eye quikly reveal hi age. He ha a oft mile and wear taeful outfit that are far behind the urrent trend. He never beome agi-tated or exited even during houting or gun play. He ha done and een it all and he i tired of it. Greywall ha a bum knee, whih aue him to walk lowly with a ane. He laim it wa beaue of a gunhot wound, but it i imply old age reeping up on him.Edion Greywall (Broker 1): CR 1; Medium humanoid (human); HD 1d6–2; hp 4; Ma 7; Init +2; Spd 30 ft.; Defene 13, touh 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 honey/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.
Sope Avatar: HD 1d6+1; hp 4; Ma 12; Init +0; Defene 10, touh 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: Profeional (Civi, Par-liamentary, Churh) (Knowledge (Civ-i)).
Skill: Bluff +5, Diplomay +7, Engi-neer (hemial) +2, EngiEngi-neer (ru-tural) +6, Forgery +4, Intimidate +3, Inveigate +6, Knowledge (urrent event) +4, Sene Motive +6.
Influene: Churh +2, Civi +4, Parliamentary +2, Criminal +1.
Feat: Attentive, Maer Engineer, Per-uaive, Simple Weapon Profiieny.
alent: Ear to the ground (Civi). Poeion: Pepperbox revolver
with 24 round, light underover hirt, Sope tab (Walker’ Pub).
Wealth: +12.
Flat Riders
F
lat Rider ue aliae uh a Red32, Smokeak, EntryPoint, KungFuMaer, Agent10, BringDown-TeSyop, and o forth. In any diu-ion, they ini on being alled by their “uer name” and do not reveal their true name, going o far a to ini their uer 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.; Defene 10, touh 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, Sope rider; SV Fort –1, Ref –1, Will +3; Ex 0; Str 7, Dex 8, Con 8, Int 16, Wi 14, Cha 12.
Sope Avatar: HD 2d6+4; hp 13; Ma 14; Init +2; Defene 13, touh 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: Aademi.
Skill: Engineer (etherteh) +8, Engineer (mehanial) +8, Forgery +8, Inveigate +8, Knowledge (ur-rent event) +8, Knowledge (hiory) +8, Knowledge (myial philoophy) +8, Knowledge (natural philoophy) +8, Reearh +8, Sope Awarene +9, Sope Ue (immered) +10, Sope Ue (remote) +8.
Influene: Aademi +4, Oult +2.
Feat: Attentive, Combat Martial Art, Sope Raider, Simple Weapon Profiieny.
alent: Program rafter Sope kill.
Poeion: Blue ollar or uniform lothing, knife, miellaneou gadget.
Jeeves
J
eeve i an optional haracer who an be inluded a a driver for haracer wealthy enough to afford a ar and driv-er. Jeeve i a lai polite manervant with a variety of ueful kill that may ai the haracer. However, Jeeve i not very good at navigating around town and will often require the aiane of haracer in determining where he i going. Ti i the fir lue that Jeeve may not be a hauffer by profeion. He i retired MI-6 and killed in the ue of firearm, although he i not urrently armed.Jeeve i the Gamemaer’ olution to odd problem. He keep a number of thing in the ar, inluding sare loth-ing, bandage, drug and other medi-ine, and all manner of miellaneou item. He i happy to be of ervie.
Jeeve ue no other name and avoid the onabulary and any ort of publi-ity. He i retired and doe not want any of hi old enemie to know hi preent 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.; Defene 16, touh 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.
Sope Avatar: HD 5d6+20; hp 40; Ma 12; Init +0; Defene 10, touh 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: Offier (Diplomay, Navi-gate).
Skill: Diplomay +8, Lien +12, Knowledge (urrent event) +12, Knowledge (mediine) +8, Munition +12, Pilot (ivilian) +12, Pilot (mili-tary) +4, Spot +8, Survival +12.
Influene: Intelligene +4, Military +8.
Feat: Advaned Firearm Profiien-y, Civilian Vehile Operation (land), Peronal Firearm Profiieny, Simple
Weapon Profiieny, oughne, Vehi-le Expert.
alent: Damage reducion 2/–, robu.
Poeion: Light underover hirt, formal uit (driver’), and Sope tab (Walker’ Pub).
In ar:
Camera, 4 formal uit, fake ID, 4 roll of duc tape, fir aid kit (glove box), 4 pair of handuff, lokpik (ar opening kit and lokpik et), deluxe mehanial tool kit, medial kit, andard binoular, road atla, bat-tery flood torh, dried ration, 10 liter of water.Wealth: +22.
The Grey Death
he Grey Death i a group of four aain who work for large bui-nee hoping to beome more promi-nent. At thi point, they’re willing to do ju about any work. Tey wear bui-ne uit and trademark grey loak or rainoat, and typially ue knive or hort word to do their work, although they’re quite apable of uing firearm if neeary. Tey have been areful enough in the pa that the onabulary doe not know who they are, but if they ould be tied to everal reent murder, they would beome wanted men.Grey Death Member (Puruer 1): CR 1: Medium humanoid (human); HD 1d8+1; hp 9; Ma 12; Init +2; Spd 30 ft.; Defene 15, touh 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 piol) or +2 ranged (2d8, hot-gun); SQ; Val Loyalty/Detahment, AL elf/employer; SV Fort +2, Ref +2, Will +1; Ex 0; Str 12, Dex 15, Con 12, Int 11, Wi 10, Cha 12;
Sope Avatar: HD 1d6+1; hp 7; Ma 10; Init +0; Defene 10, touh 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, Sene Motive +4.
Influene: Crime +2, Conabulary +1, Street +1.
Feat: Brawl, Simple Weapon Profi-ieny, rak.
alent: San.
Poeion: Knife, andard piol with 12 round, 12-gauge hotgun with 10 round, light underover hirt, blak buine uit, grey loak, briefae.
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 muh wealth and are motivated by the hane to gain a better ation in life, even if they mu rik their life to do o. Ti give them a lightly better than average morale. Tey may ik around in a fight even when their omrade have been lain. However, one it i obviou that the battle annot be won, they will flee in the wor way, even harming their allie to improve their hane of eape. Tey have little loyalty exept to mon-ey.Example Name (M): George, Hubert, Ivo, John, Oliver, Peter, Will, Roger, Teobald.
Example Name (F): Albreda, Alie, Beatrie, 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.; Defene 13, touh 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 detahment/ enthuiam, AL elf, family; SV Fort +4, Ref +2, Will +0; Str 15, Dex 13, Con 14, Int 10, Wi 8, Cha 12.
Sope Avatar: HD 2d6+2; hp 9; Ma 10; Init –1; Defene 9, touh 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.
Influene: Crime +4.
Feat: Brawl, Simple Weapon Pro-fiieny.
Poeion: Club, knife, blue ol-lar or uniform lothing, a pair of worn hoe or boot.
Ray Domingo
he haracer may feel that Domin-go i a “Domin-good” peron beaue he wa reommended by Greywall. Domingo i a killer and the diincion 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 muh more hallenging. Domingo an turn into an enemy of the party in the time it take to ok bak the ham-mer of hi heavy elephant gun if he i greatly offended or if the party, or any-one ele, inform him of the pakage and then the party refue to give it to him.Domingo ha had hi eye replaed with ybernaughti. Many people believe that a terrible aident o him the ue of hi natural eye. Ti i not true. He intentionally had them replaed o he ould hunt better at night and improve hi auray. When hunt-ing, Domingo often arrie a modified diruption rifle, a treaured poeion. Ironially, Domingo i not that good at hunting, at lea not ompared to ome profeional out there. He ha the wealth to give himelf ertain advantag-e and ertainly he may appear fearome to the haracer, but hi bakground i moly melee ombat and military rat-egy, omething that he regret. In emi-retirement, he send a muh time hunting a he an. He ha gone o far a to hunt loal — 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.; Defene 16, touh 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, mahete) or +7 ranged (2d10, diruption rifle) or +7 ranged (2d12, 12-gauge hotgun); SQ –; Val honey/tenaity, AL hunter, elf; SV Fort +5, Ref +5, Will +1; Ex 0; Str 16, Dex 15, Con 15, Int 13, Wi 11, Cha 7.
Sope Avatar: HD 5d6; hp 20; Ma 10; Init +4; Defene 10, touh 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: Offier (Navigate).
Skill: Lien +4, Spot +8, Survival +8.
Influene: Military +8.
Feat: Far Shot, Improved Initiative, Peronal Firearm Profiieny, Quik Draw, Quik Reload, Simple Weapon Profiieny, rak.
alent: Controlled fire, ombatant ybernaughti app (ybernaughti eye, low-light viion).
Poeion: Large diruption rifle with ope, uppreor, laer ight, illuminator (torh), and 60 round of ammunition, 12-gauge hotgun with 40 round, mahete, leather jaket, zepar, military uniform, medial kit, bakpak, range-finding binoular.
Wealth: +22.
ADDING TO THE
ADVENTURE
C
hapter VIII: Gamemaering inthe Etherope ore book ha a number of reature and GM haracer you an add to thi adventure to make it more exiting.
Additional Facion: You an build any number of additional facion inter-eed in the pakage. Eah fac ion hould have a ingle 5th- to 10th-level member and a number of 1-level member the haracer may enounter. Tey mu have a motive for wanting the pakage baed on what it ontain, or what they think it ontain and a reaon for di-overing it exiene. A the haracer explore and try to learn more about the pakage, they aidentally tip off uh group.
Enounter in the Sope: Beide other Sope rider, the haracer an enounter reature native to the Sope or program in the Sope. Sope glith-e and Sope firewal l are good low-level enounter for haracer, eseially if they try to break into another area of the Sope where they are not wanted. A lungrath i a good arting demon if you want the haracer to get a tae.
Sope and Non-Sope: You’re doing your job right if all the player are engaged and all the haracer have a hane to do the thing they like to do.
Some haracer in a party might have a variety of Sope kill, while other don’t. Suh a party might break up to aomplih tak in different way. In thee ituation, improvie 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 ueful, have a mall group of thug attak.
A party might end a ouple of it Sope expert into Ray Domingo’ manor to take ontrol of hi eurity meaure. Te adventure doen’t men-tion what eurity meaure he ha se-ifially, but allow the haracer to di-over everal gun emplaement around hi ground that they an ontrol from the Sope. However, they have to defeat a few Sope glithe to gain ae to them, and if they fail, they alert Domin-go to their preene — and he an ue the gun again them.
WHAT IS NEW
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NOTES ON
BUILDING YOUR
CHARACTER
E
therope i baed on the OpenGame Liene, whih ue a popu-lar die alled a d20. Many other game out there alo ue d20 (and mo ay o on the over omewhere), o you might be familiar with the yem. Ti e-tion introdue you to the asec that are unique to Etherope.
Welome to Modern: If you are familiar with fantay roleplaying game that ue d20 (uh a thoe involving dragon), you already know a lot about the yem. If thi i alo your fir time playing in a game et in the modern era, you hould familiarize yourelf with the following new game element in the Etherope book: exellene point, defene bonu, ma (Maive Damage), and wealth.
New Elements in
Etherscope
he following asec are unique to Etherope. Whether or not you are familiar with other modern-era game, thee are new.Value and Allegiane: Etherope doe not ue traditional alignment. Inead, it ue the ombination of value and allegiane to determine a peron’ moral ode.
Value: Chooe one virtue and one vie. Te virtue and vie ome from the ame li of Vicorian value, but taking a value a a virtue or a vie mean ome-thing different. Te li inlude: bravery, detahment, enthuiam, honey, loyal-ty, patriotim, progre, and tenaity.
AL (Allegiane): Chooe one major allegiane. You may alo hooe one minor allegiane. Allegiane inlude, but are not limited to: a peron or group, an organization, a nation, or a belief y-tem. You hooe the partiular of an allegiane. Te Gamemaer may grant you a +2 Cirumane bonu to Chari-ma-baed kill hek when dealing with omeone who ha the ame allegiane (ee Chapter II: rait), but the main purpoe of allegiane i a a tool for roleplaying. Where do your haracer’ loyaltie lie?
Exellene Point: You an send an exellene point to re-roll a ingle die roll, “max out” any one given die roll (automatially get the highe poible number) before the roll i made, or aci-vate an ability that require an exellene point. You gain 3 exellene point at
1 level (or ju 1 if you are an epilon or delta human) and an additional point every odd level. Tee point repreent the amazing power of the human sirit and only player haracer and seial GM haracer get them (ee Chapter II: rait).
Soial emplate: You oial template repreent your bakground and oial anding.
Wealth: Purhaing item doe not lower your wealth unle you take 20. In the Etherope etting, it i diffiult to raie or lower your wealth. Tere i little room for limbing the oial ladder.
Building Your Avatar
A
bility Sore: In the Sope, ue your Intelligene ore for your ava-tar’ Strength ore, your Widom ore for your avatar’ Dexterity ore, and your Charima ore for your avatar’ Conitution ore.Sope Die: Your la determine your die ize for your avatar. All bae lae ue d6 hit die. Advaned lae have their own Sope die that may be
higher. Certain la trait an hange your Sope die ize (ee Chapter I: Char-acer).
Hit Point: Determine your hit point normally. Ue your avatar’ Conitution ore a the modifier, not your regular Conitution ore.
Ma: Ue your avatar’ Conitution ore to determine your Maive Dam-age ore.
Init: Ue your avatar’ Dexter-ity modifier (your Widom modifier) to determine your initiative. Feat uh a Improved Initiative modify your avatar’ initiative normally.
Defene: Your Defene Bonu i dependent on your rank in Sore Awarene. See able 6-3: Avatar rait Value by Skill Rank (reprinted below for onveniene).
BAB: You bae attak bonu i baed on your Sope Ue (immered) kill. See able 6-3: Avatar rait Value by Skill Rank.
Grapple: Determine your Grapple modifier normally, but ue your avatar’ Strength modifier and bae attak bonu. Feat uh 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 successul 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. Ater a night o polite, very civil voices, the harsh, loud, angry voice o Burk Foreright cut through the players with the