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Realities, 2015 Series number 1: Colliding Spheres Welcome to Realities A futuristic world where the march of technology speeds ever forward, and where right-wing governments establish their ever-tightening grip on society. The Nexus, a cluster of different dimensions colliding with our own, brought together by some unknown force. Powerful Talented, the Agents of a mysterious organization called the Lodge, waging a secret war against Outsiders, Mutants and fanatics. Realities is all this, and much more A series in four acts You are now holding the first number of the game Realities, entitled Colliding Spheres. For this first game line, we decided to move away from the traditional trilogy of Players Handbook, Masters Guide and Monster Compendium. The Realities series will be published in a format reminiscent of American comics, and will be composed of many issues (or numbers). The 2015 Series (of which this book is the first installment) will be composed of four issues, and will progressively present all the game rules and the gaming universe. Other series will follow, offering adventures, campaigns and other specific material. The first number of the series however, contains all the information you need to create characters and play the game. Why a Gamers Cut? Since the publication of our first edition, the community of gaming fans has expressed its views and opinions on the game on our forums (http://www. studiomammouth.com/forum), and has suggested judicious modifications and adjustments to the game and its setting. This prompted us to design a revised Gamers Cut of the game, with sixteen pages of new material and a dozen new pieces of artwork. This represents the version of the game that our fans asked for. We hope youll enjoy playing it as much as we enjoyed making it. The Studio Mammouth Team

Table of contents

The 6 O'clock News The world in 2015 Colliding Spheres The Lodge Flesh and Bones A Hail of Bullets Fire with Fire Big Guns and Gizmos The Good, the Bad and the Mutie Baptism by Fire Index Character sheet

04 11 16 20 26 45 61 82 92 110 118 120

Credits
Realities, 2015 Series number 1, published by Studio Mammouth SENC, 5205 Bannantyne Ave., Montreal, Canada, H4H 1E6 Website: www.studiomammouth.com Information: info@studiomammouth.com Original concept: Maurice Lefebvre Authors : Cedric Ferrand, Maurice Lefebvre Translation : Julien Charest Cover Artwork : Malte Alexander Interior Artwork : Addix, Malte Alexander, Karl Ouellette, Thomas Leblanc, Ysha Layout: Mathias Cottreau Project director: Maurice Lefebvre Editors: Julien Charest, Cedric Ferrand Special thanks to Ange-Gardien and Xain-Phax for their help Studio Mammouth would also like to thank all those who made suggestions for this Gamers Cut. Texts and artwork Studio Mammouth SENC, 2005 Legal deposit: September 2005 ISBN: upcoming Printed in Canada

Ive been freezing my ass off for nearly three hours now, and Im starting to get really pissed! Three hours waiting on the roof of this crumbling building, in a stinking corner of town. Three hours, waiting for Hohner, Delav and Ghys to flush this Outsider towards me so that we can capture it and get home fast. A hot shower. Id give an arm and a leg for a hot shower mostly if Hu Li is in it. Asshole. Hu Li got killed last week. Shit. Stop thinking about Hu Li. Stop thinking about Hu Li! Stop thinking about her!!!

SHIT! What are they doing!? After all, it isnt so hard to attract a Phase Octopus in a trap! These critters would do anything for a piece of live flesh. All you need to do is wait like an idiot in the middle of an alley and its bound to come. And what is this idea of trying to capture it? Damn Hohner. Were supposed to take down these monsters, and thats it! If there was a manual for Agents, it would be the first rule. And I wouldnt have to be freezing my ass in this rain! A noise. The alley is too dark to see much with the naked eye, but using the target acquisition system of my sniper rifle I can see as well as in broad daylight. Nothing. False alarm. Damn. I take off my ITS helmet and concentrate. After a few seconds, I can feel the Corruption level of the place. The whole alley is flooded by a spectral light that clearly marks the hunting territory of this Outsider. Come on, show yourself! Just give me one There! I see the faerie light coagulate in one spot right in front of a trash can. Thats where itll come out. I switch back to my normal vision, slap down my helmet and I shoulder my weapon. Wait. Wait for it. I got you now, bitch! My shot hits bulls-eye at the moment the creature slides out of the ground, as if it was no more solid than the surface of a pool. My dart sends a few thousand volts coursing through its body. In a moment like this, I bless whoever invented this modern piece of weaponry. That projectile could have fried a human, and yet its barely enough to knock this sucker out. Faster than you can say jump, Im over the lip of the building, falling towards the pavement. A slight manipulation of reality, and I touch the ground only as hard as if Id fallen from a chair. The octopus is there at my feet, completely knocked. Just to be sure, I let two more darts fly, secretly hoping that it doesnt survive. Too bad if Hohners pissed. I open my virtual assistant, and Ive finished dialing Honers number before the holographic screen flashes on. He looks surprised to see me. - Were in the next alley. I was going to call you: we sent it towards your position.

- Too late: Ive already pinned it. - Already? The bitch moved fast. Sorry, buddy. Have you ever seen one as big? - Big? She isnt that At that moment, it felt like I was getting run over by a train. I must have been out of it for max three seconds. Else I wouldnt still be breathing. The shock sent me flying for nearly 15 meters. I got caught with my pants down! The Outsider hasnt even emerged completely from the wall, and already its the biggest Phase Octopus Ive seen in my life! Great Zeus, the beast is even bigger than my car! Seven no, eight tentacles, each longer than three meters, and a horrible, slick body covered with yellow eyes. I cant see its mouth yet. I take few halting steps the creature hit me harder than Id thought and I pick up my gun. The ITS is broken, but I dont need computer assistance to hit that monster at close range. I switch my weapon to automatic firing, pointing it at the Octopus. To Hell with catching it alive! I press the trigger and nothing happens. My hand instinctively reaches to my neck. Blood. Lots of blood. That Outsider must have damaged my IO chip, and now the security mechanism on my rifle wont unlock. I really shouldve had that safeguard removed earlier rather than waiting. Its a little late for that now! Three rubbery appendages fly in my direction. Fighting the growing dizziness, I run up the wall next to me, jumping over the creature. If only I can stay out of its field of vision, I could A brutal tentacle hit right in the stomach reminds me that these monsters literally have eyes on the back of their heads. Damn mollusk! I miss my landing and hit the ground hard. Thankfully, I react fast enough to manipulate reality again and disperse the kinetic energy in Gehenna. Im back on my feet in an instant. I can hear the voices of Delav and Ghys, coming up on the other side of the creature. Ghys fires a few shots off towards the monster, and then everything becomes blurry. The Octopus moves towards Delav at a phenomenal speed: obviously it can manipulate reality too. The kid is grabbed by the Outsider before anyone can even blink. Things start moving at normal speed right at the moment a wet crack tells me its too late to do anything for Delav. I speed off towards the creature, now completely emerged from the wall. Drawing from the energy of Gehenna, I multiply the strength of my sprint, hitting the creatures soft body with a loud thud. Even with my smaller mass, the Phase Octopus falls to the side, exposing its razor-sharp rows of teeth. Me, Im sailing through the air again. But thats alright: Im used to it. A series of loud bangs are followed by showers of flesh pieces that smell like fish. Hohner has brought his heavy guns to bear. I sit down on the ground. That last hit took a lot out of me. The wound on my neck bleeds more and more, and the world around me spins faster and faster. Out of the corner of my eye, I spy Ghys jumping over me, probably a good ten meters off the ground. He draws his katana, attacking the creature from above, his blade shining with a strange light. He slices the tentacle that reaches for him with a nice, clean SCHLICK. His mistake dawns on me just as he lands on the monster, sticking his sword deep in its body: hes immobile for a second.

Hohner saw the mistake too, because he manages to blow off the first tentacle that reaches for Ghys; but only the first one. Amid Hohners frenetic firing and the sword sticking out of its side, the Outsider grabs Ghys with two other appendages and rips him apart like a rag doll. He screams in horrible pain. Did he really scream Duck? More out of reflex than conscious action, I roll behind a trash can in the middle of the alley. A second later, Ghys grenades go off, vaporizing the monster. When I come to, Im sitting in the front seat of the van. Hohner, covered in goo and strips of fish flesh, is sitting next to me. He must have put the van on automatic GPS piloting. -You alright? - Was I out of it very long? - Only about twenty minutes. I had time to pack the little ones and set off incendiaries in the alley. - Are they? - Dead Both of them. He lights one of those awful cigars he loves so much. A loud noise makes me start. Hohner puts his hand on my chest, telling me to relax. He points to the back of the truck. I can see the Phase Octopus that I electrocuted earlier, lying in a reinforced glass cage, still alive. I turn to Hohner. - Well, you got what you wanted, you bastard. What is really worth the lives of two young Agents? - The order came directly from the Lodge. You cant disobey that kind of order. As for the young pups, they knew what they were getting into. Im sorry, but were all - I know, I know! I sit back in my seat, my head still ringing. My hand reaches in my pocket for a cigarette, but its empty. I forgot: Hu Li made me promise to quit. She always told me I was going to die from cancer. So stupid! Its not like Im going to live long enough to come down with cancer! - So, what do we do now, Chief? Hohner gives me a half-grin. - Now? We recruit? Yep. New assholes for the slaughterhouse.

Montreal Tonight, 6 oclock edition


March 24 2015 Good evening ladies and gentlemen, Im Catherine Masson for the 6 oclock news. First, international news. How do you wish to consult this newsflash ? HEADLINES ONLY HEADLINES AND BRIEFS

HEADLINES AND FULL COVERAGE

Ethnic riots still raging in California For the second consecutive day, the greater areas of Los Angeles and San Diego are paralyzed by ethnic riots, caused mostly by MexicanAmerican groups. In a little less than two weeks, 400 are reported dead, and protesters have caused millions in damage. The strong intervention by the National Guard earlier this week seems to have caused more problems than it resolved. The Association for Ethnic Equality has condemned the operation, citing it as proof that the government has abandoned all peaceful avenues, and reminded the population of the bloody closing to the African-American riots in Washington in 2012. According to experts, the present crisis will not be resolved shortly, and this has created fear that similar violence could flare up in the areas of Tucson, Arizona and El Paso, New Mexico. Dont miss on our channel at 10, todays edition of Our World: the topic will be Is a second American Civil War inevitable ?

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Catholic extremists pointed in the attack on the Iglesia del Secundo Cristo in Columbia After more than a week, the explosion that completely destroyed the offices of the Iglesia del Secundo Cristo in Medellin, Columbia, killing 54, has still not been claimed. The government inquiry points to a group of Catholic extremists with a history of conflicts with the members of the small Christian community about their beliefs and practices. Let us remember that all the members of the Iglesia del Secundo Cristo were killed in the blast.

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Politics

Paris will keep its wall The French government announced today that the wall set up around the huge popular neighborhood dubbed La Cite will remain standing, blatantly ignoring the UNs official protest. The curtailment, erected between 2009 and 2011 to contain the rampant crime and violence in the sector, has been the target of various Human Rights organizations. These groups plead that the wall is a direct result of the loss of control of the French government on poverty and crime in its capital. The French Prime Minister has reminded the UN that, since the completion of the wall, no major situation inside La Cite has taken the GIGN more than three hours to resolve.

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Possible new scandal in the humanitarian aid to Africa The United States, which were recently involved in a scandal concerning NGOs and humanitarian aid in Africa, have just announced that they hold proof that the European Union also used NGOs to take control of primary resources in many African countries. The EUs representative to the United Nations answered that these false allegations are only meant to draw attention away from the fiasco implicating the US. Let us remember that, following constant wars and the HIV epidemic, the population of the sub-Saharan continent has been reduced to 40% of its number at the turn of the century. The humanitarian aid distributed mostly by the US and Europe through Non-Government Organizations has been the target of a series of scandals since the beginning of this year. It seems that quite a few NGOs, financed entirely by US interests, have taken control of the exploitation of natural resources in countries that received aid, without the latter receiving any of the profits. International observers fear new violence as the Congolese Confederation has just seized the land assets of more than 40 NGOs and expelled all foreign administrators on their territory.

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Vague conclusions on the nature of the explosion of flight SO-506 The explosion of sub-orbital flight SO-506, of the Moroccan company Maghreb Space, which cost the lives of all 178 passengers and crew members last October, remains a mystery. The official investigation confirmed that the blast was not the result of a technical problem, but has failed to identify its source. Let us remember that early assessments theorized that the blast came from inside the craft, probably from a bomb, and that four of the passengers onboard were using fake IDs. Investigators have concluded that the accident was caused by a terrorist attack, although no traces of explosives were found and no group has claimed the action.

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Politics

The United Arab Emirates officially take control of Somaliland In a press conference earlier today, UAE officials announced their taking control of the northern section of Somalia, Somaliland, a region that had been self-administered since the end of the 1990s. Over the last few years, the Emirates have secretly been buying all public and private land in Somaliland following an agreement passed with local authorities. The official transfer of sovereignty occurred at 8 this morning, local time. The leaders of Somaliland have justified their decision by the necessity to find a solution to the deep economic and social problems that have racked the country since the attempted reunification of Somalia in 2007. For their part, the UAE said that the gradual abandonment of petroleum in favor of Helium-3 in the next twenty to thirty years could spell disaster for their economy. They have already announced billions of dollars in investment to rebuild the new state. The reaction of the President of Pundit, who still hoped for the reunification of the two states, is eagerly awaited.

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Interpol strike on publicity giant IndiaView The headquarters of IndiaView, world leader in retinal identification publicity equipment located in New Delhi, have just been the target of an Interpol strike force just after opening hours this morning. The operation is the culmination of a long investigation on reported selling of private information gathered by the companys retinal scanners, which for the last few years have been installed in lobby identifiers and billboards in most of the worlds great cities. In a press brief, Interpol explained that undercover agents were able to buy personal data on a few selected individuals, as well as a list of their comings and goings, their purchases, and in one case even their present location. The company made this information available through one of its affiliate, a private detective company in New Delhi. International groups for the protection of privacy, of the security of consumers and for Human Rights have all expressed their outrage at this obvious violation of the international treaty on the Control of Personal Information and the Protection of Privacy.

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Politics

A new decontamination technique could accelerate the restoration of the Zefat Zone A new decontamination technique has just been developed by the Swedish corporation Kroningsen that could come in handy to Israel and Syria. Both countries have territory in the Zefat Zone that was contaminated by a nuclear incident in 2011. The region around the small Israeli town was leveled a few years ago by the accidental detonation of a nuclear warhead of the Israeli arsenal during its attempted theft by a group of terrorists. The whole valley, which stretches well into Syrian territory, has been rendered inhabitable due to radioactive fallout. The new Swedish technique should shorten by as much as 10 years the process of reclaiming the contaminated soil.

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Chinese-Indian space elevator inaugurated today. The second space elevator, the product of a Chinese and Indian collaboration, was inaugurated today in the Golf of Bengal. In the course of the cocktail given on the elevators platform, the Chinese President and his Indian colleague stated that this new space elevators services are available to any government or private company, and are meant to break the Americans current monopoly after the completion of their space elevator last year. The building of the first space elevator by the USA in the Pacific has completely revolutionized space travel, lowering its cost to a fraction of what it was when rockets were launched.

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Science

Canadian company to furnish the energy for the new Moon base The Trois-Rivieres based firm Enerco, well-known for its advances in energy engineering, has just been granted the contract for the conception of all the equipment for the extraction and transformation of Helium-3 on the Moon base, Selena-1. The future Moon base, a joint project between Canadian and European space agencies and NASA, is planned as an extension of the USs current Moonbase-1. Its main function will be the mining of Helium-3, an element rare on Earth but plentiful on the Moon. The fusion of Helium-3 produces a reliable energy-source, non-pollutant and with next to no radioactive residue. Deposited on the Moon by solar winds during billions of years, the tons of Helium-3 available on the Moon alone could furnish the entire Earth with enough energy to last a few millennia. The Director of the Canadian firm expressed his enthusiasm to participate in what he called a new age for Humanity. Construction of Selena-1 should begin in 2020, and Helium-3 should be available to replace petroleum by 2030. Canada is still the world leader in the production of renewable energy, followed closely by Japan and Russia, and is also the leader in innovations related to energy.

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Alert sent out on blood-flow nanobots manufactured by Medco Associates Medco Associates sent out a warning today to all patients who were treated with the new blood-flow nanobots model T-89007 in the last three months. The nanobots are prone to malfunction when exposed to common analgesics. Persons treated with this new model more than three months ago are not at risk, their bodies having eliminated all traces of the nanobots. The alert does not concern users treated with another model than the T-89007, or nanobots from other manufacturers. Patients treated with the T-89007 however are advised to see their doctor as soon as possible. If you are unsure what model you have been treated with, please see your doctor.

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Science

No surprises in the first elimination round of the 2015 DANCE OFF finals The Korean group Sanbok easily prevailed in its match against the American team OBLT5000, the first confrontation of this years Dance Off championships. The victory came as no surprise, considering the undeniable appeal of the Koreans BDStyle and the absence of Sweeet J-nt, the Americans star dancer injured in last weeks All-American Finals. In tomorrows match, another American team, the excellent Black Revolutions, will come up against Brazils Dansa Mortal, and their fusion of Break Dance and Capoeira.

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English version of Righteous s new clip soon to be aired on US television The Russian rock group Righteous is soon to air its new video clip on US television, but in an English version. The groups new hit song , no.1 on international charts, and its clip have not yet been shown in the US, due to the ban on airing of programs in foreign languages. The Russians highly controversial decision could open doors for other musical groups who wish to be aired in the US, thereby officially ending the boycott of the US market by the international music industry. The US laws to ban airing of programs in Chinese or Spanish, passed in 2009, are still being discussed in the jury of International Rights, in Berlin.

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Holographic artist Julian Sandre dies in car crash at 42 The Spanish holographic artist and creator of virtual mosaics, Julian Sandre, died earlier today in Paris in a car crash that left two dead and one severely injured. He was the father of the Citt Eterna, which graces the fountain of the Italian Senate. The circumstances surrounding the tragedy have not yet been revealed, but the French authorities announced a press conference for tomorrow at 10am, local time. Mr. Sandre leaves wife Esmeralda and his two daughters

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Culture

Spectacular debut for Gravity Ball, as Italy beats Sweden 8-7 Fast, furious and spectacular would be the best way to describe Gravity Ball, the new game invented by retired US astronaut Ryan McHenry, and marketed with great publicity by the Japanese hostelry mogul Torayama Kintaro. Torayama is the owner of three major hotel chains, including the new orbital Hotel Sakura. After a three year wait for the training of the teams and the building of the first orbital arena, todays match between Italy and Sweden gave the kick off for the sport as well as the new building. The teams faced off in front a crowd of celebrities invited for the occasion, and the game was broadcasted live in 120 countries. The arena for the game is three-dimensional, with gravity varying in different places on the field, and both teams must score points with a magnetized ball whose trajectory is influenced by magnetic zones. The upcoming game between Canada and Great Britain is scheduled for next Tuesday, and it is rumored that King William V will be present to cheer his team on.

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Drama on the 2015 edition of the Antarctica Rally The famous Antarctica Rallys sixth edition came to a close today with the victory by default of the American Johnson-Murray team. Most of this years twelve participating teams were forced to abandon during the race, due to this seasons extremely cold temperatures in Antarctica. Two other teams were forced to quit after meeting with mechanical difficulties, and three teams are still reported missing. Rescue teams are still looking, but hope is scarce. All three teams GPS emitters stopped functioning on the eighth day of the race, and no explanation has thus been found for the malfunction. The race had known only one death since its inception, that of Francois Petitclerc in 2011, who died of an embolism two days before the start.

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Tunis preparing for the 2016 Olympics The Tunisian government gave the international press a tour of its new installations for the upcoming Summer Olympic Games. The Olympic Village particularly impressed visitors: it is a recreation of the whole history of the country, from its pre-Carthaginian past to the renewal of the Arab League, which should take place in May of next year. Tunisia will be the first Arab country to host the Olympic Games.

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Sports

The year is 2015. On the surface, the world is quite the same as it was in 2005, and yet the last decade saw a host of small technological advances, and social and economic changes that have transformed daily life. Certainly, humans are not a mix of flesh and steel, and the world is not submerged by monstrous corporations, our minds warped by the weight of greed and the constant flow of information. Technology is still the privilege of rich countries, but it is no longer an inaccessible luxury. On the geopolitical scene, things have noticeably changed, and the balance of power has been upset by a few rising nations. However, a shift in world ideological tendencies has emerged from recent developments: a large portion of the population slides towards conservatism and the right, giving birth to security strategies for the good of citizens.

The polices loyalty to the central government still meets with increased budget allowances as a reward. After all, what politician would be foolish enough to reduce the pay of the civil servant who day and night protects him from a drunk, angry mob bent on destroying the whole political system? Between pervasive neo-liberalism, the crumbling of institutions and growing social instability, the US is no longer a favorite destination. Its needless to say that the United States economic crisis dragged other countries down with it. Japan was hit particularly hard, and is only starting to recover, while Canada limited the damage by turning to its abundant natural resources and highly qualified workforce to develop new technologies and export them around the world. The economic ties woven by American foreign investments sealed the doom of many industrializing countries, which saw their development compromised by the stop of the inflow of capital. Mexicos hopes of becoming another great American state were dashed as the USA closed their economic and human frontiers ever more tightly. US electors insisted that the nations companies relocate themselves on national soil to give American workers jobs instead of foreign riffraff. Expressions like national preference or American priority became popular in politicians addresses. Notwithstanding the internal pressure, most heads of corporations still believe that the key to economic recovery lies in global free trade, and they believe that the biggest danger for a company is to get tied down to a national identity. These policy-makers are fighting to make their businesses global, with no foothold in any particular country and no political attachment. Just as international waters belong to no one, so these companies wish to be self-sufficient. The latest shock in US diplomacy came when the Secretary of State hinted in a press conference that the country might be considering pulling back from NATO and the administration of the UN, whose decisions often go against national interests. This decision would only further isolate the country, and steal the last bit of political respectability it holds in the eyes of the world. Europe Benefiting from the decline of its giant competitor, the European Union has attained the role of new superpower, although internal dissent still prevents it from replacing the USA completely on the international scene. Although its economy is stronger than ever and its position is auspicious, many conflicts between members (particularly between Britain, the French and
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An overview of world politics


The US Internal problems have been plaguing the United States since 2011-2012. Their failed attempt at invading Iran in 2007 met with fierce resistance from local populations, united the Arab countries against the US and was condemned by the UN, all leading to the embargo of 2008-2010. In May of 2010, the OPEC declared that the price of a barrel of petroleum would now be fixed in Euro, and that this currency would be the only one accepted on the gas market instead of the US dollar. This aggravated the debt crisis of the country, and the US dollar plummeted to a record low of 0.26 Euro (compared to 0.75 Euro in 2005). The countrys economy was severely slowed, starting a deep recession, lowering Americans standard of living and provoking widespread poverty equivalent to that experienced after the 1929 Crash. The two ethnic groups that suffered the most were Afro- and Latino-Americans. Strong leaders emerged from these communities and encouraged their brothers to rise up ever more frequently against a government indifferent to the suffering of the hobos and the needy. The return of massive numbers of soldiers recruited from ethnic minorities made the protest against the government more organized and increasingly paramilitary, growing to resemble an armed rebellion. The 4th of July 2013s Veteran Walk was for these forgotten men a way to make their struggle public, in an effort to claim pensions that budget cuts had denied them. The Washington DC police answered the riots of that day with violence, writing in blood one of the USs darkest pieces of history: 300 protesters were killed in 12 hours.

the Germans) make it impossible for the Union to use its full potential. Furthermore, the EU is plagued by difficult relations with Turkey; relations that went sour both sides of the border, provoking a deployment of troops in the Istanbul peninsula in 2014. A few skirmishes left a dozen soldiers and a few Turkish civilians dead. Although a solution has been reached through the UNs mediation, a sizeable European force is now stationed in the area, and frequent intimidation maneuvers keep tensions high. The countries of North Africa have been uniting in the face of this increasing pressure, and they are pushing to also join the Union just as the countries of East Europe have. The boundaries of the European Union are a daily source of debate and the publics opinion is divided. On the one hand Europeans are afraid to lose their cultural and national identities, but the temptation is great to expand the Unions control over a maximum amount of resources and peoples in order to keep its hegemony. However, a growing population in all member nations has started to question central European decisions, which they consider too remote from their own interests. Political analysts fear that a new referendum could provoke a major member like Britain to retire from the Union, thereby creating a domino effect which could encourage other countries to pull out. The watchword for everyone has become status quo. In any case, living conditions have significantly risen in the last decade, although not all members are at the same level, with the countries of Eastern Europe still lagging behind. Russia The nationalist power in place in Moscow has made no efforts to seduce Europe in hopes of catching a few bread crumbs falling off the Unions table. Turning its back on the continent, and contemptuous of the recent success of the Indo-Chinese alliance, the Russians are desperate to dig themselves out of the Muslim sandpit in which they find themselves. The capital is racked by an average of one terrorist attack per week, and the Islamic republics will continue at this pace until they obtain independence. Moscows government is having difficulties recruiting enough troops to stay strong on all fronts, but its will is inflexible: the Russian Federation cannot afford to see its territory reduced, and it will keep its national unity even at the price of blood. Nobody in the international community is interested in giving lessons in internal policy to the Russians, and the Muslim conflict receives no great coverage in the media. A recent WTO investigation has revealed that half of the worlds counterfeit and contraband objects originate in Russia. This situation embarrasses no one however, since world leaders are afraid that neighboring countries would be quick to invade if Russias means of survival were taken away. The Middle East Most Arab countries are seriously reconsidering their options, as all indications point to the demise of petroleum as the number one fuel, in favor of less costly and non-polluting alternatives (such as Helium-3). So far petroleum tycoons have been able to postpone the inevitable by buying out nearly all the patents relating to
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new energy technologies. However, now that the wells are drying up, sheiks and business men have to face an impending economic revolution. The exploitation, or reselling, of the new patents could save the fortunes of these wealthy men, but local populations would not profit in the least. And the imminence of an Arab-Israeli conflict reassures no one, as the forces deployed on both sides of the concrete wall indicate an impending war. Israel is determined to finally be respected by its neighbors by making an example of a capital within its reach. On the other hand, Palestinian forces are bidding their time, and planning a concerted effort with their Arab allies. The board is set, and the conflict should begin as soon as one side is audacious or foolhardy enough to make the first move. Asia India and China are united in an alliance that has enabled both industrial powers to carve an ever-growing piece of the world market pie. India leads the initiative in the development of services and technology, while China exploits its abundant resources and massive workforce in order to produce most essential goods. This economic symbiosis has been underlined by the recent completion of a space elevator, clearly showing to the world that the Indo-Chinese Pact is ready to replace the US as world superpower. A few problems need to be solved before this is possible however, most notably the rise of the Hindu ultranationalist movement, as well as the adaptation of Chinese communist society to the world market. The population mass alone of these two giants makes them major players on the world scene in 2015. In the summer of 2009, China took advantage of the relative weakening of the US to finally invade Taiwan, which it had been planning to do for years. A large part of the population flew away in panic, mostly towards Australia, creating the biggest exile movement since the Vietnam War. Since the occupation, Taiwan has been petitioning the UN for the same rights and freedoms as Hong Kong enjoys, but to little effect. Australia is the great winner in the crisis, as the flood of Taiwanese companies to its shores has boosted the economy. Relations with China have suffered as a consequence, and the cordial ties between India and Australia remain one of the major thorns in the Indo-Chinese Pacts side. Japan continues its incredible technological advance in a struggle to remain on top. This race to constantly increase productivity and adaptability is taking its toll on the population however, as Japans citizens are alienated by efforts to push the limits of human capabilities. The world was shocked by the disappearance of paid holidays in Japan last year. Japanese heads of corporations are aware that they will have to face a rebellion of the new generation however, which is unwilling to commit such sacrifices in the name of economic growth. The Japanese are still the worlds foremost lovers of gadgets, and they remain leaders in biotechnology and home automation, both as producers and consumers.

Africa After decades of war and the ravages of the AIDS epidemic, the continent is in tatters. Once-abundant resources have been plundered by foreign companies who had come to help the local population. The small surface of fertile soil available has been drained by excessive exploitation, and the few water sources to have avoided industrial pumps have been contaminated by the use of chemical fertilizers. The catastrophic death toll has left the continent in the hands of a new generation eager to escape from the daily drudge and misery by any means, including violence. Flaring racial tensions have lead to Afrikaners being declared persona non grata in South Africa in 2010. A few families refused to leave, and a blood bath ensued. The UN does not even dream of sending troops to keep the peace, judging the tribal situation in Africa too unstable and unmanageable. A few attempts to unite African federations have ended with the assassination of politicians over political disagreements and conflicting interests. Africa has no way of effectively fighting the AIDS epidemic, which has been contained in the rest of the world. The few humanitarian organizations that try to stem the flow are having trouble finding the necessary funds, as the African cause is no longer fashionable among wealthy Westerners. South America South America has been plunged into a coma since the fall of the American empire. No political leader is charismatic enough at the moment to unite all the Latin countries. The continent continues to survive by selling its resources to the highest bidder, and it stays out of most international decisions.

which was invented in the sixties, actually combines two different approaches: - top-down, which tries to miniaturize existing technologies - bottom-up, which assembles small elements (like particles or atoms) into complex systems The practical applications of nanotechnology are numerous, mostly because of the special properties of nanometer materials. Nanopowders, for example, make certain materials harder, help the interface with the human body, or make certain surfaces conductible. Nanofibers also greatly augment conductivity, resist better to wear, and can be linked to the human brain. Nanosheets of glass have storage capabilities that threw CD-ROMs back to the Stone Age. Nanofilms create useful filters that are very strong, and yet remain flexible. Nanoadhesives can either give better lubrication or more gluing power, and nanocrystals are used in the new generation of computers. In short, it has become possible to mass produce molecular transistors, and composite materials a hundred times as strong as steel that cost half the price. No area of human industry has been left untouched by this revolution. Practical applications Miniaturization has become so effective that todays pocket computers are a hundred times more powerful than even their most advanced cousins of the year 2000. The latest fashion craze among yuppies is the virtual assistant, which combines the functions of a cell phone, wallet, ID card, debit card and credit card. Nanotechnology has even gotten into clothing: some coats are equipped with heat sensors that can measure the bodys temperature and adjust their own heat retention accordingly. In the medical field, blood flow nanobots and new artificial organs are used to regulate the bodys chemical processes, to boost its physical and intellectual capacities, or to treat diseases and genetic disorders (although we are far from what was imagined in science-fiction novels of the preceding century).
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Technological level
Nanotechnology Although orbital space is now exploited by a few private companies who thrive on its appeal to tourists, the biggest advance in technology is without a doubt the revolution in nanotechnology, which has moved to the molecular and atomic levels. This technique,

Obviously, all this new technology isnt free, and it remains accessible only to the wealthy, but it is no longer science-fiction: micro-machines can control and actually improve the bodys functioning in real time. Those who speak of the health risks or of the few cases where nanobots have malfunctioned and destroyed their user are only jealous, backward individuals, say the marketing services of nanotechnology companies. These days, the chemical analysis of blood can be done by putting a few drops of blood on a laboratory the size of a credit card that gives the makeup of the subjects blood within minutes. In 2015, a quadriplegic individual can move with his own limbs simply by relaying his mental impulses through an IO chip, bypassing his spinal cord (which is usually the source of this affliction). More and more common among the 21st century economic elite, and even necessary for some jobs, implants have begun to appear, although many are suspicious of this new technology. Implants are minute, and sometimes nearly invisible. Most of them look like a small tattoo, which is actually an interface system that enables communication with electronic systems. This particular type of implant is called an IO (Input/ Output) chip, and it often serves as a WiFi relay for other implants. A lot of companies have them implanted on their employees for security and efficiency: doors and elevators obey only to users with the right chip for example. The same device is used with firearms, to ensure that they are used only by their rightful owner, and with a multitude of other daily appliances: computer, car, television, etc. Now, only the owner of a good can actually use it, and theft has become obsolete. At least thats what they say The rules of the road have also changed wildly. With the development of satellite links in vehicles in the 1990s, and the appearance of high-performance computers after the year 2000, the last five years have seen the arrival of automatic pilots in cars. Highways, freeways and the streets of most wealthy neighborhoods are now completely controlled by an automated network, where the auto pilot of each car is in constant contact with a satellite navigation system, reducing the risk of accidents. The driver becomes a passenger, letting himself be driven until he arrives at his destination or comes off the controlled network. Obviously, only recent models are equipped with such a system, but because access to the automatic system is restricted to such vehicles consumers have had no other choice but to upgrade or stay on the secondary roads. Electronics are also an important aspect of domestic life and the workplace. A great number of transmitters installed everywhere are meant to automate daily tasks as much as possible. The refrigerator replenishes itself by sending e-mails to the neighborhood grocery store whenever it is empty of anything. Ambient temperature and light are regulated automatically, depending on the time of the day, the residents present as well as their location, activities and preferences. Automated vacuum cleaners take care of sweeping while the
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occupants are gone during the day. All of these functions can be programmed from outside the home of course. Paper is now virtually unknown in offices, as everything passes by IT and e-mailing. Indeed, quite a few companies no longer give pencils to their employees since cursive handwriting is no longer taught in schools, and is now considered a form of art. In the rare instances when people do take notes, they use print letters, or symbols and ideograms.

Media
Information networks have also been revolutionized: paper journals and radio have nearly completely disappeared. The news now passes exclusively by the Internet, which is also used to carry the thousands of TV channels. Fortunately, in most major cities Internet access is now free through a very extensive WiFi grid. However, if access is free, the information itself still costs something. Anything is possible (receiving an electronic newspaper, listening to the latest hip tune, knowing the weather at the other end of the world, or watching the latest Hollywood flick), but one has to pay for each service.

Security
Security measures have obviously taken advantage of this technological boom by making controls simpler and more frequent. To access a low security location, users have an identification card which can be read at 10 meters: there is no need to show the card. The government, the army and the police all use retinal scanners for official identification and access to highly restricted areas. The same technology is used by marketing agencies in most great cities in order to produce personalized publicity spots. It has become impossible to remain an anonymous citizen nowadays, unless one is ready to risk using the services of one of the underground retinal resellers, or opts for a total optical transplant.

The black market


Even todays ultra secure systems are not infallible, and in the shadow zones between WiFi transmitters and retinal scanners hides the spider of organized crime, profiting from any cracks in the system, composed of all those who prefer to live on the fringes of society. The black market is full of surprises, good for anyone with the right size of bank account. The folds of long black trench coats still hide illegal nanotech, or the latest drug: genetically altered opiates are the craze recently. Dealers maintain that there are enough kinds of drugs on the street to be able to sniff or inject a different one each day of the year and not try the same thing twice. Obviously, new hard drugs often have a high addiction rate, sometimes on the first take, which gives junkies little time to appreciate all the subtleties of modern chemical engineering. Furthermore, nanotechnology now enables a junkie to have enough hardware implanted in his body to get his daily dose automatically. Enough to stay high all day without even having to go to the

street corner to get the daily dose: life is sweet, isnt it? In order to obtain all these services, one needs a strong stomach and the courage to brush elbows with shadowy organizations for which contraband, blackmail and extortion are the daily bread and butter. And with the recent hardening of police corps, any person caught doing business with the mafia or a known criminal is liable to be considered in league with the organization or individual. Rotting in prison for ten years after a thorough beating at the local station just for trying to buy illegal weapons or material is not good math. Mostly since policemen hit fast, hard and quite indiscriminately.

Politicians do their best to assuage the publics fears that police forces are becoming private operations functioning outside of government control. The hardening of police methods no longer surprises average citizens, who for years had been clamoring for a return of strong security measures. Many honest people support police offensives, and consider these strong-arm tactics the only effective way to combat organized crime. In their daily operations, police officers use an impressive range of technological tools to help them in their trade: resistant combat suits, a wide array of incapacitating weapons, the latest surveillance equipment, etc. Police agencies have also recently begun reselling all illegal equipment confiscated in their operations, giving them access to impressive financial resources that are managed very informally, in order to bypass official accounting.

Corporations
The business world is far from being peaceful and tranquil. Corporate crime is now common in an increasing number of business ventures, and it generates imposing amounts of non-taxable revenue. Paradoxically, in an effort to lose not even a single sale to competitors, even on the black market, more and more companies are financing contraband activities. Counterfeits are also a good source of revenue, and they give the possibility of satisfying low-income populations with brand names at cheap prices. Unscrupulous corporations that do not succeed at eliminating a competitor through friendly competition or the stock market are not above employing enforcers to direct the decisions of boards of directors, or to sabotage production plants. Industrial espionage has spread like a plague, and it monopolizes ever-increasing resources and personnel. Executives have become very paranoid. The proposal to join the staff of another company couldnt have been a test of loyalty. Or was it? The new chip that the company graciously implanted wasnt built to evaluate performance and time management. Or was it? While boards meet in comfortably air-conditioned offices, in the shadows men of action lead underhanded operations to insure that the company gets its due, and that profits are always on the rise. Governments have not passed any laws to give more leeway to corporations, but the latter have nonetheless taken more extreme means of insuring that business will be good.

Leisure
The new craze in the entertainment industry is virtual reality. Projector lenses load a whole world directly on the users retina, providing total visual immersion in a very believable environment. Companies make billions by offering a huge number of services: video games, recording of magic moments, interactive movies and first-person pornographic films. The catch is that the users notion of time can become quite blurry when immersed in VR, so it becomes a time-consuming, costly, and potentially addictive activity. The subway is full of commuters plugged on their own private worlds, VR glasses on their nose, so involved in their private fantasy that they miss their stop. Employers try to discourage the use of VR as much as possible since it impairs productivity, and the costs of addiction-treatment are high. However, coupled with cell phones, the new holographic technology has useful applications that are transforming the world of telecommunications.

The Law
Law enforcement agencies have opted to embraced the new rise of technology rather than be overwhelmed by it, and they profit from every little discovery to make their operations more powerful and effective. Although still in construction, Interpols central databank has demonstrated its effectiveness by providing local police organizations with an enormous amount of information and untold research capabilities. For now, police officials have not taken note of the increasing number of organizations protesting for Human Rights that are branding their actions as repressive. Following the lead of the US law enforcement, quite a few police organizations have begun working outside of regulations in favor of greater response speed and accuracy.
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Overpopulation, social upheaval and a drastic return of the Right-wing are not the gravest perils facing our world in 2015. Our reality has entered the Nexus, and now monstrous Outsiders, hideous Mutants and powerful Talented roam the Earth. The general public is oblivious to this crisis. A secret organization, called The Lodge, has theorized, compiled and assembled all data on the Nexus, Outsiders and Talented. It passes this knowledge only to its Agents: Talented individuals who devote their lives to saving our world.

Corruption and feng shui


Certain hotspots on our world suffer the pressure of the natural laws of other dimensions in the Nexus. The Lodge has created a Corruption Indicator that goes from 1 to 1 000 in order to quantify this extra-dimensional pollution. Many Talented are able to sense Corruption, but only Geomancers equipped with their compasses and grid sheets are able to give precise measures. When the Corruption reaches a certain level, it starts to cause certain effects in the polluted area, which vary according to the opposing reality: mist in the case of Limbo, intense heat waves for Gehenna, dj vu or disorientation for Pandemonium, dead calm for Nirvana As Corruption levels rise, the effects get more intense. Eventually, rips and tears appear in the fabric of our universe, and entities from other dimensions (called Outsiders) can enter our world, or humans can be sucked to other realities. Most Outsiders die when they enter our world, but those few that survive spread Corruption around them, aggravating the situation. When the Corruption Index in a location reaches more than 500, the place starts to fade into the reality that dominates it: the name for such a catastrophe is a reality crash. Reality in the area becomes increasingly nightmarish, until the Corruption Index reaches 1 000, at which time the area is completely erased from our reality.

String theory
The world as we perceive it is made up of four dimensions: horizontal, vertical, depth and spacetime. Recent developments in string theory suggest that there exist many other dimensions: a dozen, a hundred, possibly an infinite number Some researchers believe that it is the interaction between a few of these dimensional strings that creates a reality (such as our universe for example). However, a different combination of strings in a different configuration could spawn realities completely different from our own (better known to sci-fi buffs as parallel dimensions).

The Nexus
The Lodges founders were a group of physicists who believed that realities are not static formations, but that they can in fact move, and are alternately attracted to or repulsed by each other (as atoms would be ). A few scientists, who later went on to form The Lodge, concluded that it was possible that a few realities agglutinate together, forming a temporary nucleus which they called Nexus. As long as these realities remained in this Nexus, they would come under the influence of the other worlds they came in contact with, and risked losing their internal coherence under the pressure of the primordial forces at work. This time, its our turn to be squeezed between the hammer and the anvil. At the dawn of the third millennium, our universe was sucked into just such a Nexus, and for the last fifteen years our reality has been influenced by other dimensions. Some parts of our world have even started to weaken and crumble, and only the constant vigilance of The Lodges Agents and the painstaking work of the Geomancers help to keep our reality together.
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The only remedy to Corruption is to fight fire with fire: to combat the other realitys effects by imposing our own. After all, our world also causes Corruption in other dimensions. This Corruption is caused by telluric energy, which was known even to the Ancients. It is used in Chinese geomancy (called feng shui), and is channeled through the Egyptians Pyramids and the Celts stone circles and cairns. Although all other sciences that studied telluric energy disappeared,

feng shui is still practiced in the modern world, and the Lodge hastily recruited Chinese geomancers to help repair our reality. Essentially, using the age-old Chinese art, the Geomancers channel telluric energy to a location, purifying it of Corruption. This process is slow, and sometimes risky, but it is the only way to close the holes that lead to other dimensions. Since its inception, the Lodge has also deployed vast efforts to make feng shui popular among the general population, which is the major reason behind its recent trendiness. A house with harmony affords better resistance to the effects of Corruption: although interior decorators may not be conscious of it, they are also helping to save our world, quite literally.

The Seven Realities


The Lodges scientists say that all evidence points to the fact that the Nexus our world has entered is composed of eight separate realities, including our own. The organization has given names to each of these parallel universes, and it has given its Agents a brief description of each one (even though no there is no known scientific method to obtain such knowledge). Most Agents therefore take this information with a grain of salt

Mutants and Talented


Corruption does not affect physical locations only: its effects also extend to flora and fauna. If living matter is exposed to Corruption for too long, it starts to mutate. Of course, the higher the level of Corruption, the faster and more dramatic mutation becomes. In the case of a reality crash, things get so nasty that humans can change unrecognizably in a matter of minutes. The majority of corrupted humans become Mutants. However, a select few are affected by more than one reality without mutating: the effects of the three or more realities seem to balance each other out. A small part of their being exists in more than one reality at the same time, which gives them the ability to function under different physical laws than ordinary mortals. Some Talented can see the invisible world of energy, run up walls, change their own mass at will, or jump seven stories without breaking a toe. Such power has a price however: every time a Talented uses his capacities, he weakens the structural stability of our world. The greater the display of power, the harder our reality will be hit by opposing natural forces. A meager percentage of Talented are affected by all seven realities present in our current Nexus. They exist in all the Nexus at the same moment, and have access to untold power. They are called Transcendents, and they become our own versions of Outsiders. In other times, they probably would have been called saints, demigods or arhats. Their mere presence purifies our world of Corruption, but the unstable nature of their vast powers sometimes does more harm than good. The Lodge considers Transcendents as the key to saving our world, but left unattended they could spell its doom. Transcendents created by ambient Corruption are extremely rare of course, since situations where all seven realities affect the same place at the same time are virtually unknown. However, as our world gets deeper into the Nexus, some children are born Transcendent, even though their parents show no signs of Corruption.

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Dilmun is a reality with natural laws very close to those of our own world, and its Corruption affects our reality to a smaller extent. In some cases, it can even help repair damage done to our world. Outsiders hailing from Dilmun that have been observed so far were extremely similar to many of our animals. Some erudite Agents havent failed to notice that the ancient Sumerians gave the name Dilmun to the Paradise-like land from which they came, and they cant help but wonder if there is something the Lodge isnt telling them.

Gehenna is a world of raw, unformed energy: a slow, continuous thermonuclear explosion. It is similar to the heart of a star: an ocean of plasma, with currents that ebb and flow, and even occasional energy storms. The few Outsiders that cross from Gehenna into our world usually survive only for a few seconds, but they can cause terrible explosions or raging fires.

Limbo is an ethereal world composed of a heavy mist in which small islands of solid land drift endlessly. Time and distance mean very little in Limbo. Its Outsiders and the Mutants it touches emanate a strange powder, called fairy powder, which is very high in Corruption.

Void is a world without stars or stellar bodies. Light, gravity, space and energy do not exist in this reality. This Universe is full of what scientists have called dark matter and dark energy. No Outsider coming from Void has ever been reported.

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Nirvana is a snapshot of a world before the Big Bang, where all matter, energy and time exist in a single space, in a single moment. In Nirvana, nothing exists, and yet everything is One.

Pandemonium is a reality on the brink of collapse: a sickening omen of what may happen to our world if the Lodges efforts are unsuccessful. The laws of physics, such as time and space, exist in Pandemonium, but they have become changing and unstable. Consequently, Outsiders from this world are usually bizarre, and exhibit strange and unpredictable powers.

Sheol is a dead universe, where the stars drift endlessly in the void, going out one by one, and the echoes of memory are actually a force of nature. Sheol is a haunted world, where the essence of age and death is pervasive. Its Outsiders manifest as wandering spirits that use death to take revenge on the living.

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Faced with creatures from other worlds and hordes of crazed Mutants, there is little that conventional security agencies can do. They usually ignore the existence and nature of such threats in any case. Only the Lodge, a secret clandestine organization whose members are on Most Wanted Lists around the world, possesses the know-how and technology to combat such evils.

Internal Note 20654/9 To: Agent Douglas McCullers Sender: Joaquin Hertz, Interpol, Antiterrorist Section Subject: Information regarding terrorist group, dossier 627: the Lodge
Attached to this e-mail, you will find all the relevant case files of terrorist attacks attributed to the group called the Lodge, as well as all eyewitness accounts from survivors, both among civilian and military populations. Some of this information is quite spectacular, and must under no circumstances get to the press. You will notice that most accusations brought against the Lodge are based on hearsay. The organization has claimed attacks in only three instances, and our experts have doubts about the origins of even those few claims. Their agents mode of operation is always the same: they strike without notice, their targets are hard to predict, and absolutely no logic seems to guide their choice of targets. Their actions are always well-planned and coordinated, on a par with the best military strategy, and their operatives are usually gone before law enforcement has a chance to arrive on the scene. Surprisingly, when caught by police officers they often prefer fleeing at any cost rather than risk confrontation. In those rare instances where they have been cornered, they used non-lethal weapons to counter their assailants rather than killing them outright. I must warn you against complacency however, as the Lodges operatives are definitely not saints: they have been known to open fire when they were completely trapped, and in these rare cases they used all the firepower at their disposal with little care for potential victims or the damage they caused. This is actually what happened to your predecessor, and it is the reason why you have been transferred to this unit on such short notice. According to an eyewitness report, the terrorist of the Lodge apologized, before sending three bullets in his torso. You will find all the necessary details in file S4351-77.

These individuals are always well-equipped, and although eyewitnesses have been unable to confirm it, some of the damage they have caused was clearly the work of heavy weaponry. Last month for instance, they completely leveled a neighborhood of the Belgian capital. No traces of explosives or combustible have been found by the Belgian police, and we are at a loss as to what material they used to pull this one off. Last year, police in Gloucester apprehended one of their numbers and were taking him to the station in a patrol car. Less than ten minutes after leaving the scene, the individual found a way to blow up the car and both motorcycle escorts. The terrorist was the only one seen leaving the scene unscathed, walking calmly with his hands still manacled behind his back. You will also find in file T2134-04 a long list of reports from 91 different security agencies around the world. They contain data on the activities of the Lodge in all countries where their presence has been suspected, which as youll see means that they may well be the most active and widely dispersed group of terrorists in the world. The Lodge obviously has access to vast financial resources, although the source of this capital has yet to be identified. Once again, I cannot overstate the catastrophe if CNN ever gets its hands on some of this information. As a personal note, I lost nine agents in my section this year because of the actions of these madmen. I have no wish to go to another wake and to have to give my condolences once more. This group is extremely dangerous, so please do make sure that you have assimilated ALL the information contained in these files as soon as possible, Agent McCullers. Your life may very well depend on it.

Joaquin Hertz, Director Antiterrorist Section, Office 31, Interpol


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Welcome to the Lodge History


The genesis of the Lodge goes as far back as 1995, when the American quantum physicist Henry Keller published in a respectable scientific journal his theory on the parallel dimensions suggested by string theory. The article, which obviously remained unknown to the general public, was also ignored by the majority of the academic community, who considered that Professor Kellers suggestions were too far-fetched to be credible. Keller was unable to provide sufficient tangible evidence to back up his equations, and so his work rapidly fell out of favor with his colleagues. The professor even came within a hairsbreadth of losing his tenure, and kept his job by declaring his first ideas a drunken fantasy. A few months later, Keller was contacted by French physicist Julien M. Deblois and German astrophysicist Hans Bohner concerning his article. Both men wished to present the American with some findings of their own that confirmed his first hypothesis. The three scientists quickly became friends, and they embarked on a race to find the tools to prove the existence of parallel dimensions. A method would be provided a few weeks later in the form of Master Xian Wu, a professional geomancer on whom the wife of Professor Bohner often relied. Xian was a long-time practitioner of feng shui, the Chinese art that uses methods of decoration and spatial organization in order to attract positive energy to a place and banish evil influences. Although Bohner was originally skeptical of this esoteric Chinese practice, he quickly saw parallels between the principals of feng shui and the possible existence of other realities. If the three scientists were correct as to the existence of other worlds, Bohner reasoned, each one must resonate with its own energy frequency. If two such worlds entered in each others sphere of influence, their respective frequencies would start to interfere with each other, much like two sound waves brought in contact. This encroachment of another reality on our own would be what the Chinese termed negative energy, and Bohner called this Corruption. The mapping of the Nexus and of the seven other realities came out of the three scientists feverish experiments, as well as their discussions with Xian Wu. The main structures of the Lodge were gradually set in place through the 1990s. The Geomancers were the first wing of the organization to be set in place, in an effort to stem the flow of Corruption into our reality. However, by 1999 the number of Geomancers was still low (training to be a Geomancer takes some time), while the discovery of Corrupted locations accelerated. The first reality breaches appeared, and the year 2000 marked the first registered encounter with Outsiders. Fortunately, the Lodges investigators (who had the task of assisting the Geomancers) started to report on the appearance of Talented: humans who after becoming Corrupted retained their humanity and were gifted with extraordinary powers. The Lodges Inner Circle was lost in debate for a few weeks, unsure how to deal with
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Talented: should they be hunted and destroyed, like Mutants and Outsiders? It was purely by chance, when a Basilisk first passed into our world, that the Talented proved their usefulness. A great number of investigators were horribly mutated in the first few skirmishes with the beast, which had built its nest in an industrial complex just outside of Detroit. The members of a local street gang (most of them Corrupted to the point of becoming Mutants or Talented) finally defeated the Basilisk. The motley gang was quickly recruited to be the first group of Agents, and the role of the investigators was altered slightly: they became the Guardians. Once Agents had been recruited, the Lodges operations multiplied as the Corruption present in our world grew steadily. Difficult choices had to be made, mostly in 2011 in the small Israeli city of Zefat, where a nuclear warhead had to be detonated in order to prevent a major reality breach. The security agencies and police forces of the worlds nations became aware of the existence of the Lodge, and its Agents were put on all the worlds black lists for their radical actions: Agents believe that the death of innocents is nothing next to the danger of a reality collapse. Because the Lodges operatives have no other choice but to commit morally questionable acts to protect our reality, they are constantly hounded.

Organization
Like most big organizations that wish to operate in secrecy and protect their higher echelons, the Lodge is built like a many-storied pyramid with levels that do not communicate with one another. Information is leaked out in portions, so that no investigation could ever get to the next level of the organization. In the same way as a submarine can seal off a flooded deck but still function, so the Lodge must be able to jettison operative cells which could jeopardize its security. A member of the Lodge has no clear knowledge of his superiors, or of the people working under him. That is why code names, ID procedures, key codes and other such devices are used extensively. After all, an Agent who knows barely anything about his team leader cannot betray him, and a leader who knows his Agents only by code name cannot sell them out to the CIA. The Lodge is a hydra to world security forces: chop one head off, and the others are still deadly. Chances are that the severed limb will grow back in little time.

whisper that the Guardians are not as helpless as they would like to pretend. Whenever Guardians have been called upon to train Agents, none of them has lost a round of combat, even though they were pitted against Talented with strong Powers. Of course, the Guardians themselves are the first to deny these rumors: none of them wants to receive a punch that could crush a car. Liaisons The Liaison is the reigning authority in an operatives cell. The Liaison is an experienced Agent who has been deemed trustworthy, and who has sufficient resources and strength of character to lead a team. His first responsibility is to keep in contact with the Guardians responsible for his region, and he is given a certain number of means of doing so (see the boxed text below). The Liaison receives all the orders and information on missions from the Guardians, and he is in charge of distributing this knowledge to his team, as he sees fit. The level of transparency of Liaisons varies widely, depending on the leaders personality and the amount of experience of his Agents. In some cells, the Agents receive a thorough briefing with all the relevant information, while in others the Liaison gives out only the minimum to get the job done. A Liaisons second responsibility is to keep an eye out for Talented in his area, recruiting them and training them as Agents. Because an Agents job is dangerous and mortality rates are high, the need for new recruits is constant. A Liaison must be strong enough to accept that the recruits he trains will probably get killed within their first few months or years of service. Although this work is emotionally taxing, most Liaisons have seen enough horrors in their time to be convinced of the necessity of their mission (as well as being slightly inured to the dirty aspect of their job). In order to help them in their work, Liaisons are provided with lots of resources. These means include money, weapons, transportation and medical care, but only in small amounts. Each time the Liaison needs any of these services, he must contact a Guardian and make an official request. These procedures can be long however, and a request can be refused if there are insufficient resources. That is why Liaisons often try to rely on other sources of funding: recruiting a wealthy Talented, seizing the holdings of a cult they eradicate, or even attacking criminal organizations to get hold of their weapons and contraband. Although officially there is no communication between cells and they must remain secret to each other, Liaison Agents all come from a different cell than the one they are leading. Some Liaisons have also participated in major operations involving many cells at once. This means there is a certain degree of contact between Liaison Agents of different cells, even though such relations are frowned upon by the Lodge.

The Inner Circle The Lodges highest members are still the three scientists who discovered the existence of other realities: Henry Keller, Julien M. Deblois and Hans Bohner. They never meet in person anymore, and they try to appear as they did before their discovery: university professors living a simple life, obsessed with their research and their pupils. They communicate only by e-mail, using impressive encryption algorithms that even the best hackers couldnt decipher. They are the ones who make all key decisions for the organization, and only they know exactly what the plan is. All the mission reports and information gathered in the field are filtered up to them, but written orders are only signed Inner Circle, so that no one knows exactly how many persons manage the organization. Agents speculations range wildly as to the identity of this Circle: some say the CIA, while others point to the Sin Fein, or the still-active Inquisition in the Vatican. The location of their main base is also the subject of wild bets, and every suggestion has been heard; from the Bermuda Triangle, to Area 51 and the headquarters of the Illuminati. Some even whisper that the Inner Circle is too far from the reality of the field, and is not overly concerned about the fate of its Agents. Guardians Guardians are the link between the Inner Circle and cells of field Agents. If the Inner Circle is considered the brain of the Lodge, then Guardians are its nervous system. They coordinate the work of Agents and they set objectives based on the orders they receive from above. There are 12 Guardians per territory. The size of said territory varies wildly according to human activity and the Corruption level of a location: if the whole of Siberia is one such province, so is the city of Paris. The twelve Guardians know each other only by their code name: one for each month of the year. The Agents also know them as Mister January, Mister February, Mister March (even if the individual is a woman). Guardians manage the resources allocated to each territory, and they recruit new members should a team have met with a foe strong enough to wipe them out completely. Otherwise cells are responsible for replenishing their numbers by themselves. Guardians are not Talented. None of them has been felt by an Agent to radiate any Corruption at all. Because they do not posses the resistance to Corruption that Talented have, Guardians therefore understandably avoid situations where they could come in contact with Corruption. A few Agents however
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Agents Often recruited after a traumatizing experience that will leave them scarred for the rest of their lives, Agents live with the constant fear of becoming a monster if they get too much exposure to the Corruption they fight, and they are nearly guaranteed a gruesome death in the field. In short, their lot is not enviable. Most Agents became Talented after surviving an attack by an Outsider. Others lived in a Corrupted area for long enough to develop Powers. A few rare individuals, mostly among the younger generation, were born Talented. Whatever the case, all are very conscious of their luck: only 4% of those who receive sufficient Corruption to change become Talented. The others become Mutants. Agents are expendable, and easily replaced. They do one of the worst jobs on the planet, and they know very little about the superiors that order them to go out and face monsters every day. The only people they can really count on are their colleagues, who share their hellish condition. Working for the Lodge does not give much opportunity for having a social life, let alone love interests or a family. Although there are a great number of cells around the world, the Lodges rules forbid contact between different teams. Of course, Agents have incredible Powers that help them survive, but these abilities only make them further apart from other human beings. Agents who survive for many years become veterans of a war that many think cannot be won. Such survivors obviously have a very strange outlook on life, often quite bleak and devoid of humanity. Some suffer from psychological problems, or struggle with some sort of addiction (alcohol, drugs, sex, etc). The Lodge changes their assignments to match their frame of mind. Those with the necessary strength of character become Liaisons, while others are taught to be Outsider Hunters: extensively-trained and heavily-armed individuals whose sole responsibility is the rapid elimination of the toughest Outsiders. Hunters usually work alone, although they sometimes join a cell for a specific mission. Geomancers Adepts of the Chinese art of feng shui mixed with a hearty dose of science, the Geomancers risk life and limb to save our world from the effects of Corruption. Although Agents are the best at hunting and killing Outsiders, only the Geomancers have the tools, the knowledge and the patience to sanitize a location and make it hospitable once more. They are also the only ones to have mastered the purification techniques that can eliminate the Corruption that field agents accumulate on their missions, and for that they are dear to most of the Lodges operatives. Agents may not understand much of the mystical mumbo-jumbo, and a stay of a few weeks in a Tank may be boring to death, but they are nonetheless precious allies. The Guardians usually call in Geomancers to a contaminated area, and they establish cleaning priorities. The Geomancers leader is no other than Xian Wu himself, and he also counsels the Inner Circle in their decisions.

Liaisons and Guardians communicate through various means, and the Liaison is the only member of a cell to know all the communication methods used in his territory. The Agents themselves are usually familiar either with the P-Drop, or one of the C-Drop or H-Drop locations of their area (in order to notify the Guardians in the case of the death of a Liaison). P-Drop The P-Drop (short for Postal Drop) is usually the only means of communication with the Guardians known by all the members of a cell. This is usually a P.O. Box to which an Agent can send a letter or package. In the post office, the mail is redirected to another box, and then to a third one. The numbers of the boxes change randomly. Although this method is very safe, it is not very effective because it takes a long time for the message to reach its destination. C-Drop Also known as a Cold Drop, this method is quite simple: drop a message in a predetermined spot. This could be the lobby of a hotel, a phone booth, or even under the seat of a toilet in a public washroom. Although this method is direct, there is often no telling how long it could take before a Guardian actually visits the spot, and the message could always be discovered by a third party. H-Drop Similar to a C-Drop, a Hot Drop consists of leaving the message with a specific person. This could be a barman, a maitre d, or even a local baker. These contacts are often individuals who have stood face to face with the horrors the Lodge fights without becoming Mutants or Talented. They are very loyal to the organization, and believe in its mission. VM Drop Voice Mail Drop is the method most commonly used by Liaisons. They are the only members of a cell to know the phone number where such a message can be left. The Liaison dials a phone number and leaves a coded message there. Messages must be very short in order to remain untraceable. A Guardian will usually communicate with the Liaison in the following minutes to set up a meeting. No vital information is ever exchanged on the phone except in cases of dire emergencies, such as the imminent death of all the members of a cell.

The Geomancers are organized in a completely different way than Agents are. Most regions are under the supervision of a single Master Geomancer who manages a group of 2 to 12 apprentices. The Master is the only one who can decide that an apprentice is ready to become a Master, and be sent to an area where there is no Master yet. Although the theories of this ancient Chinese art have been around for millennia, they have been fused with the Lodges scientific theories
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to create a completely new art. Even experienced Geomancers must devote many years to learning its intricacies before they can become Masters. This shortage of Masters mostly affects rural areas, who are given a lower priority than cities or regions with millions of inhabitants.

Enemies of the Lodge


The Lodge has made many enemies. The most obvious are the security and law enforcement agencies of most countries who hunt the Lodges Agents without knowing their real purpose, but there are also a certain number of groups who oppose the organization without realizing it. Among this latter category are groups or individuals who have begun to understand the nature of reality, and are starting to understand what is happening to our world. These groups are dangerous for many reasons. Some cause too much damage by trying to study a phenomenon that they do not understand fully, while others try to use the situation to their own advantage. The worst organizations are those who could possibly pass their knowledge on to the media, such as private or government laboratories. Until now the Lodge has successfully eliminated those who became a threat quickly and silently, but as the Corruption level in our world rises and more and more Outsiders slip through the openings, it is only a matter of time perhaps before a part of the public understands what is going on. Although numerous organizations are aware to a certain degree of the situation, none has the experience and knowledge that the Lodge has. Most have a completely erroneous view of the situation, believing that they are facing supernatural manifestations or natural possibilities yet unheard of. The worst individuals are those who develop what the Lodges scientists have dubbed the Call: a mutation that provokes a morbid fascination for an Outsider or another reality in a Corrupted individual. Cultists There have always been people gullible enough to believe that a creature from another world, sporting colors outside of the natural spectrum of light, is a god. They gather in small sects that preach the End of the World, the return of the Great Old Ones or the spawning of a creature with a thousand maws that will devour the Universe. Most cultists celebrate complex rituals in which the same symbolism appears: a Veil is torn, and angry Outsiders descend on our world to sate their hunger for blood and violence. To these poor souls, the Nexus seems like an opportunity, and they concentrate all their energy on sowing chaos and disorder in our world, in order to accelerate its collapse. This strange obsession is the result of a mutation that affects the judgment of cultists and plunges them into a deep state of fascination and self-justification. It is absolutely vital that the Lodge dismantle these crazy sects in order to stop them from bringing on the final collision of realities. Although most cults are small groups that involve a dozen individuals at the most and provoke slight levels of Corruption with their antics, some cabals can be very well-organized and dangerous. With solid financial backing (as well as the mental influence of a powerful Outsider), some of these groups have tens of adepts

Relations and financing


Officially, the Lodge has no relations with any other group or organization. Although it may be difficult to believe in the case of such a far-ranging group, it seems to be true up to a certain point. After all, the Lodge must buy its material somewhere, and this often consists of military material that one cannot buy from the local army surplus store. The Lodge has the means to furnish most cells with a base of operations, secure locations when they travel, sophisticated weaponry, and even transportation in extreme circumstances (such as a private jet). The installations of Geomancers are also particularly extensive: when a site conducive to their activities is discovered, the Lodge usually tries to buy as much land and buildings in the area. Geomantic purification facilities are equipped with the latest technology, as well as every comfort. The construction and upkeep of such facilities costs millions, as does the amount of equipment distributed to cells through the Guardians. However, officially the Lodge has no means of financing its operations. There again, Agents fill the gap with rumors ranging from drug cartels to hotel chains and the ownership of major holding companies.

Goals of the Lodge


The Lodges Inner Circle has come to the conclusion that continued contact between our world and other realities would lead to the collapse of our Universe. Therefore, they use all available resources in order to push back their influence and eradicate the Corruption they cause. This task includes destroying all Outsiders that dare to set foot, wing or tentacle in our reality, and also cleaning up any traces of Corruption they may have left. They wage a daily war in order to protect a humanity oblivious to the danger, and who considers its protectors to be mad terrorists. Unfortunately, this judgment is not totally unfounded: with war come casualties, among civilians as much as combatants. Also, Mutants who cannot be contained or who try to hinder Agents progress have to be killed. Because the Lodge is convinced that if a great number of people were aware of the danger our reality could collapse under the psychic backlash, all its operatives are bound to strict secrecy. The Inner Circle also secretly supports all activities that cause human beings to take an active part in their world: education, science, technology, public works, community organizations, etc. The Lodge prefers putting a smokescreen up in front of the publics eyes, rather than risking the collapse of our world if the true motivations behind their actions were revealed.

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and their ceremonies weaken the Veil between our reality and others. Some have been known to create tears that let Outsiders pass through. Outsiders It would take a lifetime to make a catalog of all existing Outsiders. Some are curious, capricious or timid, while others are playful and spontaneous. Some detest humans for unknown reasons, and wish to dominate them, while others would simply prefer devouring the lot. Some are microscopic and live in colonies, while others are as big as whales and float in the air, as ethereal as a cloud of mist. An Outsiders form depends entirely on its reality of origin, and its point of entry in our world. Whatever the case, the Lodge is adamant: whether friendly or hostile, all Outsiders must be sent back to their reality, or exterminated if that proves impractical (which is all too often the case). Most Outsiders that make it to our world are predators. Their instinct pushes them to search ceaselessly for new hunting grounds, and so they push into our world. These Outsiders are aggressive and often very intelligent, learning quickly to use their Powers in our reality. Mutants Human beings are sensitive to the flow of energy around them, and Corruption can warp a persons body and mind. When their level of Corruption reaches a certain point, they start to mutate, and are lost to humanity, which leads the Lodge to take drastic measures to ensure the security of ordinary citizens. Some individuals who have not yet changed too much can be saved by the Geomancers ministrations, but this is often much more complicated than a bullet in the head, and the Lodges forces are stretched thin enough as it is. Agents often have pangs of guilt about eliminating a Mutant, mostly one who still looks very human. After all, are not Talented themselves a kind of Mutant? Whatever the case, the Lodge remains inflexible: the difference between Mutants and Talented is the formers production of Corruption. If someone generates Corruption (outside of the use of Powers of course), it is a Mutant, whether it looks human or not, and must be terminated. Law and Order For reasons of secrecy and efficiency, the Lodge operates outside of legal restrictions. It is therefore considered a dangerous terrorist organization by most governments and law agencies around the world. After all, their attacks cause as much damage as any terrorist bombing, and from an outsiders perspective their actions make little sense. The Lodge is particularly scary to law enforcement because of the seemingly irrational nature of its operations: their movements become impossible for experts to predict, and no one can ascertain their guiding ideology. Local police forces do their best to respond to the Lodges attacks, but the real threats are international information agencies and secret services: the CIA, NSA and Mossad have all
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been known to effectively intercept operatives cells in the field. For a few years now most powerful nations of the globe have taken a political turn to the right. In a matter of months, even local police forces became better equipped than 20th century GIs. Police forces of most great cities have access to the best surveillance systems, to sophisticated equipment and weaponry, as well as having a lot of freedom in the way they conduct their business. They are fully equipped, have great power and are given only one directive: keep the peace. Independent Talents Some Agents have reported meeting with Talented individuals who apparently did not belong to the Lodge. Guardians say that this is impossible, and Agents who pursue these rumors with too much zeal are usually sent to far-flung areas where the death rate on missions is high. Who are these independent Talents? Are they traitors from the Lodge? And what are their objectives? Is the Lodge the only group aware of the existence of the Nexus? All these questions remain unanswered by the Lodge, an attitude which is far from congenial to some Agents who have started to wonder what their superiors are hiding.

How did I join the Lodge? Let me think It must have been right after the Army let me go. I had a little argument with our section lieutenant, and that asshole got his revenge by court-marshalling me. It was deemed unacceptable that a drunken grunt soldier break a superiors nose because of incompatible personalities. That bastard was just pissed because I whooped his ass. I was the top of my class, but they gave me a female lawyer, so I was convicted. I had to go back home, to live with my mother and my little brother, Teddy. Unfortunately, what Id learned in the military wasnt much use on the job market: I dont know many employers who look for knife-combat training and sniper capabilities on a resume. So me and Teddy started loafing, cause thats what we did best. The city was stretching its subway network at the time, and a station was being dug just a few blocks from our house. Teddy was fascinated by the huge digging trucks that rolled in and out 24 hours a day. We liked sitting down with a twelve pack in the park to watch the strange ballet of the machinery at night: it was better than being at home watching Jerry Springer. One time, we were watching the night shift doing its job when all the trucks stopped, and the workmen came running out of the tunnel, screaming. A Pakistani man kept shouting We dig too deep: he was pale as a ghost, and his shirt was mated with blood. I immediately thought there had been an accident and a heavy concrete slab must have fallen on some workers or somethin. Teddy and I jumped up and ran into the tunnel to try and help out any survivors. Everythin becomes kind of blurry after that. One things for sure: it wasnt no construction mishap. We found three corpses completely torn apart. There was blood everywhere, and pieces of flesh strewn about. Teddy was sick. And I suddenly realized that we were alone and unarmed in a dark pit. Something was moving in the dark. We heard a heavy breathing that sounded like an old furnace, and its deep rattling was sometimes replaced by a sucking noise. I learned later on that it was the noise of the workers marrow. Well, not the marrow itself: it was the noise of the creature sucking on the workers bones. Everything that idiot of a lieutenant had taught me came in handy that night. I shut Teddy up and I started looking for a way out, but in our excited running we had taken a few turns and I couldnt remember which way was up. When Teddy banged his foot on a piece of scrap metal, the noise rang through the hole like a gong. The sucking immediately stopped, and the beast howled with fury. Its weird, but I was reminded of that scene in The Lord of the Rings when the Balrog roars in Moria. We started running like crazy, not really caring if we were going towards the exit, but that thing was damn fast. When we finally saw the night sky, it must have been right behind us, but I didnt turn to check. Thats when they came in. There were only three of them, all wearing black trenches, but they all had automatic weapons in hand. They unloaded a few clips in the thing, which sent it scuttling back in its hole. One of them, the leader I suppose, took one glance at my briefs and flack jacket and asked Military?. When I nodded yes, he threw me his shotgun and said Welcome to Hell, bro. I checked that the gun was loaded, and I told Teddy to sit tight. All four of us went down the tunnel to hunt the monster. Ill spare you the details, but I can tell you it wasnt much of a party. That beast nearly exhausted our wits and our ammo. We shot it with everything we had, but it just kept coming. I saw these three guys do stunts that only people in the movies can do, and there was a fierceness and a commitment in them that Id never seen in a soldier before. One of them put a grenade in the monsters mouth. Lost his hand doin it too. The creature exploded in a fountain of guts and blood, sprouting weird organs that youll never find in any biology textbook. Before we went out of the tunnel, they placed explosives in key places, and a few minutes after we breathed the warm spring air, the whole station collapsed like an old cheese souffl. We heard police sirens in the distance: it was time to bail. We finished the night in a local bar, and I took a shower in a sleazy motel. We talked a lot that night, but the whisky was flowing freely so I dont remember much what was said. In the wee hours I woke up in a back alley, a scrap of paper in my pocket with the name April and a phone number written on it. It took me a while before I had the guts to try that number. A pleasant female voice answered me. She knew my name, and mustve had access to my army file because she knew a whole lot about me. A week later, I was an official member of the Lodge, with the code name Wolverine.

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I know, I know: it sounds like a corny, macho name, but April chose it. Anyhow, I joined a cell with four other Agents; guys like those Id met in the subway incident. They taught me all I needed to know about our secret war: the Earth is colliding with other realities, and monsters are crossing into our world to revel in their dark pleasures. This is a bad thing, and we have to use any means necessary to send them back home, or blow their head off. They often dont have a head though, which makes it a tough job. They also told me that Id been changed by my encounter with old Bones in the subway: I had become a Talented. Now I can also avoid some of the laws of physics when I need a little extra edge on the hunt. Ive knocked about quite a while for the Lodge. There are lots of Outsiders around to fight, and things dont always go so well as on my first run. I lost lots of comrades through the years: in our line of work, one small slip can be fatal. With experience I learned not to get too close to anyone. Its not that funerals bother me so much, but it takes me a long time to train each recruit, so it gets bothersome. I get all our missions on the phone: April gives me the details. Ive never met her in person though. After everything Ive seen, sometimes I think that maybe I just imagine her phone calls; thats shes just a little voice inside my head, like my own personal Tyler Durden. But then I come face to face with one of them monsters, and my faith in our war is renewed. Why am I telling you all this? Let me tell you a little secret: sooner or later, luck will turn against even an old dog like me. One day those powers of mine wont be enough to save my hide, and Ill buy the farm like everyone else. I dont want to die leaving nothing behind. People talk about us like were terrorists. If only they knew The Lodge protects them against creatures they wouldnt see in their worst nightmares! So, if Teddy and I ever dont come back, if the monster wins, can you explain to Mama how we lived and what we died for? Can you tell those people that we sacrificed our lives so they can keep paying their credit card bills and watch Jerry Springer on cable TV?

Realities uses the Persona System to manage the game world. The system is an original creation of Studio Mammouth and, like any gaming design, it reflects our thoughts about what a role-playing game should be. We at Studio Mammouth strongly believe that a role-playing game is a gathering of friends who want to work together and have fun telling a good story. In short, there is no single storyteller in RPG, and no audience. Each participant IS a storyteller, who contributes his own richness and imagination to the story. This collective approach is the basis of the Persona System. Players can influence the unfolding of the story not only by deciding their characters actions, but also by controlling the result of their dice rolls. In most RPG games, the result of the dice roll is an indication of the actions success. In the Persona System, the dice roll becomes a storytelling tool controlled by the player. The basic principal is to declare a vague action, roll the dice, and declare the exact effects after seeing the result. It might take a session or two for experienced players to get used to this, but players and Narrator alike will probably be thrilled by the systems flexibility as well as its storytelling possibilities. The Persona System is also very much character-oriented: half the book is dedicated to the subject and character creation will vary slightly between Studio Mammouths different game lines. This insures that the system adapts itself to the game world, and not the other way around. Take special care in the creation of your characters: it is their story that is being told. Make sure its interesting.

Character Concept
The first step in creating an interesting character is determining the concept behind it. A concept is a statement that gives a sense of who the character is, where hes from, what he looks like and what his personality is. The aim of the concept is to give the Narrator and the players a good idea of what the character will look like before getting to the creation process per se. A character can be defined in many ways: with a few short sentences, a long background story, or even a short novella. One quick and easy method that we offer players is to answer this set of questions: Where does that character come from ? In the world of Realities, no one grew up with the intention of becoming a Mutant terrorist drawing on the energy of many different realities at once to gain extraordinary powers. Who was your character before becoming an Agent? Does he ever regret leaving that life behind? What is the first impression your character leaves on people ? Is your character naturally friendly or antisocial? Does he project the confidence of a venture capitalist, or is he the kind of guy you work with every day for years without ever learning his name? Is this impression a

reflection of reality, or is it just a mask? What is your characters appearance ? Although we may not agree with that, science has proven that looks count. Is your character tall or short? Thin, well-built, or snug around the waist? Does he have any distinctive marks or signs, like a tattoo of a dragon across his back, or an ugly scar on his forehead? Does he have any strange mannerisms? An accent? What are your characters goals ? What is your characters motivation? Glory and success? Pride? Freedom? Why did he join the Lodge? Vengeance? The thrill of the hunt? Does your character have a driving goal that gives him incredible strength and resources, or does he get by one day at a time? How does he wish to be remembered? What is your characters best quality, and his biggest fault ? What are the traits and values that best define your character? Is he unfailingly loyal to his friends? Perhaps he has an incredible luck that always gets him out of trouble? Does he have a weakness for pretty women? Is she a born leader?
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How does your character react to his environment ? Does your character love watching sunsets, or does he cry a tear every time he hears a note from Mozart? Does he keep a Zen-like calm in even the most dangerous circumstances, or does his temper fly at the least provocation? How did he react to learning about his Powers, and to the fact that he is not quite human anymore? What does your character like and dislike most ? Maybe your character is particularly fond of his cat, or of that little rug next to his bed. Does he compulsively buy Japanese surf music CDs, or low-budget horror movies? Does he have an irrational hatred of squirrels, or a preference for German cars? Paper or plastic? What is your characters worst fear ? Everyone has fears, some even phobias. Is your character claustrophobic, or is he scared of heights? Is he afraid of dying without any descendants? Does he fear losing the ones he loves, or being thought poorly of? It is capital that the character concept be appealing to player, and also that it fit with the kind of campaign the Narrator has in mind. Before going any further in the creation process, the player should get his concept approved by the Narrator. Character Creation Example Part 1 David wants to create a character for Realities. After answering the questions to define his character concept, he has decided that Raphael, his alter ego, is a friendly 20 year-old young man who, although he normally has a sweet disposition, becomes very aggressive and even violent whenever he sees an Outsider. Before becoming an Agent, he was a student in Human Sciences; talented but not very hard-working, his first priority was triathlon, and his excellence in that sport had won him his scholarship. He strongly believes in the Lodges mission, and his greatest fear is not living up to expectations in his new line of work.

The Role
A characters role determines his domain of expertise, and his function inside the group of Agents. The players can pick one of the archetypes, or design their own from scratch.

Character Archetypes
Choosing an archetype is the fastest and simplest way to create a character. Archetypes are roles often used in the game. They are similar to clichs, whose name instantly gives an idea of what the character is. For example, the archetype Retired hired killer brings a definite image to mind, although two completely different characters could be generated with the same archetype. The archetypes presented here are nearly-complete characters. A player who selects one of these will only need to flesh out his character concept a little more, follow the instructions given in the archetypes description, and go right to the character creation finishing touches. It is possible to customize a character archetype by modifying certain elements (like the value of Attributes, or Skill levels) based on the character creation system using priorities. If the modifications are too extensive and complex however, its better to just create a character type from scratch.

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Agent of the Lodge


I didnt choose this job: it chose me. One minute I had a desk job in a respectable company, and the next a couple of weird dudes were telling me I had superhuman powers. And just like that, I was recruited by a clandestine organization that doesnt hesitate to risk my life in order to save humanity. Im a hero, living with no ties to anyone and tracked by all the worlds police departments. Life sucks. I still miss my old life, of course. People die quickly in our line of business, and that makes you wonder about your own mortality. But hey, Im an Agent! Humanitys last defense against the crumbling of reality. And nothing quite beats blowing off an Outsiders head

Attributes : Vigor 6, Agility 6, Intuition 5, Spirit 5, Presence 5 Skills : Agent of the Lodge 5 (specialization: Handguns), Police 3, Criminal 2, Skill related to old occupation 2, any one Hobby 2 Traits : Combat Reflexes, Drama (Legally Deceased) Drama (Talented), Martial Arts, Two-Fisted Firing Realities : Gehenna 4 (specialization: Dissipate Kinetic Energy), Nirvana 2, Pandemonium 2, Void 3 Experience points to spend : 50 points Gear : Glock 18 (plus 2 clips), Securvest F03 Model, virtual assistant, cool shades

Liaison Agent
Ive been working for the Lodge for nearly ten years. Youd think theyd give me the opportunity to retire, right? Me, I got a promotion instead. Now Im responsible for a cell of operatives: Im the only one in the group who has direct contact with the Lodge. I manage, I order, I command, I counsel, I train and I recruit. As a matter of fact, I have to recruit too often. Sending people to a nearly certain death is never easy, even if its all for a good cause. With each new recruit, I remember all those that came before; those that died under my command. I know much more about the Lodge and the world at large than what I usually tell my Agents. Sometimes, ignorance is bliss.

Attributes : Vigor 3, Agility 4, Intuition 5, Spirit 6, Presence 6 Skills : Agent of the Lodge 6 (specializations: Outsiders, Requisition), Military 4 (specialization: Tactics), Criminal 4 (specialization: Acquire illegal material) Traits : Contact Network, Drama (Guilt), Drama (Talented), Liaison Agent, Natural Leader, Reputation (2 dice), Resources (Well-Off) Realities : Dilmun 5, Nirvana 5, Sheol 3, Void 3 Experience points to spend : 75 points Gear : .44 Magnum pistol (with laser scope and 2 clips of explosive bullets), Securvest F03 model, virtual assistant, laptop computer, BE-Tech implant : ITS

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Ex-Swat Police
Most of the worlds police agencies have special teams that are trained intensively and heavily-armed in order to meet threats that are too much for your run-of-the-mill police grunts. I was a member of just such a team until recently. Infiltrating buildings full of criminals or terrorists, freeing hostages, playing sniper during operations or at special eventsthat was me! Well, until the incident that is. What incident? A building full of terrorists who were in fact Mutants. A total disaster! I woke up a few days later in a private hospital, while operatives of the Lodge were finishing off my old teammates, who were mutating one by one. They told me I was the lucky one: I resisted the mutation, and became a Talented. My particular talents came in handy to the Lodge. I learned that To serve and protect could be lived in a lot of different ways.

Attributes : Vigor 5, Agility 6, Intuition 6, Spirit 5, Presence 5 Skills : Agent of the Lodge 3, Military 6 (specializations: Urban combat tactics; expertise: Machine pistols), Police 4 (specializations: Police procedures, Shadowing) Traits : Combat Reflexes, Drama (Talented), Eagles Eye, Martial Arts, Tough-as-Nails Realities : Gehenna 4, Limbo 4 (specializations: Alter Range, Minds Eye), Nirvana 4 (specialization: Undetectable) Experience points to spend : 50 points Gear : Combat Knife, Glock 17 (with 2 clips), H&K UMP/9 (with silence rand two clips), 4 Flash bang grenades, Pro-Tech SWAT Special armor, BE-Tech implant: ITS

Outsider Hunter
Okay, my methods are not subtle. Okay, I might seem a little bit obsessed. Okay, Im not very good at working in a team. So what? The idea is to blast Outsiders without getting nailed, right? And there is no better hunter than me! Facing a ferocious beast and proving that youre the meanest predator on the block has always been a hobby of mine. After getting bored with animals, I turned to hunting the most difficult prey of all: humans. On the battlefields of Africa and the Middle East, I proved that I was the best. Then the Lodge approached me. They explained to me why I was so darn good and they introduced me to nightmarish predators called Outsiders. I signed up right away.

Attributes : Vigor 6, Agility 6, Intuition 6, Spirit 5, Presence 4 Skills : Agent of the Lodge 4 (specialization: Outsiders), Paramilitary 4, Hunter 6 (specialization: Tracking; expertise: Rifles) Traits : Drama (Alcoholic), Drama (Talented) Drama (Wanted), Nerves of Steel, Tough-as-Nails, Veteran Realities : Gehenna 4 (specialization: Dissipate Kinetic Energy), Pandemonium 4 (specialization: Alter Probabilities), Sheol 4 (specialization: Disrupt Life), Experience points to spend : 75 points Gear : XM-8 Assault Rifle (with scope and 3 extra clips), .356 Magnum revolver, hunting knife, 4 anti-personnel mines, chainsaw, Kevlar trench coat (AR 5), virtual assistant

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Transcendent
I always knew I was different; there was something particular about me - a mix of luck, instinct and an uncanny sixth sense. Even when I was just a kid I often knew what people were going to do or say before they did so. I was aware of the presence of beings that others couldnt see. I had a feeling deep-down that something was wrong with the world. When the Lodge recruited me, I finally understood my place in the Universe. In other times, I might have become a saint, a guru or a sorcerer. Nowadays, the trendy term is transcendent. I know now that I exist in many realities at the same time. I am a chosen one, destined to protect humanity. A shard of Divinity in a human shell.

Attributes : Vigor 4, Agility 4, Intuition 5, Spirit 6, Presence 5 Skills : Agent of the Lodge 4 (specializations: Realities, Geomancy), Hobby: Martial Arts 4, Hobby: Zen Meditation 3, any one Hobby 2 Traits : Drama (Talented), Fast Healing, Martial Arts, Transcendent Realities : Dilmun 3, Gehenna 2, Limbo 3, Nirvana 3, Pandemonium 3, Sheol 2, Void 3 Experience points to spend : 25 points Gear : Beretta 9mm, tai chi sword (ND+2), virtual assistant

Stable Mutant
In life, some people get lucky, and some people get all the shit. In my case, a load of shit might have been better: a reality breach opened right in my apartment building. In a few minutes, all the inhabitants were a gang of slobbering Mutants tearing at each other. I came to my senses when I heard gunshots. A couple of guys that seemed to have been hired for a special-effects film came out of nowhere and started blowing everything up. The other Mutants were gunned down and I wouldve bought it too if one of the Agents hadnt noticed that I didnt radiate any Corruption. Since that day Ive been working with that group of Agents. Im a stable mutant, which means that I dont give off any more Corruption than a Talented would, and my condition doesnt get any worse. But hey, lets face it: Im a freaking monster. The others tell me that Im a valuable addition to the team, but I get the feeling theyre watching me close. Just in case

Attributes : :Vigor 7, Agility 5, Intuition 5, Spirit 5, Presence 5 Skills : Agent of the Lodge 4, Doctor 4 (specialization: Xenobiology), any one Skill related to old occupation 4, any one Hobby 3 Traits : Drama (Legally Deceased), Drama (Monster), Fast Healing, Invincible, Sinister, Tough-as-Nails Realities : Gehenna 2, Limbo 2, Pandemonium 6, Sheol 2, Experience points to spend : 25 points Gear : sawed-off shotgun, belt with 24 bullets, virtual assistant, long coat to hide mutation

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Character Creation by Priorities


Creating a character from scratch is a little more complex. Any character can be broken down into five categories: Attributes, Skills, Traits, Realities and Experience. Each of these categories can be assigned one of five priority levels, going from 1 (weak) to 5 (strong). Any player has 15 priority levels with which to build his character: he can divide these levels among the five categories as he sees fit. No category may be assigned a level of less than 1, or of more than 5. The priority level assigned to a particular category determines the mount of Character Points (CP) that will be available for this category. Priorities Scale Priority 5 4 3 2 1 Attributes 30 (8) 27 (7) 24 (6) 21 (5) 18 (5) Skills 30 27 24 21 18 Traits 125 100 75 50 25 Realities Exp. 30 (6) 27 (5) 24 (4) 21 (3) 18 (2) 125 100 75 50 25

Contributions During the character-creation process, players can choose to accentuate the playing atmosphere by offering a contribution to the group. This contribution must be of an artistic nature, and must be handed in to the group before each playing session (frequency can be negotiated with the Narrator). In exchange for this contribution, the player gets an extra 50 Experience Points. If the player ceases to produce his contribution, the Narrator can impose a 75 Experience Points penalty, which the player will have to pay back before using his Experience Points for any other purpose. Examples of contributions : - novella or characters personal journal (1 page) - drawing relating to the campaign - poetry, music or any other artistic contribution accepted by the Narrator Attributes : Attributes measure the physical and mental potential of a character. While Skills determine the actual capacity of a character to accomplish a specific action, Attributes trace the limit past which experience and practice lose their impact (the characters natural talent if you will). Attribute points are bought at the cost of 1 CP per point of Attribute. The number besides the priority represents the total amount
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Following is a brief explanation of each type of characteristic, as well as its cost in Creation Points (CP).

of CP points that the player can spend at creation, while the number in parenthesis is the maximum value of any of the characters starting Attributes. Skills : Skills are a summary of the characters expertise and knowledge. They are divided in three categories: Professions, Educations and Hobbies. Professions are mostly physical or practical skills, Educations are intellectual and educational skills, and Hobbies are leisure activities. At creation, a character must have at least three Skills, including one Hobby. Skills start with a value of 1, and no Skill can be purchased further than level 6 at character creation. If a character masters a Skill at 4 dice, he can choose a Specialization, and if he reaches 6 dice, he can change his Specialization into an Expertise (see the Skills section). The following table summarizes Skill cost. Skill cost Skills Profession or Knowledge Hobby Add one die to the level of a known skill Develop a Specialization Develop an Expertise Cost 3 CP per Skill 2 CP per Skill 1 CP per additional die 1 CP 2 CP

Luck Martial Arts

25 15

Walking Encyclopedia Wise

20 5

Realities : This category represents the number of realities that affect a character, as well as his proficiency at using the rules of reality to gain incredible powers. In the Priorities Scale table, the number in parenthesis in the Realities column is the maximum number of outside realities that a character is connected to: 6 realities for priority 5, 5 for priority 4, etc. This number is determined at character creation, and will never change. If a character is under the influence of 6 realities, the player can choose to make him a Transcendent by buying the appropriate Trait, which will enable him to be affected by all 7 realities in the Nexus. The following table summarizes the cost of Realities and Powers. Please note that, when starting the game, the player is affected by zero realities: he has to buy the connection with each, up to his maximum allowance. Cost of Realities Upgrade Connection with a reality Raise the Mastery Level of a reality by 1 die Develop a Specialization Develop an Expertise Cost 3 CP for each reality, up to the maximum allowed by the priority 1 CP per die 1 CP 2 CP

Traits : Traits are characteristics specific to a character that underline some of his special capabilities, such as lightning-fast reflexes, a notable talent for mathematics, or a better-than-average immune system. The following table presents the cost of Traits in Realities. Trait Cost Trait Agile Combat Reflexes Drama Duelist Eagle Eye Fame Fast Healing Fonzie Good Looks Imposing Intuitive Invincible Liaison Agent Cost 5 20 10 20 20 5+ 15 20 20 5 5 25 10 Trait Natural Leader Nerves of Steel Networking Reputation Resources Sinister Street-smart Stylish Tough-as-Nails Transcendent Two-Fisted Firing Veteran Vigorous Cost 15 20 20 5+ 10/20/30 20 20 20 20 30 25 25 5

A character affected by a certain reality can in turn use this other worlds natural laws. When doing so, the player uses the Mastery Level of the reality he wishes to use. This Mastery Level is used just like a Skill, and a different level is attributed to each one that affects the character. Each reality has three Aspects that the character can use to create a variety of Powers. A Specialization or an Expertise indicates a familiarity with a particular Power. The seven realities are: Dilmun, Gehenna, Limbo, Nirvana, Pandemonium, Sheol and Void. Each of them is presented, as well as the powers Number of realities The choice of the number of realities influencing a character is very important, and definitive. A player may not change his mind after character creation, or add other realities through experience: the maximum number of realities affecting him is determined by the priority attributed to this category. Some powers necessitate the use of more than one reality at a time. A wise player will therefore take the time to read the section on Powers fully before choosing his realities.
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associated to them, in the section on Powers, in the chapter Fire with Fire. Experience : This characteristic indicates how much experience the character has had before the game starts. The Experience Points (EP) given by this priority are used in the same way as EPs would be during the game. They can therefore be used to transcend the limits imposed at character creation, like buying a Mastery Level 6 for a starting reality for example. The section Experience and Progress presents the use of Experience Points. Example of Character Creation Part2 David has chosen to create his character, Raphael, following the priority system. He invests four priority levels in the characters Attributes, to reflect Raphaels natural athletic talent. His past activities as a student and his present occupation as an Agent are also central, so David invests four levels in Skills. Traits receive three priority levels: an average number. David is not yet very familiar with the game Realities, so he decides not to burden himself with lots of Powers that would take a long time to master: he invests three levels in Realities. Finally, since Raphael is an inexperienced youth, David assigns only one level to Experience, which is the minimum.

Intuition : This Attribute is a measure of the characters speed of thinking, his senses, his capacity to act on reflex, and his ability to process new information (learning capabilities). Intuition is used when the situation calls for observation, analysis or simply the characters sixth sense. Spirit : This Attribute represents the characters strength of character, his mental initiative, and most of all his ability to translate the world around him in ways his mind can understand. Spirit is primarily used to determine the characters mastery over reality, to measure the amount of wounds he can receive before succumbing, or how well he resists to fear or torture. Presence : The characters Presence is a measure of his charisma, his charm, and in a general way his ability to impose himself in any situation. This Attribute does not measure the characters physical beauty per se (this is a Trait), nor is it necessarily based on his communication skills: it is simply a measure of his power and aura. Presence is used whenever a character is trying to impress, or wants to be noticed, in social situations as much as intimidation attempts. All Attributes have a value that goes from 1 to 10. Although their maximum level at character creation is determined by the priority that was given to this category, they can be raised through experience. Attribute Levels Attribute 1-2 3-4 5-6 Description An Attribute at this level is well below human average. Human average for an Attribute. Someone with an Attribute at this level distinguishes himself from the pack. An Attribute at this level, while it wont break records, makes the character stand out. The maximum level attainable by a human.

Attributes
Attributes are a measure of a characters mental and physical capabilities. While Skills represent what a character has gained through study and practice, Attributes stand for his genetic limitations. Skills will reach a certain limit beyond which no amount of study and no teacher will be of any help. It is much longer and more difficult to raise an Attribute than it is to raise a Skill. The balance between Attributes and Skills, or between potential and actual realization, is an important one. Two types of character frequently appear: those that posses a great potential that is yet untapped (high Attributes, low Skills), and those that are close to reaching their full potential (average Attributes and Skills). There are five Attributes: Vigor, Agility, Intuition, Spirit and Presence. Vigor : This Attribute represents the characters physical capabilities, including his strength, endurance and constitution. Vigor is used when the characters physical power comes into play: doing long exercises, lifting a steel plate, or receiving punishment. Agility : This Attribute represents a characters ability to move through space, his bodys suppleness, and his reaction time. Agility is used whenever the characters grace, coordination, mobility or dexterity comes into play: punching an Outsider in the face, dance while looking his partner in the eyes, play sports, etc.
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7-8

9-10

Example of Character Creation Part 3 David wants Raphael to be an Athlete, so a high Vigor makes sense, and he gives Raphael 7 in this Attribute: Raphael could have pursued a career as a professional athlete if his life had not been turned upside down. A good Agility is of course necessary for any successful athlete, so David invests 6 points in this Attribute. David also wants Raphael to be gifted for study, to compensate for his lack of efforts in this area, so he gives his character 5 points both in Intuition and Spirit. The 4 remaining points are spent on Presence, which means that Raphael doesnt have any special social skills or ability to impose himself.

Skills
Skills measure the characters expertise in some fields; in other words his capacity and talent to accomplish actions. This capacity is limited by the characters potential, as represented by his Attributes. Skills encompass a wide range of fields of knowledge and expertise that includes theoretical, social and practical fields. The Agent Skill, for example, enables a character to understand the functioning of the Lodge, but also gives basic knowledge about Outsiders, on the different realities and the powers associated to them, as well as giving contacts in other cells with which the character may have come in contact before. The Narrator always has the final word on what can be accomplished with a particular skill. Because each Skill can be used to perform a wide range of actions, the Attribute used will vary according to the circumstances. For example, if the Skill Police is used to interrogate a suspect, the associated Attribute will be Presence. If the same skill is used to fire a pistol, however, the characters Agility is more likely to be used. It is possible for a character that is advanced in a certain skill to develop a specialty: a more narrow area in which the character is particularly proficient. This specialty must be a basic element of the Skill, and must be summed up in a word or a short statement. The Skills presented later in the book offer examples of specialties. There are three levels of specialty: Specialization, Expertise and Mastery. Each level enables the player to reroll one die thaht failed to generate a success on a skil roll related to the specialty : 1 die for a Specialization,

2 for Expertise, and 3 for a mastery. Levels of specialty are sequential, which means that one level must be developed before a character can reach the next. Furthermore, a characters Skill must be at level 4 or more if he wants to have a Specialization in that Skill, at level 6 for an Expertise, and at least 8 dice for a Mastery. It is possible to develop more than one specialty in the same Skill, however only one of these may be applied on any one Skill roll. Skills are broken up into three categories: Professions, Educations, and Hobbies. Professions are physical or practical skills, while Educations are intellectual, and Hobbies are related to leisure. The Mastery Level of any Skill is expressed in Dice, and ranges from 1 to 10 for a Profession or Knowledge, and 1 to 4 in the case of a Hobby. The list of Skills is far from being complete, and is only meant as a guideline for players and Narrator to design their characters. Of course, if a player wants to invent a new Skill, it must be approved by the Narrator, as well as any Specializations that a character develops. Players are strongly encouraged to create Skills that fit very precisely with their character concept rather than using those given here. Professions Agent of the Lodge : The character has been an Agent for the Lodge for some time, and is now comfortable in the organization. This Profession covers not only the Lodges operation procedures, objectives and theories but also quite a few practical abilities such as basic combat training, mastery of the use of Powers and a complete briefing on Outsiders and their capacities. Sample Specializations: Contact with Other Cells, Outsiders, Requisition
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Hobbies A hobby is an activity that a person practices for leisure and entertainment. Contrarily to Professions or Educations, a Hobby is generally not central to a characters life. There is really no limit to the range of things that can be considered hobbies: camping, role-playing games, rifle practice, physics, etc. A Hobby has to be narrower than a Profession or Knowledge, however: Police Officer cannot be a Hobby, but Investigation, Law or Firearms all could be. In game terms, a Hobby is just a little wider than a Specialization. Note that it is also possible to take a Specialization for a Hobby, just as for any other Skill. It is possible to change a Hobby into a Profession or Knowledge during the game. It costs 10 points to transform a Hobby into another type of Skill, and after that it may be raised to a maximum of 10 dice. However, the scope of the Skill will always remain the same, which makes it less versatile than a Profession or Knowledge bought as such from the start.

Police Officer : The character has received training to become a law enforcement officer. A police officer is familiar with laws and regulations, knows his territory like the palm of his hand, can handle emergency situations, and can use a firearm. Some are even trained in handto-hand combat as well as assault tactics. Sample Specializations: Crime Scene Analysis, Law, Streetsmart Soldier : The character has received training either in the army, the navy or the air force. Whatever branch a soldier originates from however, he is trained for combat, can use many different firearms, can survive in hostile environments and knows the military organization of his country. Depending on his branch of the military, he can also be familiar with tanks, vessels or jet planes. Sample Specializations: Assault Weapons, Survival, Tank Driving Spy : The character is employed by a governments information gathering and security services. A spy has received combat training, knows how to lead an investigation, is a very good actor and is familiar with world politics. He is also usually trained to use the latest technology, as well as remember vast quantities of information. Sample Specializations: Acting, Breaking and Entering, Stealth Writer : The character has a talent for writing, and can live from his craft. Not only is a writer familiar with many different literary styles (poetry, novels, technical writing, journalism), but he also knows how to do research in libraries and archives, as well as being familiar with the editing business. Sample Specializations: Creative Writing, Journalism, Literary Theory Educations Antiquarian : The character is a trained specialist of antiquities and art objects. He can identify different styles and periods, can usually date an object or building, and can also estimate its value. He is generally familiar with buyers and merchants as well. Sample Specializations: Appraisal, Old Books, 17th century furniture Computer Engineer : The character is familiar with computers, networks and programs. He knows how to use most software, and can write new programs. He is

Criminal : The character is (or was) a member of organized crime. Skilled in intimidation, organization of criminal groups and the use of weapons, the character also knows where to buy all manner of illegal merchandise, how to corrupt policemen and bureaucrats and where to find the hottest night clubs. Sample Specializations: Breaking Legs, Fence, Intimidation Detective : The character is either a private eye, or a detective working for law enforcement agencies. He knows how to do research on individuals, how to shadow someone, interrogate a suspect, has access to private information, and can usually fire a gun. Sample Specializations: Interrogation, Research, Shadowing Housekeeper : The character has spent many years taking care of a household, and quite probably children as well. The character knows how to follow a budget, cook and clean, as well as having a hundred other useful talents such as crisis management, remembering the location of tiny objects and calming upset children. Sample Specializations: Budgeting, Childcare, TV series Skill Mastery Levels Number of Dice in the Skill 1 2 3-4 5-6 7-8 9-10

Description Beginner : the character has learned only the very basic aspects of the Skill Amateur : Skill could be considered a leisure activity. Professional : the character could use this Skill to earn their keep. Expert : a Skill at this level is the sign of an expert. Elite : Very few people reach this level. Only constant training over many years can produce this level of mastery. World Famous : Only a handful of individuals in the world master a Skill at this level. A character with this Skill level is without a doubt a genius in his field.
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of course very comfortable surfing the Internet, and can have access to private networks and hack into systems. Finally, the character can also repair or modify computers as needed. Sample Specializations: Computer Engineering, Computer Programming, Hacking Doctor : The character has studied medicine, and maybe even practices it. A doctor must be familiar with biology, medical practice as well as legal aspects of the profession. He can diagnose diseases and evaluate a patients condition, as well as treat injuries and prescribe treatments and medication. Sample Specializations: Cardiology, Diagnostic, Surgery Jurist : The character successfully went through law school. He knows very well the laws of his own country, can write and analyze contracts, and is able to interpret the law to his own advantage. He is also familiar with the judicial system, and can perhaps even plead in court. Sample Specializations: Contract Writing, Legal Texts, Pleading Politician : The character has studied politics and takes an active part in the political life of his country. He is familiar with international, national and local interests, knows how to write and deliver a speech, as well as how to dress for every occasion. This Skill also covers less savory aspects of the profession, such as lying convincingly, or bribing officials. Sample Specializations: Debate, Diplomacy, Fund-Raising Secretary : The character is an administrative assistant. This very demanding work environment has taught the character to write documents, search through files, use computers, take notes and remember a schedule. Most of all, secretaries are masters of multi-tasking. Sample Specializations: Draft Documents, Research, Stenography Student : The character is currently studying. Aside from a deep knowledge of his field, the student is also good at working under pressure, is able to do good research, knows all the best clubs, and can imbibe impressive quantities of alcohol. Sample Specializations: Applied Sciences, Human Sciences, Literature Teacher : The character is a teacher in a school, a professor in a university, or even a trainer in a company or other large organization. Aside from his field of expertise, he has knowledge in other related subjects, can plan and give a class, and is good at research. Sample Specializations: Academic Writing, Debate, Research Hobbies Film Buff : The character likes movies intensely, and knows the distribution date, cast and crew of a huge number of films, as well as having memorized the complete filmography of numerous actors and directors. He is familiar with most styles and trends, as well as independent cinema. Sample Specializations: Film Criticism, Filmography of (insert name of movie star), Independent Films
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Gambler : The character is a regular of casinos, or exclusive tables in the back of seedy bars. The character knows the rules and probabilities of most games, can assess his adversaries and knows when to fold. Sample Specializations: Cheating, Poker, Roulette Hunter : The character is an accomplished hunter. In modern times, hunting is a much simpler business than it was for our ancestors, but the character is nevertheless familiar with a wide range of techniques, both modern and ancient. He knows the habits of most prey, can track animals, can handle firearms and is familiar with relevant regulations. Sample Specializations: Firearms, Tracking, Traps Outdoor Sports : The character practices many different outdoor activities, perhaps even extreme sports. He knows the techniques, safety regulations and best places to practice sports like kayaking, mountain climbing, trekking or bungee jumping. Sample Specializations: Mountain Climbing, Rafting, Survival Sports Fan : The character is a sofa athlete, and a fan of most sports on TV. He knows the statistics of players and teams, the behind-the-scenes rumors and can easily make predictions. Sample Specializations: Baseball, Boxing, Football Strategy Games : The character is familiar with most strategy games; everything from chess to war games. He knows the rules and tactics, can assess his opponent, and is a regular of tournaments. Sample Specializations: Assess Adversary, Cheating, Chess Example of Character Creation Part 4 David knows exactly what he wants Raphael to be capable of doing. He spends 3 CPs to buy the Profession Athlete, and then spends 4 more CPs to bring its level to 5 dice. Because this Skill was so central to Raphaels life and it has reached 5 dice, David decides to buy an Expertise for it: Triathlon. To illustrate the fact that Raphael was also a talented student in college, David buys the Skill Student and raises it to 4 dice (6 CPs). David thinks that Raphael has been an Agent for long enough that he has been able to develop the Profession Agent of the Lodge, so he buys that Skill and raises it to 3 dice (total of 5 CPs). With the remaining 6 CPs, David decides that Raphael played weekly games of chess against some of his dorm buddies, and also that his trainer in the Lodge taught him Tai Chi to help him concentrate and develop his Powers. David therefore writes down both Hobbies, each at a level of 2 dice.

Traits
Traits represent either a rare characteristic or a specific ability of the character. These can be positive or negative. Many Traits give an additional number of dice that can be used in specific circumstances. These dice are

added to the value of the Skill, but they do not count against the limit given by the Attribute (or the natural limit of 10). All successes generated by these dice are simply added to those of the Skill roll. Agile : The character has an exceptional coordination and is extremely lithe. The player can re-roll one die that failed to score a Success on any of his Attribute Tests involving Agility. This Trait does not affect Skill Tests that would use the characters Agility as a related Attribute. Combat Reflexes : The character has either a natural talent, or has developed superb combat skills. When determining Initiative, this character rolls two additional dice. Drama : The character is followed by a dramatic event or situation. In other words, Dramas are details of the characters personal life that give outstanding roleplaying opportunities. They are not really designed to be solved (although they can be), but rather to present a recurring element of the character that will influence him all through a campaign. The listed cost is for one Drama, which must be approved by the Narrator. For more details on Dramas, read the section on Drama and Coolness. This Trait can be taken more than once. Duelist : The character is a veteran of melee combat, and he knows how to make his experience count. The player may opt to use the value of his characters combat Skill instead of his Intuition to determine the Success Threshold (ST) necessary to hit him in melee combat. This illustrates the fact that the characters training take precedence over his innate reflexes. Eagle Eye : The characters vision is as good as a humans can be naturally, which enables him to notice details even at great distances. This talent is particularly useful in combat: the Trait nullifies all ST penalties due to distance when firing a weapon. Fame : The character has appeared in the media often enough to be recognized even by strangers. Whenever the character meets someone, that person can make a Celebrity Roll to see if he recognizes the character. The opposite party rolls one dice for every level of Fame the character has invested in. The average ST is 6, but it could be modified according to circumstances (such as the character trying to hide his identity). Every success on the Celebrity Roll does two things: it gives the character 1 additional die on all Skill rolls related to social situations with that person, but it also gives that person information about the character. It goes without saying that it is not always a good thing to be recognized in this manner, mostly for an Agent.
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Fast Healing : The characters metabolism is very effective, which accelerates his recuperation rate. This Trait gives two additional dice for Healing Tests. Fonzie : There are cool people in this world, and then there is Fonzie. The character is confidence incarnate; a god of witty retorts with a crooked smile. The character is larger than life; hes so cool that no one would be surprised to see him sitting at a bar with Chow Yun-Fat and Lando Calrissian. Limits do not apply to the character: he can accumulate any number of Coolness Dice, rather than be limited to 10 as other players. That is, until his Narrator wakes up and puts him in situations that make him spend a few! For more details on Coolness Dice, please see the section on Drama and Coolness. Good looks : The characters physical appearance is significantly higher than average. This gives him two additional dice for all social Skill rolls that aim to produce a positive effect. Imposing : The character has a presence and a charisma much superior to the average person. When making an Attribute Test using Presence, the player gets to re-roll one die that didnt score a success. This Trait does not affect any Skill Tests that would use the characters Presence as a related Attribute. Intuitive : The character has lightning-fast wits, and he can manage and assimilate information much faster than usual mortals. When making an Attribute Test using Intuition, the character can re-roll one die that failed to generate a success. This Trait does not affect Skill Tests that would use the characters Intuition as a related Attribute. Invincible : Either the character resists incredibly well to injury, or he has the Devils luck. The characters Lethal Wound and Death limits are both raised by 5. Liaison Agent : The character is a veteran of the Lodge, and he has been offered the leadership of a cell. To help him in his duty, the character can requisition equipment equivalent to the Well-Off level of resources (this is in addition to any resources the character might have). Also, his long experience in the field enables him to roll an extra die for all his Tactics or Strategy Tests linked to the Group Dice Pool (see p.xx). Only one character may possess this Trait in a given cell of operatives. Luck : Some people are blessed by the Gods at birth. The character is just such a person: his worst failures can turn into successes, and he seems to have a guardian angel watching over his shoulder. Once per Round, the player may re-roll one die that failed to produce a success.

Martial Arts : The character has received extensive training in a form of hand-to-hand combat or has extensive experience, enabling him to inflict deadly wounds in close combat. The Initiative penalty for fighting against an armed adversary does not apply to the character, and he may choose a combat style and receive all its benefits. Natural Leader : This Trait represents an unusual amount of charisma, a talent to inspire people, and good leadership abilities. The character receives two additional dice in situations where his leadership capabilities are essential. Nerves of Steel : Whether through determination, courage, stupidity or simply the habit of confronting creatures from other worlds, the character can stay cool-headed in any situation. When rolling Horror or Terror Tests, the player may make a Spirit roll, with a ST equal to the Presence value of the situation. Every success on this roll will negate the Narrators successes on a scale of one for one for Horror Tests, and 2 for one for Terror Tests. Networking : Some people have a knack for making friends everywhere they go. Others are so rich or goodlooking (or both) that ordinary citizens are drawn to them like moths to a flame. Whatever the case, when the character uses one of his Skills to get in contact with someone in that field, he rolls two additional dice. Reputation : This Trait measures the reputation that the character has acquired through his years as an Agent. It works in exactly the same way as Fame, but affects only affiliates of the Lodge, Mutants, and Outsiders with enough intelligence to recognize the character and understand his actions. Resources : This Trait raises the characters fortune beyond the basic level: all characters start at the Salaried level by default. For 10 CPs, the character goes up to Well-Off. For 20 CPs, the character is Rich, and for 30 CPs he is Filthy Rich. For more details on the different fortune levels, see the Finishing Touches section. Sinister : The character has an aura that tends to make those around him uncomfortable. This gives two additional dice in social situations where the character is trying to provoke a negative reaction in the opposite party (intimidation, interrogation), as well as all rolls involving leadership. Street-smart : The character instinctively knows his way around urban areas, and is competent even in less-savory parts of town. Not only does he rarely if ever get lost: the character knows which places and people to avoid, and who to talk to in order to get what he needs. This Trait gives two additional dice to all rolls that involve getting by in an urban setting. Stylish : Some individuals just have an innate sense of style that transcends mere experience or expertise. The character talks, acts and dresses in a way that provokes
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reactions from those around him with frustrating ease. This Trait gives two additional dice in situations where the characters style can influence the reaction of those around him. Tough-as-Nails : The character possesses an impressive constitution and an unusual capacity to receive punishment without keeling over. This Trait gives the character one natural Armor Point that applies not only to regular damage, but also to diseases and poisoning. Transcendent : The character exists simultaneously in all seven realities of the Nexus, on top of our own. This makes him the equivalent of an Outsider, but from our world: our reality goes back to its correct form at his passage, reversing the effects of Corruption. The complete details on the powers of Transcendents can be found in the chapter Fight Fire with Fire. Please note that a character must already be aligned with 6 realities (i.e. have invested 5 priority levels in the category Realities at character creation) if he wishes to buy this Trait. Two-Fisted Firing : The character is able to fire one firearm in each hand: no mean feat when one considers aiming and recoil. When the character uses two firearms simultaneously, he makes only one attack roll but adds two dice. Damage is calculated as usual (i.e. as if the character was only using one weapon). Veteran : The character has a lot of experience in combat situations, and has learned to keep his cool when blades whish by and bullets ricochet around him. Any Terror Test rolled against the character sees its ST increased by one. Furthermore, the character rolls one additional die for Initiative, and can contribute one additional die per Round to the Group Pool, as well as use one more than usual (see the Group Pool section of A Rain of Bullets). Vigorous : The character is in exceptional physical condition. When making a Vigor Attribute Test, the player may re-roll one die that failed to score a success. This Trait does not affect any Skill Tests that would use the characters Vigor as a related Attribute. Walking Encyclopedia : The characters memory is phenomenal, as is his love of knowledge (useful or otherwise). This Trait provides two additional dice when the characters memory or general knowledge comes into play. Wise : The character demonstrates a Zen-like calmness and an exceptional strength of spirit. When making an Attribute Test using Spirit, the character can re-roll one die that failed to generate a success. This Trait does not affect any Skill Tests that might use the characters Spirit as a related Attribute.

Example of Character Creation Part 5 With 75 Character Points to spend, David buys Raphael some Traits. He decides that his characters talents as an athlete would justify buying Combat Reflexes. Because Raphael was a semi-pro athlete who had begun to get some attention, David buys Fame at 1 die. The life of an athlete and good living habits give Raphael the Trait Fast Healing. In order to minimize the impact of Raphaels average Presence, David decides to buy Good Looks. Finally, David decides that Raphael gained a small reputation as a hot-head during a little incident in the beginning of his career as an Agent: he buys Reputation at 1 die, and keeps the 10 CPs he has left to buy a Drama.

All characters in the game Realities start their career with the Drama Talented. Talented: The characters contact with other realities in the Nexus, whether conscious or not, has definitely transformed him. His powers make him different from the rest of humankind, and the corruption that their use brings makes him potentially dangerous. In some ways, the character is perhaps closer to the Mutants and Outsiders that he hunts than to the people he defends. How does the character react to this transformation? Does he see himself as a new, superior kind of human being? Does he feel like a freak, a monster? same time. The following list of Dramas is summary, and is only meant to be a guideline for players and Narrators. Addiction : The character suffers from some kind of addiction, perhaps to some hard drug. Did the character have this dependency before, or is it a result of the pressure of coping with the things he has seen since joining the Lodge? Whatever the case, the organization is unlikely to take his addiction with a grain of salt, just like his teammates who depend on his full presence of mind during missions. Amnesia : The oldest memory that the character has is waking up, strapped to a table with an Agent trying to calm him. It seems he was found by a group from the Lodge while in a state of complete frenzy, triggered by massive contamination by Corruption. The character is now a member of the Lodge. But did his new friends tell him the whole truth? What is the life that he had before, but is now forgotten? Guilt : The oppressive weight of guilt constantly follows the character, and is slowly destroying his life. Perhaps he shirked his duties during a mission and an innocent bystander paid the price. Or he feels remorse for leaving behind his wife and baby daughter to chase monsters in the night. Is the characters guilt truly justified? Is there some way he can redeem himself, and find some measure of peace? Legally Deceased : From the laws point of view (as well as that of his friends and family), the character is dead. Perhaps a body was found and mistakenly taken for his, or he has been missing for so long that he is now considered dead. Is this situation voluntary on the characters part? If so, why? What would happen if he ever ran into family or friends? Lost love : The character has lost a loved one, and this loss haunts him permanently. Maybe her husband died of grief after she left him for another man (a fellow Agent)? His daughter was killed by an Outsider, or simply by a drunk driver? Whatever the case, the repercussions of this loss are still being felt by the character.

Drama and Coolness Dramas


As the saying goes, everybodys got ghosts. The past has a tendency to catch up with you at the worst possible moments. In the game Realities, Dramas are elements from the characters past that are just waiting to come back to haunt him. An enemy that wont quit, a family left behind or a lost love are all good examples of interesting Dramas. Their goal is to give a motivation and a certain depth to a character. They tend to be slightly melodramatic, and are usually impossible (or at least difficult) to resolve. Dramas also have a practical effect on the game: they generate situations where a player can shine, and maybe earn Coolness Dice in the process. There is no good or bad way to react to a Drama: the player must figure it out and be original. If the player interprets the situation in a way that the Narrator finds convincing, or if he does so in a very savvy way (such as a character in an action flick), he can be rewarded with a few Coolness Dice. The exact number is left up to the Narrator, of course, but can be anywhere between 1 and 3. The following section presents the Coolness Pool, as well as the means to gain and spend Coolness Dice. Dramas are not designed to be resolved. Their goal is to give a melodramatic depth to the character, just as story hooks in movies give actors a chance to demonstrate their acting talents (or lack thereof) by playing on the strengths and weaknesses of their role. Please note that the Narrator should reward performances that give the right tone according to the Drama and the characters nature, and not necessarily the best actors: this is a roleplaying game, not an acting class. The Narrator can give new Dramas to his players during the course of the game, depending on the turn of events. Also, it is quite possible that a players Drama becomes boring, or that an opportunity to bring it to an interesting closure presents itself. In this case, the Drama may be abandoned, but it is actually the Narrator that decides the moment when it becomes no longer relevant. In any case, it is best for characters never to have more than 2 or 3 Dramas active at the
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Monster : Not all Talented individuals are fortunate enough to escape the effects of Corruption. The character did not come out of his transformation unscathed, and Corruption has left its mark in his flesh. One part of his body is deformed in some way: one of his arms could actually be a tentacle; his torso could be covered with small burn scars, or his face could be covered with disfiguring marks. This mutation is essentially aesthetic, and provides no bonuses to the character, nor does it give him any disadvantages in terms of game mechanics. The character has very little chance of living a normal life however, and even Agents that work with him will probably feel uncomfortable and be on their guard, constantly afraid that the mutation will become unstable. Nemesis : The character has made a strong enemy at some point in the past, and that person will do everything in their considerable power to bring the Agent down. A Nemesis could be somebody very rich, or politically connected, or even a supernatural being (i.e. Outsider). This enemy has the means to make the characters life very unpleasant indeed. Obligation : The character has an honor debt. He could owe it to a person, a group, or even some kind of ideal. He must risk his life to pay this debt, which unfortunately may very well end with the characters demise. Secret : The character has a terrible secret, which he would go to nearly any lengths to keep silent. What is this secret? What would happen if someone (a teammate for example) were to find out? What if someone already knows this information, and is trying to blackmail the character? Traitor : The character is a traitor. In exchange for some personal gain, he accepted in the past to betray a person, an organization, or an institution that had total confidence in him. The problem is that his treachery is known, at least to the slighted party. Who will trust the character now? Can he regain the lost confidence? Are the accusations true, or was the character set-up? Vengeance : The character seeks revenge on a person or a group, and this hatred burns in him like a fire, driving him onward. Maybe the mafia had his family executed, or his girlfriend was sacrificed by a gang of cultists? Maybe his last contact with another reality was difficult enough to make him become crazy? Whatever the case, the character is committed to sating his thirst for revenge, and he will stop at nothing. Wanted : Although most Agents are wanted by law enforcement agencies, this character is actively sought out for some reason. Its possible that the character already was on Most Wanted lists, or that the fact that hes hunted puts his family in danger. Sooner or later, the hunters will catch up to him, and he might not have a convenient exit.

Coolness Dice
A player can earn Coolness Dice in play whenever his characters actions have a dramatic influence on the games progress, or when he reacts in an interesting or entertaining way to one of his Dramas. For example, how does the character react to the return of a companion he thought dead? How does he manage the fact that he is no longer completely human? Does he have some hope of winning back his ex-wife? If the players role-playing, no matter how clich, contributes to the development of the story and his characters personality, then the Narrator can be generous. Note to the Narrator Coolness Dice are meant to be instant rewards given to players who take the time to develop a fleshed-out character and to play it well, with style. No need to be a great actor to earn Coolness Dice: TV soaps and Hollywood movies are full of examples of good Dramas, corny but interesting.

A character can gain Coolness Dice when he is confronted to one of his Dramas and reacts in an interesting way. The Dramas of other players, as well as the series of dramatic incidents that will come up during a game are also good opportunities to gain Coolness Dice A characters pool of Coolness Dice goes from 0 to 10 dice. When the character receives any dice from the Narrator for his actions, he adds them to his Coolness Pool. This actually constitutes a reserve of dice that can be used to generate automatic successes on Attribute or Skill tests. These free successes are simply added to those generated by the players roll. The player may declare the use of Coolness Dice after having rolled his test, but before the Narrator actually describes the results of the actions. The player is free to use any number of Coolness Dice on a single roll. If the player is left with any Coolness Dice at the end of a game, he may keep them until the next game session. A character can never have more than 10 dice in his Coolness Pool, unless he has the Trait Fonzie. Example of Character Creation Part 6 David decides that the event that made Raphael a Talented is a freak attack of Moonroaches that left three of his friends dead. The only reason why his character survived is because he got to the car first and drove off, leaving his friends behind. Since that night, Raphael has carried the guilt of their death, and he seeks to redeem himself by killing every Outsider he finds. David adds the Drama (Guilt) to his character sheet, on top of the Drama (Talented), which is free.

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get by on the organizations meager resources. The character can own an old car, necessary weapons to hunt Outsiders, and a few personal effects. He probably lives in a low-income neighborhood of town, and his furniture would be of interest to no one except the most desperate thief. Well-Off : The character can call on the same salary and resources as an average white-collar worker. He can rent a decent apartment, or even own a loft or a small house. He also owns a good vehicle, and can buy any light equipment he needs as an Agent. His resources are sufficient to provide for all his needs, as long as he remains reasonable. Rich : The character is a millionaire. He has enough money not to need to worry about it, unless he spends unreasonably. Filthy Rich : The character has a personal fortune of a few dozen millions. He can buy practically anything he wants short of Buckingham Palace, and it would take many years living an extravagant lifestyle to put him in difficult straights. The characters level of Resources determines how much the character can spend without needing to worry too much. Any spending over that limit will necessitate credit or serious sacrifice: in other words, a dice roll will be necessary. All the details on equipment and its acquisition are described in the chapter Guns and Gadgets. Starting Gear The eternal question What does my character start with? is probably on everyones lips at this point. Realities is a very modern game, where most goods can be found easily and where credit, even more pervasive than in our times, enables ordinary citizens to buy just about anything without too much delay. Meeting monthly payments is another question entirely, of course. Solution: Characters can possess any object or get any service that they require, within their level of Resources and subject to the Narrators approval. If a player wishes his character to possess anything that is beyond his Resources level, he will need the Narrators approval.

Finishing Touches
Just a few more steps and the character is ready for play!

Wound Limits
The Wound Limits are used to determine a characters condition after receiving injury. The different Wound Limits are calculated in the following way: The Serious Wound Limit is equal to the Characters Vigor plus his Spirit. The Collapse Limit is twice the Serious Wound Limit. The Lethal Wound Limit is equal to four times the characters Vigor. The characters Death Limit is six times his Vigor.

Resources
All characters begin play with a certain revenue and amount of resources at their disposal. This level of fortune may come from various sources: a job besides that of Agent, monthly interest from capital, a family fortune, etc. All characters begin the game with the Salaried resource level, unless they purchase the Resources Trait. Salaried : The character has weak revenue; only slightly higher than a day job at minimum salary. This is the default level for one of the Lodges Agents, who can
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Corruption
Talented individuals (including the players characters) have acquired a certain control on reality through contact with other worlds. These contacts (as well as the use of Powers) cause a certain amount of Corruption: the same energy that makes Mutants and destroys reality. Because all characters are corrupted slightly, they begin play with a Corruption Level of 20. See the section on Powers for more details on Corruption and its effects.

Contacts
Contacts are acquaintances with which the character keeps in touch to a certain degree. Most of the time, these people are related to the character through one of their activities, and they have at least one Skill in common. These contacts can help the character; within the limits of their own skills and goodwill of course. They are not necessarily friends of the character. All characters begin play with two free contacts, chosen in relation to characters Skills. The player can briefly describe who they are and what they do.

objectives, and the way in which their characters succeeded or failed. This number is always determined by the Narrator (in the case of scenarios produced by Studio Mammouth, the experience value is listed). The group will receive a certain percentage based on their success, and the total amount is then divided equally among the players (although the Narrator may overrule that if some players participated markedly more than others). It is important to note that the scenarios actual objectives are never divulged to the players, and they may differ from the actual mission objectives they receive from their superiors. To know how many EPs a scenario should be worth, calculate the total amount by using the following table, and apply the corresponding percentage according to the characters level of success. A single scenario should be worth between 40 and 60 Experience Points. Once this amount has been multiplied by a certain percentage (perhaps an average of 80%), and has been divided among members of the group (usually an average of four), each character should therefore receive between 8-12 EPs per scenario. It is important to note that no Experience Points are attributed for the way a player role-plays his character. That is because Experience Points are a group thing, and individual dramatic performances are not a part of that. Instead, players are rewarded for their game play with Coolness Dice (see above), never with EPs. Progress Experience Points can be used to raise the level of a characters statistics. Every type of characteristic has a specific cost, and an Attribute or Skill can only be raised one level at a time. Any EPs that are not spent at the end of a mission are kept by the character until the player decides to spend them. The following table lists the cost of raising Attributes and so on. Spending Experience Points Characteristic Attribute Skill Specialization Expertise Mastery New Profession New Knowledge New Hobby Transform a Hobby into a Profession or Knowledge Mastery Level of a reality New Trait Experience Cost 4x the desired level 4x the desired level 15 points 20 points 30 points 20 points 20 points 15 points 10 points 4x the desired level 3x the listed cost (must be approved by Narrator)

Last Details
The character sheet has spaces for the purpose of writing the characters possessions, his weapons statistics, as well as his other belongings. These should be filled out, as well as a short background for the character. Example of Character Creation Part 7 All thats left for David to do is fill the few blank spaces on Raphaels character sheet. He arms his character, and fills in his physical description. His first contact is his old triathlon coach, and the second is the psychologist who treats him for the depression caused by his bouts of guilt. Finally, David consults the Experience and Progress section to decide how hell spend his Experience Points. He decides that, after a few missions as an Agent of the Lodge, Raphael has become familiar with the functioning of police forces, and how to avoid their attention: he takes the Police Profession at 1 die. David keeps the remaining 5 Experience Points for later. Raphael is now ready to face the challenges of the world of Realities.

Experience and Progress


One of the great pleasures of role-playing is to play a character for a long time, and to see it change and evolve as the game moves on. After each mission, players have the possibility of making their character better at what he does. For this purpose, the Narrator distributes a certain amount of Experience Points (EPs) that the players may spend to raise their characters Attributes, his Skills and Powers. Distribution At the end of each mission/scenario, the characters will receive a certain amount of EPs based on the successful completion of the missions objectives. A mission can actually comprise of a few gaming sessions. A series of missions stringed together is called a campaign. At the end of a campaign, players can receive experience bonuses based on their relative performance during the course of the campaign. The exact number of points that the players receive depends on how well they fulfilled the scenarios
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Experience Points Scale Parameters Objectives Major objective of the scenario Ex: Eradicate a dangerous group of Cultists Secondary Objective (usually 2 to 4 per scenario) Ex: Capture a cultist to interrogate him Prevent the group from invoking a Level 2 Outsider Discover a link between the Cultists and a popular politician Objectives are more difficult than average Ex: Government agents are on the players tail for the whole scenario. Between 20 and 30 points Experience Points Value

5-10 points per objective

5-15 additional points

Success All objectives are successfully completed Major objective is only partially attained Ex: Some Cultists manage to escape. Major objective is a failure Ex: Most of the cults members escape and can regroup Per partially attained minor objective Ex: The Outsider is invoked by the Cultists, but the players can eliminate it before it causes too much damage. Per completely failed minor objective Ex: The Outsider is invoked, and it escapes the players. 100% -15% -30%

-5%

-10%

End of Campaign Bonuses Campaign is a complete success. The majority of the campaigns major objectives were all accomplished. Most of the objectives were attained to a certain extent. Many of the campaigns objectives were completely failed. The campaign ends with total failure.

100 points 100% 75% 50% 25% 0%

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Different places, but somehow they always look the same: an old church, a run-down chapel, a forgotten convent. Funny how the Church has a way of building their places of prayer in locations where the Veil is thin. The building is usually ready to crash down on itself; covered with moss and vines, and home to rodents that splash through stagnant pools. These kinds of places usually have a reputation for being haunted, and the neighborhood kids dare each other to stay the night there. I pity those that are caught there on the wrong night. I wonder why THEY always gather there at night, preferably under a full moon. Superstitions die hard I suppose: after all, it wouldnt be harder to break the Veil in full daylight on Christmas Day than on the night of Halloween. Those with a taste for novelty come to these little reunions wearing long black robes: dress and protocol are important in their ceremonies. They slide silently into the ruins of the building, coming together in a circle: their use of geometry is never very original. They sing strange songs in forgotten tongues, sometimes adding a little choreography of their own design. After a while, their guru appears to lead the excitement to new heights: usually a tall, middle-aged man with a deep voice. A victim is brought to the center of the circle, and the Master chants incantations while making grand gestures with a butchers knife. The details vary, but the core of his mantras is always the same: End of times, May your kingdom come, I call upon the power of the Old Ones, We offer you this pure young womans blood One thing never changes: they always have the strangest names for the entities they summon. After anywhere from a few minutes to a few hours, the Veil finally rips apart in a shower of blue flame, and an Outsider puts down a foot (or any other fleshy appendage) into our world. The monster takes a moment to emerge and adjust to its surroundings, and at this moment the celebrants usually panic completely. They understand only too late that the evening was never meant to sate their desire for dark excitement: the creature that looks like a mad cross between a Picasso and Jerome Bosch has indeed come upon them. Theyre usually butchered as the Outsider feasts on them to replenish its energy. Thats when guys like me come in. Get one thing straight: were not here to save all these Cultists. If these assholes were stupid enough not to know some things are better left alone, then they deserve whats coming to them. No, our job is simply to make sure that the Outsider in question doesnt get the chance to leave the perimeter and hurt innocents. Believe me, thats not as simple as it sounds. Even with the right equipment, the night can turn out to be long, and bloody. Once in a while, we get there before the creature has had time to materialize. Whenever that happens, we put a bullet in the gurus head, so that he doesnt get to start a new cult on the other side of town. Unfortunately, more and more sects have gotten wind of our activities it seems, because theyve started arming a lot of their members. So even if we do arrive on time, we have to deal with the Cultists as well, and by that time the monster has usually had time to appear. Thats when the action gets really nasty, because at that moment the Corruption Level in the area gets so high that the Master and his minions mutate by the minute. Of course, with enough time and personnel we could neutralize everyone with non-lethal weapons, and then isolate and decontaminate them. But then again, we dont have as much resources as the CIA. Our preferred treatment is usually a good dose of lead.

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Dice
The Persona System uses only 10-sided dice to resolve all actions and dice rolls. These dice are numbered 0 to 9, and 0 actually represents the number 10. All rolls follow the same pattern: the result of each dice rolled is compared to a Success Threshold (ST), which usually varies between 4 and 8. If the value rolled on any die is equal to or higher than the Success Threshold, the die has generated one success. Rule of 10 and Rule of 1 For each die that shows a 10 as a result, the player may roll an extra die and attempt to generate more successes. If this extra die rolls a 10, another may be rolled, and so on for each die that shows a 10. If a die shows a result of 1, it is simply considered a failure: it does not remove successes rolled on other dice. However, if the player rolls more 1s than he has successes, the test is automatically failed no matter the number of successes rolled. Furthermore, the roll is considered a Critical Failure: the characters weapon jams, he falls and breaks his big toe, or a vehicle suffers a mechanical failure. The exact effects are left up to the Narrator. Example : Paul is trying to break down a door to escape a squad of policemen. Paul rolls 6 dices for his Skill Pro Boxer at 6. The results are 1, 1, 1, 5, 7 and 9. Because Paul rolled more 1s than successes, he suffers a critical failure: he fails to ram down the door, and injures his shoulder.

Attribute Tests Attribute Tests are used in situations where only the characters natural capacities come into play (as opposed to skill and training). For example, if a character is set adrift on the North Sea, a Skill Test will determine if he can swim to stay afloat, but an Attribute Test (Vigor) will decide how long he can last before he dies from hypothermia. An Attribute Test uses one of the characters five Attributes: Vigor, Agility, Intuition, Spirit or Presence. The player rolls a number of dice equal to the value of the Attribute in question and tries to beat the ST on as many dice as possible. Skills never have any influence on an Attribute Test, although some Traits and Powers do. Skill Tests A Skill Test is used in situations where a characters training, education and experience come into play. It is by far the most common type of Test in the Persona System. Driving a car, firing at an Outsider, defusing a bomb and seducing a guard are all actions that require a Skill Test.

Because in the game Realities characters have a few broad skills, a player will always need to justify his use of a Skill in a particular test. A player using his Profession Soldier to fire a rifle needs no comment, but anybody trying to use the Skill supermodel to do the same would need to come up with a convincing argument. The characters background story should help the Narrator manage these kinds of situations: just one more reason why it pays off to have a detailed character in Realities.

Tests
A Test is a dice roll that determines whether the character succeeds at any particular action, and how well he succeeded (or how badly he failed). All 3 kinds of tests follow the same principle: the player rolls a certain number of dice and attempts to generate as many successes as possible by comparing the result on each die with the Success Threshold (ST). The more successes the roll produces, the better the characters action will be. One success is generally enough to succeed at a simple task: extra successes will be used by the player to adjust the final result of the action (ex: modifying the required time the action takes, making its results better, or adding stunts). In the persona System, nearly all dice rolls are Tests. There are three types of test: Attribute Tests, Skill Tests, and Opposed Tests. Each kind of test has slightly different mechanics, and the situation (i.e. the Narrator) will dictate which one to use. On a Skill Test, the player rolls the number of dice he has in the particular Skill his character is using. However, the number of dice that can be taken into account is always limited by one of the characters Attributes. The situation (and the Narrator) dictates which Attribute is to be used, and it can be modified by some conditions: darkness will lower an Attribute when firing a pistol, but a scope can raise it. Please note that extra dice obtained through Traits or Powers are never limited by the Attribute, and are simply added to the total number of dice kept. Because the player determines which dice are kept and which are dropped, dice that have failed to produce successes will generally be thrown away first. Example : Dirk wants to persuade a young nurse to give him access to a patients file, even though he doesnt have the proper clearance. He convinces the Narrator (i.e. bribes him with a bag of chips) that a good part of his time in college was spent chasing after girls, which would enable him to roll his Student Skill to seduce the nurse. Dirk has 6 dices in his Student Skill, but his Presence is only 5. Normally, he would roll 6 dice, keeping only the 5 best, but Dirk also has the
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Traits Good Looks and Stylish. Dirk then rolls 10 dice (6 for Student + 2 for Good Looks + 2 for Stylish) and he keeps 9 of those (5 for Presence + 2 for Good Looks + 2 for Stylish).
Skill Test without the Skill Although Skills are very wide, some situations will arise where a character has no appropriate training to perform an action. In these rare instances, the player can make a Skill Test anyway, but he rolls only 2 dice, and must keep the one with the lowest score.

delicate, the Narrator can shorten the length of Turns and require the player to make more than one Test. See the following section on Complex Actions. Scene A Scene is an abstract notion of time that is used to measure the duration of some Powers, as well as some combat concepts (such as Group Dice Pool and Defense Dice). A Scene is a segment of a scenario where all the action takes place in one location (the scene in a theatrical sense). A Scene can be a rendezvous with a contact, one or more combats in an alley, or even a car chase through the streets of New York. The Narrator is the one who divides the game session in scenes. The Scenario at this end of this book, Baptism by Fire, is divided in Scenes, and can give the Narrator good guidelines to determine the content of a Scene.

Opposed Test An Opposed Test is used whenever two characters compete directly one against the other: an armwrestling match, a melee attack, or a car race. An Opposed Test can be either an Attribute or a Skill Test, and its ST is always one of the opponents Attributes. Example : Nina and Nathalie are having an armwrestling contest in a sleazy bar. Both would roll an Attribute (Vigor) Test. Nina has a Vigor of 4, so the ST for Nathalies Test is 4. Nathalie on the other hand has a Vigor of 6, so the ST for Ninas Test is 6.

Action Results
In the Persona System the results of an action are fairly broad, and give players lots of freedom. This requires lots of cooperation between Narrator and players however. After a short time, the system is simple enough that no one will need to rely on the tables anymore, and the game will flow freely.

Time Sequences in Persona


Although time in the game world is divided in years, months, days, hours, etc, in terms of game mechanics the Persona System has only three units: the Round, the Turn and the Scene. Round The Round is the shortest time unit in the Persona System, and the only one with a fixed length: 6 seconds. 6 seconds is time enough to adapt to a surprise situation, or to do a good number of things. The relatively long time that a Round lasts in the Persona System is due to the fact that a player can roll his action, and afterwards use his successes to determine and change slightly his actions exact results. The character has the time to adapt during this time period. Game time is counted in Rounds only in critical situations (as in combat for example). Turn The Turn is used in most situations where it is useless to use Rounds. A Turn can last 10 minutes, a day or even a month depending on the situation. The exact duration of a Turn is based on the action itself rather than on the characters: two characters engaged in the same activity (composing poems for example) will have Turns of the same length, whereas their teammate who is repairing their car will probably have longer Turns. Most actions can be accomplished in a single Turn, and so necessitate only a single Test. However, if the character is pressed for time, or if the task is particularly
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Declaration
At the beginning of each turn, all characters must declare their actions. In combat, this is done right after Initiative has been rolled. Outside of situations that use Rounds, the player need only declare his intent to the Narrator before rolling to see the results. The declaration doesnt need to be very precise. Actually, in the Persona System, it is better to declare a simple action (which has a moderate Success Threshold), and then to change the exact effects based on the amount of successes rolled. All a player needs to do is give the rest of the group a good idea of what his character is attempting: I fire on the Lemur, I shift into fifth to speed by the truck or I build a security system for our base. Example : Catherine is piloting a race car at high speeds. She wants to speed up and use a high rise in the sidewalk to make her vehicle fly into a spin over the head of an Outsider. Catherine simply declares that she will attempt to jump off of the rise (moderately difficult), and she rolls lots of successes which she then uses to buy a double spin with a perfect landing.

Simple and Complex Actions


A Simple Action is one that can be resolved in a single Round or Turn. The player needs to generate at least one success on the Test to succeed, and he can use any extra successes to add results.

Because the exact duration of a Turn is flexible, most actions can be resolved in a single Turn, with a single Test. If the character is pressed for time, however, or if the task is inordinately complex, the Narrator may decide to fix the duration of a Turn and require more than one Test. This is called a Complex Action. The Narrator divides the total amount of time required to complete the task in equal segments, and the player rolls a Test in each of those segments. Usually, a player will need to accumulate a certain number of successes to accomplish the task: the faster the player accumulates them, the faster his character completes the action. In most cases, it is not catastrophic if the player fails on one Test: his character has simply made a mistake and lost some time. Example : Alex attempts to install a security system in the building that serves as her groups hideout. The Narrator decides that this task should take her approximately 4 days. Under normal circumstances, Alexs Turn would last 4 days, and she would make one roll to install the system. Time is pressing however: the Agent group is under surveillance by the FBI, and a tactical squad could hit them at any moment. The Narrator splits the period into four segments of one day (Alex needs to roll four Tests), and decides that installing the system necessitates four successes. Alex generates four successes on her first roll, an impressive result, and the security system is finished in a single day. If the Narrator had wanted to make the situation dramatic, he could have shortened the length of Turns to an hour each. The completion of the system normally takes 4 days, which equals 64 successes (one success an hour, times 16 hours, times four days). He decides that the FBI will attack in 20 hours, so Alex would have needed to roll 64 successes in 20 dice rolls or less in order to fully install the security measures before the strike team hits. There is no general rule for the amount of time that a Turn should last, or for the amount of successes required to accomplish a task. The Narrator must use his judgment and experience to make these decisions. The scenario Baptism by Fire, at the end of this book, gives a few examples of complex actions.

Test: the trick is to declare simple, broad actions and to tailor them according to the number of successes. The Narrator is always the judge of the ST to perform any action, but the following table gives some indications: Success Threshold SR 4 (-2) 5 (-1) 6 Situation Very Easy Easy Average Example Hide in a dark room. Pick a lock with good tools and a diagram. Chase a car on a good road in calm weather. Climb a slippery surface. Operate on a patient in a field hospital. Fire a weapon in total darkness. Repair a car with improvised tools.

7 (+1)

Difficult

8 (+2)

Very Difficult

In the case of Opposed Tests, it often happens that the character is directly up against another character (run by the Narrator, or another player). Both adversaries then use their opponents appropriate Attribute as their ST number. The Narrator may also assign a bonus or a penalty to one or both adversaries depending on the circumstances. The following table gives a few examples of which Attribute to use in different Opposed Tests. Attribute to use in Opposed Tests Situation Wrestling match. Armwrestling. Tennis game. Knife or sword duel. Chess game. Psychic duel. Iaijutsu draw. Convince or seduce a reticent target. Attribute Determining the ST Vigor Agility Intuition Spirit Presence

Determining type of test and Difficulty


After the player declares their intention for the Round (or the Turn), the Narrator decides which kind of Test the player must roll (Attribute, Skill or Opposed) and assigns a Success Threshold (ST) to the action. The ST usually varies between 4 and 8.The average ST is 6, but this number can be modified by a number of factors: weather conditions, the characters mental and physical condition. Please note that the complexity of the action the character is attempting has no effect on the ST, only conditions outside the characters control: he is under the effects of the pheromones of a Basilisk, he surprised his adversaries, its raining buckets, etc. The way for a character to accomplish more complex and difficult actions is to spend the successes he rolls on his
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Rolling the Test


Once the Narrator has determined the type of Test and the ST of the action, the player can roll to see how well his character succeeds. In the case of an Attribute Test, the player simply rolls a number of dice equal to the Attribute in question (including all modifications due to equipment or the use of Powers), and he keeps all dice. Calculate the number of dice that rolled equal or higher than the ST, and go to the next step.

If the roll is a Skill Test, the player can declare which Skill his character will use and which Attribute will limit the roll. In some cases the choice will be straightforward (use the Skill Agent of the Lodge to identify an Outsider), but in other situations the player will need to do some explaining to back up his selection (using the Skill Astronaut to swim). The Narrator has final word on whether the players decision makes sense or not, and it is strongly suggested that he prefer the logical application of a Skill rather than a well-argued but ridiculous choice. Once the Attribute and the Skill have been agreed upon, the player rolls a number of dice equal to his Skill level (taking into account any modifications due to equipment or the use of Powers), but he keeps only a number of dice equal to the Attribute that limits the Test. Certain Traits and Powers add dice that are not limited by the Attribute. The following gives an idea of which Attribute to use in which circumstances.

changing the quality of the result, influencing more individuals, etc. Here are some examples. Make the action more effective: The character can invest extra successes to make their action more effective. Each success spent in this way will raise the actions final result by about 20%. Action : Add a stunt to a simple movement. Jump further than was originally declared. Creativity : Make an art object more intricate than planned at first. Make the difficulty to identify a fake higher (+1 to the ST of identifying the fake for every 2 successes spent) Social : Persuade an adversary for a longer period of time, or make his conviction deeper. Convince a greater number of people. Pump more information from a contact. Technical : Modify a firearm to augment its range. Make an encryption harder to decode (+1 to the ST of breaking the code for every 2 successes spent) Reduce the amount of time necessary to perform the action : The player can invest his extra successes to reduce the amount of time needed to perform an action. In the case of a Simple Action, every success invested in this way reduces the amount of time necessary by 20%. In the case of Complex Actions, the successes invested simply help fill the total amount of successes needed more rapidly.

Outcome of the Test


If the character does not generate even a single success, the Test is failed, and the Narrator moves on to the actions of another character. Remember that if the player rolled more ones than successes, the test is a Critical Failure, no matter how many successes were generated. Assuming the player rolled at least one success, the Test is successful. The time has come for the Player to use his successes to determine exactly what the outcome of his characters action is. Please note that results relating to combat will be detailed in the following section on Combat. Most actions are fairly simple, and will necessitate only one success: pick a lock, intimidate someone, hit an adversary. Successes rolled on top of the first one can be used to modify the results of the action, by reducing the time necessary to perform the action,

Combat Game Concepts


There are two types of combat in the Persona System: firefights and melee. Each type of fight has rules that are specific to it, although they both share basic elements such as initiative and movement.
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Vigor : This Attribute represents a characters strength, endurance and constitution. It is used in Tests where these capacities are important. Attribute Tests : Lifting a heavy load. Running for an hour. Resisting a poison. Skill Tests : Wrestling match. football. Row a canoe. Play American

attitude, a lucky dodge, or even a more strategic approach to combat. Whatever the case, Defense Dice are the best protection against possible sources of injury. Any character begins a combat with no Defense Dice. He accumulates them by transforming successes rolled on his Initiative Tests: he exchanges efficiency and speed for a better defense. Also, some Powers give automatic Defense Dice. All Defense Dice are accumulated until they are spent, or until the combat ends. A player can use one Defense Die to negate one success on an adversarys Attack Roll. There is no limit to the number of Defense Dice that can be spent in a single Round. The player can assign more than one die to block an attack, and he can also block the attack successes of more than one opponent. However, the character can only use Defense Dice against attacks directed towards him. Also, he must announce how many Defense Dice he wants to assign to block an attack AFTER the Narrator has declared the number of successes of the adversary, but BEFORE he has declared how the opponent will use those successes. Because the number of Defense Dice will vary quickly during game play, we recommend that players keep track of them with a 10-sided dice placed in a corner of their Character Sheet. The player can simply change the face that is up to reflect the number of Defense Dice he has. We have also included a scale on the character sheet to keep track of Defense Dice. Initiative Initiative determines in which order the characters involved in a combat will act. The higher a characters Initiative, the earlier in the Round they will act, and the more actions they can perform. A characters basic Initiative Value (IV) is equal to his Intuition Attribute. Also, at the start of each Round characters must make a simple Spirit Attribute Test, which can be modified by certain Traits (such as Veteran or Combat Reflexes). Successes generated by this Attribute Test can be used in the following ways:

Agility : This Attribute represents a characters grace, flexibility, dexterity and coordination. It is used in situations where these capacities are central. Attribute Tests : Catch a thrown object. Squeeze through a tight corridor. Skill Tests : Dance a salsa. Play tennis. Fire a gun. Attack with a knife. Intuition : This Attribute represents the characters speed and clarity of reasoning, his senses, his reflexes, as well as his capacity to assimilate new information. Attribute Tests : Detect an ambush. Understand complex drill instructions. Skill Tests : Dodge a melee attack. Drive a car at high speeds. Plan a battle strategy. Spirit : This Attribute represents a characters strength of will, their ego in the Zen sense of the term, as well as their capacity to translate their surroundings in ways his mind can understand. Attribute Tests : Resist having a drink when one is alcoholic. Accept very alien concepts without losing ones mind in the process. Skill Tests : Sword-draw duel. Use Powers. Adapt to a place where the laws of reality change rapidly. Presence : This Attribute represents the characters charisma, their appeal and their capacity to attract attention. Attribute Tests : Make your presence felt. Skill Tests : Intimidate a suspect. Act in a play. Seduce an influential politician.

- raise the characters Initiative Value for the Round by 1 point per success - gain Defense Dice, at the cost of 1 Dice per success - make more than one attack roll during the Round, at the cost of 3 successes per additional attack roll - make more than one move during the Round, at the cost of 2 successes per extra move
After each character has decided how they spend their successes, the player with the lowest Initiative Value declares his actions first, and all the others follow in order. When the time comes to act however, the character with the highest Initiative Value acts first. Once an action has been declared for the Round, it cannot be changed.

Defense Dice Combat is a dangerous business, mostly in the Persona System. Damages accumulate rapidly, and a character can go down after only a few hits. Even armor offers only limited protection against modern firearms and explosives. The best way to avoid injury is to get out of harms way. Defense Dice come from Initiative Tests or from Powers, and they can be used to counter the successes of the attacks of adversaries. They represent a defensive
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Declaration of Dice Use In some rare instances, what each character will do with their successes on the Initiative roll can actually be important for the combat Round. In these cases, characters involved in the fight declare how theyll spend their successes depending on their Spirit score, starting with the lowest. If two characters have the same Spirit score, they must roll one die and the one with the lowest result must declare first. Movement The total distance that a character can cover in a single Round always depends on the actions he declared. A character can make one move each Round at their Initiative Value, either before or after their attack. Any additional moves bought with Initiative successes must be taken before or after anyone who acts later than the characters Initiative Value. Two types of movements are possible in combat: combat speed, and sprinting. A character using a combat move may advance a number of meters equal to their Agility score and still attack without any penalties. On the other hand, a character that sprints can move 4 times their Agility scores in meters, but they cannot take any offensive or defensive action during the Round. Example : Jerry rolled a very good Initiative, and he bought a second movement phase for his character. Because he wants his character to fire at the opposition, he decides to move at his normal combat speed. Jerry declares that he will use his first movement before he shoots, to get in position to fire, and his second movement just before the next character acts, in order to get back behind cover.

the characters can take the lead: he makes a Strategy Test, which is actually a Skill Test (choose appropriate Skill) limited by Presence, against a ST of 6. For every 2 successes the leader gets on his Strategy Roll, each of the teams members can contribute one extra die to the Group Pool for the Round, as well as pull one extra die from it. The leader can act normally during the Round, but the ST of each of his actions will be raised by 1 (to illustrate the fact that he has to concentrate on leading his team). Some particularly well-equipped groups, such as army platoons or SWAT police, will actually beneficiate from the real-time support of a control center that has access to more data on the battle. This is usually a strategic team, sitting behind computers somewhere far from the action, analyzing the data from cameras and satellite flow. They communicate with groups in the field through radio and tactical screens. Every Round, such a combat leader can also make a Strategy Roll against ST 6, but limited by the characters Intuition Attribute. For every two successes generated by the Test, one additional die will be added to the Group Pools of all the units that he directs in the field.

Melee Combat
Anatomy of a Melee Weapon Every melee weapon has the following characteristics:

Team combat : Group Dice Pool


When the going gets tough, it pays to have reliable friends watching your back. A well-trained group with a good leader that enters combat well-prepared can make mincemeat of a bigger, disorganized group. To illustrate this advantage, each character can opt to contribute some of the successes he rolls to a Group Dice Pool, which can be used by any of the groups members. Each Round, a character can give ONE of the successes on his Attack Roll to the Group Pool. Also, every character can take maximum TWO dice from the Pool each Round (until it is empty of course). These dice can be used as extras on an attack roll or as Defense Dice (see below). Successes invested in this manner remain in the Group Pool until a character uses them, or until the scene ends. Note that one Scene can be composed of more than one fight: if so the Pool does not empty until the end of the Scene. A group led by an experienced leader also has a tactical advantage. At the start of each Round, one of

Name : name of the weapon (ex: Light Chainsaw) Category : specific group the weapon belongs to (ex: Civil, Restricted, Military) DR : the weapons Damage Rating, which is added to the characters Vigor Attribute (ex: DR 8) Special : any special characteristics the weapon might have (ex: Rending, Mechanical)

Two weapon characteristics offer special abilities to this weapon: Rending and Mechanical. For a description of these characteristics, see p.54. Attack Roll in Melee Combat When engaged in melee combat, all Attack Rolls are actually Opposed Tests. Each combatant measures their combat capabilities to their opponents instincts and talent. The ST to successfully land a melee attack is equal to the targets Intuition score. When engaged against multiple opponents, use the Intuition score only of the adversary you are actually trying to hit. An Attack Roll is considered successful as long as only one success is generated (it is a Simple Action). The first success deals the weapons basic damage (usually DR + the characters Vigor), and any additional successes
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can be used to buy other effects that vary depending on the type of weapon. Example : Destiny is fighting two Mutants hand-tohand. She has an Intuition score of 6, and the Mutants have 4 and 5 respectively. Whenever Destiny tries to hit one of the Mutants, her ST will be either 4 or 5 depending on which target she chooses. Both Mutants will have a ST of 6 on their attack rolls. One of them attacks, rolling five dice and scoring 3, 6, 7, 9 and 2: he generates three successes. The first success lands the attack and does normal damage, and the extra two can be used to deal special effects chosen by the Mutant. Even though landing an attack necessitates only one success, it will probably have limited impact. To make the attack more lethal, the character has to spend successes to buy Effects. Melee Effects can be applied to any attack with a weapon, as well as the natural attacks of most Outsiders. Some weapons, pieces of equipment or types of attacks (in the case of Outsiders or use of Powers) possess one or more special characteristics that enable their user to produce Special Effects (described on p. xx). Players and Narrator are welcome to invent new effects inspired from the following if they wish.

in this manner, the opponents ST to hit the character is raised by 1 for the remainder of the Round. Projection At the cost of two successes, the character hits his opponent so hard (or with perfect technique) that he sends him flying. The opponent will be considered prone until he uses his movement phase to get up. A person who is prone is easier to hit: the ST to touch that opponent is reduced by 1.

Hand-to-Hand Combat: Brawling and Martial Arts


Empty-handed combat uses the same game mechanics as fighting with melee weapons. Combatants are considered armed with their combat style: anybody who has received no formal training fights using the style Brawl by default. A character using Brawl inflicts damage equal to his Vigor, and they can only use the Melee Effects Low Blow and Knock. Also, if the character fights against an opponent who wields a weapon, they suffer a -2 dice penalty to their Initiative. Brawl offers no other specific abilities. A character who has chosen the Trait Martial Arts replaces Brawl with whatever style he has learned (karate, kempo, judo, kung fu, capoeira, etc.). This style eliminates the Initiative penalty when fighting an armed opponent, as well as giving access to Defensive Maneuver and Projection (on top of the two previously mentioned). Also, depending on the martial art that the character practiced, he can gain access to one of the following Special Effects: Finesse, Multiple, Recurring or Stunning, In martial arts, Recurring damages represent a painful hold. Damages are calculated again on the Round following the first attack if the attacker succeeds at an opposed Skill Test against the opponents Vigor.

Melee Effects
Critical Hit: Deep Wound By spending two successes, the characters hit wounds the opponent deeply, provoking abundant bleeding. Two extra damage points are inflicted this Round, and the character can spend additional successes to make the wound continue bleeding at the cost of one more Round per success. Critical Hit: Incapacitating Wound At the cost of three successes, one of the opponents limbs (arm or leg) is hit hard, and will become useless until the character receives medical attention. Defensive Maneuver The character uses his successful attack to position himself defensively (he uses his target as cover, he ducks below a table, etc.). Every success invested in this effect can eliminate one success on an opponents Attack Roll. Successes invested in this manner that have not been spent by the player by the end of the Round are lost. Knock By giving his opponent a violent hit, the character knocks him out slightly. For every success invested in this effect, the opponents Imitative Value for next Round is reduced by 1. Please note that the adversarys Initiative Test will be based on this reduced Value. Low Blow The character performs a trick maneuver on his opponent: throwing sand in his eyes, giving a weak kick or a violent head butt, etc. For every success invested
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Firefights
Realities is a modern action game, and so most combat involves adversaries with guns. Anatomy of a firearm To understand this section, here are the game characteristics of a firearm:

Weapon : the weapons name (ex: AK-47) Category : the type of weapon (ex: Civilian, Restricted, Military) Ammo : the number and caliber of the bullets in a clip (ex: 30 x 7.62 mm) DR : the weapons Damage Rating (ex: DR 12) Range : the value of the weapons range (ex: 300 yards)

Extras : the possibility of using special equipment or ammunition for the weapon (ex: laser scope, explosive bullets)
Attack Roll in a Firefight In the case of ranged combat, the Test to hit a target is always a Skill Test (using an appropriate Skill) against a Success Threshold of 6 (modified of course by cover and environmental conditions). There are three types of cover: half-cover (50% of the target can be seen), cover (80% of the target is obscured) and full cover (100% of the target is covered). A character trying to shoot at a half-covered target suffers a +1 to the ST; against a covered target the ST is raised by +2, and a fully covered target raises the ST by +2 and beneficiates from a number of bonus Armor Points (see the section on Armor) depending on the type of cover. Please note that a fully covered target may not fire at its adversaries however. Rate of Fire The Persona System offers four different firing rates: Simple, Multiple, Burst and Automatic fire. Each weapon gives access to a certain number of rates of fire (see the descriptions in the Equipment section). In Simple Fire, the character fires off only one round. Multiple Fire is three consecutive Simple shots. A Burst shot fires three bullets every time the trigger is pulled, while Automatic Fire shoots ten bullets. The different rates of fire modify the Success Threshold of the attack in the following way: Simple Fire gives no modifiers; Multiple and Burst fire reduces the ST by 1; and Automatic Fire lowers the ST by 2. Furthermore, Automatic Fire destroys 3 of the targets Armor Points each Round the target is under such heavy fire. Environmental Conditions Lighting, weather conditions and movement affect ranged combat even more than do a melee. Here are some examples:

Use Successes
An Attack Roll in ranged combat functions just like one in a melee: the first success is used to hit the target and cause the weapons Damage Rating, while extra successes can be used to buy firefight Effects, just as in melee combat. Certain weapons, pieces of equipment or types of attack (such as Powers or Outsiders) have one or more characteristics that enable the use of Special Effects (described on p. xx). The players and Narrator are free to imagine new effects on top of those mentioned in the following list. Cover Fire Necessary equipment: firearm. A character equipped with a firearm may attempt to fire off random shots to cover his allies and make sure that the opposition keeps its head down. When his action comes up, the character makes an Attack Roll against a Success Threshold that varies depending on the weapons firing rate: Simple or Multiple = ST7, Burst = ST 6, and Automatic = ST 5. The player can use any successes produced by this Test to negate any of the adversaries successes when trying to hit any member of his group (including himself). There is no limit to the number of opponents that can be thwarted in this way, as long as all of them are in the characters range. Any successes left unused by the character are lost at the end of the Round. Critical Hit Necessary equipment: firearm Every success spent in this effect raises the weapons DR by 1. High Impact Necessary equipment: gel bullets, Magnum, buck-shot or weapon capable of Automatic Fire For every two successes invested in this effect, the target flies back one meter under the shots impact. The target is considered prone until it uses a movement action to get up. A prone target sees the ST to hit it reduced by 1. Ricochet Necessary equipment: a firing Skill of level 8 or more, or the Trait Luck In exchange for three successes, a character can ignore his targets Armor Point and modifications to his ST due to cover.

- Rain: +1 ST - Pouring rain, snow or darkness: +2 ST - Heavy storm or blizzard: impossible to use ranged weapons - Firing at a crowd (with no particular target): -2 ST - Firing in a crowd (at a particular target): +2 ST - Target is moving (running, on a motorcycle): +1 to +3 ST
Range The range to a target obviously modifies the difficulty of successfully making the shot. Each weapon has a Range characteristic, calculated in yards. The maximum reach of any weapon is three times its Range, and the characters shot is modified in the following way:

Grenades and Explosives


Grenades and other explosives are commonly used by the police, the army as well as most security agencies around the world. Their shape and effects are as varied as their many uses. To be used correctly, any form of explosive requires a Skill Test, whether it is thrown or only set. All types of explosive share one characteristic: Area Effect. Also, they have at least one secondary characteristic, which varies according to type. The
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Short Range (within the Range characteristic): no modifiers Long Range (between once and twice the Range characteristic): +1 to ST Extreme Range (between twice and three times the Range): +2 ST

chapter Guns and Gadgets details a whole range of grenades and explosives.

Special Effects
Many weapons, pieces of equipment, use of Powers or Outsiders attacks have one or more special characteristics that give the possibility to use Special Effects in combat. Area Effect : an attack that has the characteristic Area Effect is designed to inflict damage to more than one target at once, all located within a limited space. There are two types of Area of Effect: Directional, which has a cone shape, and Zone, which has the shape of a circle. The exact size of the area depends on the weapon or the type of attack, and is noted in its description. The number value indicates the length of the cone of a Directional attack, or the radius of a Zone. Blinding : This type of attack is designed to rob a target of its sight for a certain period of time. Good examples include pepper spray, tear gas and flashbang grenades. For each success invested by the attacker in this Effect, the target will be blinded for 10 Rounds (one minute). If the victim was aware of the attack and protected itself in an efficient manner (by covering its eyes with its hands, or stuffing its head in a mask), the Narrator can rule that the target may make an Intuition Test against a ST of 6: each success negates one of the attackers successes. Some pieces of equipment, including the armor of police SWAT teams and the military, are equipped with protection systems that automatically negate the Blinding Effect. Corrupting : In melee combat, an Outsider (or a Mutant who has a high Corruption Factor) will raise his targets Corruption Index every time he successfully lands a blow. Each Round in which the creature causes wounds, it must make a Corruption Test based on its Corruption Factor. The ST is 3 against a human target, and 5 against a Mutant or Talented. Each success raises the victims Corruption Index by 1. Finesse/Precise Shot : An attack with this characteristic is remarkably precise. If two successes are invested in this Effect, it is possible to hit a small zone on the targets body, with a minimal surface of 3 inches by 3 inches (hit a hand, rip a shirt pocket, leave a scar on a cheek). If four successes are invested, the size of the area can be reduced to the size of a quarter (an ear, an eye, a grenade pin). This Effect inflicts no extra Wound Points, but the Narrator may inflict some disadvantage to the target. Inflammable : Attacks with the Inflammable characteristic add +1 to their Damage Rating, as well as potentially igniting any combustible material they come in contact with. One to three successes are necessary to inflame an object, depending on the material: paper, light cloth, curtains or dry wood would necessitate only one success; nanotech cloth, living wood or plastic would necessitate two successes; fire-proof cloth and
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dense materials would require at least three successes to catch fire. Certain materials are completely impervious to flames, and cannot be ignited: metal, the materials used in modern armors, etc. Irritating : Some weapons, such as tear-gas grenades, are designed to irritate the targets skin or respiratory tract. For each success invested in this Effect, the Success Thresholds of all the targets actions will be raised by +1 for a period of up to ten minutes after the target is no longer in contact with the irritating product. Some armors or pieces of clothing can negate this Effect: a piece of clothing or armor with the Environmental characteristic protects the skin and respiratory tract, while masks protect the face and lungs. Massive/ Armor-Piercing : An attack with this characteristic is either very heavy or dense, and is particularly suited to punch through a targets protection. For each success invested in this Effect, the attacker can ignore two of his targets Armor Points. These APs must come from a physical protection: personal armor, cover or a Power offering physical protection (such as Carapace, or Black Veil). Armor Points gained through an energy effect, psychic powers or an immaterial state cannot be penetrated with this Effect. Mechanical : Weapons with this characteristic are usually designed to chop inanimate pieces of material, not poor hapless Mutants. Each success invested in this Effect permanently destroys two of the targets Armor Points. An object offering cover is completely destroyed (and no longer offers any protection) when its AP value has reached 0. If two different sources of armor are used (as in the case of a chainsaw-wielding madman hitting a character wearing a personal armor through a wooden door), the attacker can distribute the points between the two sources as he sees fit. Multiple : An attack with this characteristic can either hit the same target repeatedly, or reach more than one target simultaneously. Examples include weapons used in pair, Outsiders with numerous appendages, a weapon with a great reach (such as a staff, or a barbed tail) or some attacks with an area of effect (such as buckshot). For each success invested in this Effect, the attacker can designate an extra target for his attack. Each new target is considered as having been hit with only one success, unless the attacker buys Effects for each separate target. Recurring : An attack with this characteristic continues to inflict damage for many Rounds after it has hit. This type of damage can be caused by a stranglehold or by acid for example, and is often found in Outsiders. The effects of Recurring Damage in game terms vary, and the details can be found in the description of each attack or of the Outsider in question. Rending : Rending attacks represent the terrible damage inflicted by spikes, an extremely sharp edge, or an Outsiders monstrous strength. The wounds inflicted by such an attack are horrible, tearing off limbs and rending the targets body. Melee weapons with this

characteristic must always be wielded with both hands if the attacker wishes to use this Effect. Outsiders causing this Effect are not restricted by this rule, of course, but they usually have a Vigor of at least 7. For two successes, the total DR of the weapon is raised by half. For two additional successes, one of the targets limbs (hand, arm, leg) will be cut off/torn off/ destroyed. Staff Weapon : This characteristic represents an attack that has a long reach, such as a spear with a long staff, or the tentacle of a Phase Octopus. It can be used to keep opponents at distance, and to hit more than one target at once. For each two successes invested in this Effect, the attacker can hit an additional target located less than 3 meters from him and inflict the normal DR (without adding Vigor or Agility). Stunning : This type of attack is used to incapacitate a target, either through unconsciousness, paralysis or some other method. On top of causing normal wounds, this type of attack also has a Stunning Damage level (which usually varies between 2 and 10). Each time the attacker successfully lands a hit, he must make a Test using a number of dice equal to the Stunning Level of the weapon against an ST equal to the targets Vigor. Each success generated by the Test incapacitates the victim for one minute.

Examples of cover Type of cover Wooden fence Interior wall of a house Upturned sofa Car door Massive oak desk Steel (per 3 cm thickness) Power: Living Mist (Limbo effect), with four successes Power: Black Veil (Void effect), with four successes Power: Disperse Kinetic Energy (Gehenna effect), with four successes AR 2 3 4 6-8 8 14 Special characteristics

Immaterial

Force Field

Absorption

Special characteristics of armor or cover


Absorption This characteristic usually applies to cover given by Powers. Its effects are simple: any damage stopped by the armor is actually absorbed by the target rather than simply stopped by the armor. If the damage value of the attack is reduced by more than half, any special effect related to the impact (such as High Impact or Projection) is negated. BE-Tech Interface Any suit of armor equipped with these interface ports enables its wearer to plug directly into the armor if he has any BE-Tech implants. Many of the most sophisticated suits of armor require this type of interface. The complete rules for implants and BE-Tech equipment will be given in the next number in the Realities series, Shadow and Light. Bio-Monitor In the modern world, information is power, and it becomes crucial for any command center to be able to instantly know the current condition of any of the combatants it guides. A BioMonitor constantly checks the wearers condition, and it can relay this information to a computer via GPS communication. A squad equipped with such monitors enables a commander (see the section Group Dice Pool) to roll two additional dice on his Strategy Test. Carapace Armor with this characteristic resembles an exoskeleton, covering most of the wearers body with a tough shell for maximum protection. In order to inflict either Critical Hit: Deep Wound (in melee), Critical Hit
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Armor
The array of things that can hurt a character in Realities is quite amazing, and it is usually a very good idea for characters to be protected somehow. Armor Points can come in two types: personal armor, and cover. Anatomy of a personal armor Every suit of armor has the following characteristics:

Model : armors model (ex: APMA Mark III) Type : type of armor (ex: Assault Armor) AR : the armors rating, i.e. its Armor Points (ex: 9 AP) Special : any special characteristics the armor might have (ex: Carapace, Environmental, ITS, BE-Tech Interface, BioMonitor)
It is important to note that a character may wear only one suit of personal armor at a time. The only exception to this rule is if one of the pieces of armor has the Shield characteristic (i.e. is a hand-held shield). The protection value of armor is always added to the Armor Points gained from cover. Cover Whether generated by a piece of landscape, a car or a telekinetic barrier, any source of protection that is not a personal armor is considered cover. Cover gives a certain number of Armor Points, and also has special characteristics on occasion.

or Horrible Damage (in ranged combat), the attacker must bypass at least 50% of the targets armor value (with a Pierce Armor shot, or by the use of a Power for example). This effect does not apply if more than 50% of the Armor Points value has been lost however (by being subjected to Automatic Fire for example). Furthermore, a character equipped with Carapace armor uses his AR to reduce damage caused by falling. Environmental This type of armor is air-tight, has an internal air reserve, and is probably equipped with an air filter to protect its wearer from gazes, viruses, radiation and other environmental hazards. Gazes and viruses have no effect whatsoever on the wearer. The Success Threshold of any attack based on heat, cold or radioactivity is raised by +2. All these advantages are negated as soon as 25% of the armors value is destroyed however (with a Mechanical melee weapon for example). Force Field This effect is usually produced by a Power, and it negates all Pierce Armor effects. Furthermore, this type of Armor Rating is not considered as coming from a personal armor, in situations where it is important to determine whether a character is wearing armor or not. Immaterial This effect is usually produced by a Power: the wearer actually becomes immaterial, like a ghost or spirit. Weapons are able to cause normal damage (if they bypass the armor), but most combat effects are negated (except for Horrible Damage and Multiple Targets). If the character is wearing a personal armor, it will have no effect as long as the character is using this power: the armor becomes immaterial as well. A character using a Power which makes him Immaterial cannot interact with his environment. ITS Tactical Screens are standard equipment in most advanced suits of armor. These systems use a HUD display inside the helmets visor (or a retinal projector) to give the wearer vital information such as number of attackers, target range, infrared vision, etc. An ITS is required in order to use lots of other pieces of equipment, such as a TAS (Target Acquisition System). If a whole squad is equipped with ITS, all of its commanders Strategy Tests will have their ST reduced by 1. Jump Pack Some heavy suits of armor are equipped with a dorsal propulsion system (known colloquially as jump packs or jet packs). Such propulsion systems do not enable the wearer to fly per se, but they are very efficient to cushion a fall, or to enhance the wearers jumping capabilities. A jump pack enables the wearer to make a jump equal to 6 times his Vigor during his movement phase. When jumping or falling from a height, the character ignores any height superior to 10 meters: the wearer can fire their jets before touching the ground. Please note that the character must still make an Agility Test to cushion
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the last 10 meters (see the rules for falling damage in the Damage section). Powered A suit of armor with the Powered characteristic is equipped with an energy source, wire cables and mini-hydraulics that augment that wearers physical capabilities. In game terms, the wearers Vigor is raised for all actions that take into account the characters physical strength: to lift a steel plate, or deal damage in close combat for example (but not to resist a blow or run for an extended period of time). The bonus to the characters Vigor is indicated next to the Powered characteristic, such as Powered (+3) for example.

Damage
It goes without saying that the amount of damage dealt and received by characters varies greatly depending on their weapons and armor. The section on Equipment deals with these items in more details. Melee damage Damage in melee is calculated using the characters Vigor and the DR of the weapon:

- In hand-to-hand combat, the damage inflicted is equal to the characters Vigor - When using a weapon, that damage is equal to the characters Vigor plus the weapons Damage Rating. - The total amount of damage (including the characters Vigor, the weapons DR, as well as any Powers and bonuses) is reduced by the targets Armor Value (due to personal armor, cover or Powers). - Weapons that have the Finesse special characteristic use the wielders Agility rather than his Vigor when determining damage, but they generally have a lower DR than other types of weapon.
Example : Destiny is fighting a tentacle-flailing Mutant with a combat knife. She generates 4 successes on her Attack Roll. The first success is used to hit the Mutant and cause the weapons DR, and Destiny decides to use the other three successes to cause a Critical hit: Deep Wound, which will cause extra damage this Round and the following one. Destiny has a Vigor of 4, and the DR of a combat knife is +1. Counting the Deep Wounds 2 additional damage points, this comes up to a total of 7 Damage Points this Round, only 5 of which can be reduced by armor. Firefight damage Damage caused by firearms is even easier to calculate:

- When a firearm is used, the damage caused is equal to the weapons Damage Rating. - The total amount of damage can be reduced if the character has an Armor Rating (due to personal

armor, cover or Powers). - Weapons that have the special characteristic Area of Effect can wound more than one target at the same time, but they generally have a lower DR.
Example : Raphael hits an opponent with his trusty Glock-17 (a 9mm pistol). His Attack Roll produced three successes, and because his weapon uses armorpiercing bullets, Raphael uses his two extra successes to ignore two points of his targets Armor Rating. The Damage Rating of a Glock-17 is 8, and Raphaels target is wearing a light bulletproof vest with an Armor Rating of 3. The final amount of damage is therefore 7: 8 for the guns base DR, minus 1 AR (Raphael reduced the targets AR by 2 points).

things, one story of most buildings is about 4 to 5 yards high. Armor offers only half its protection value against falling, unless the armor has the Carapace characteristic, in which case it gives its full AR . If a character jumps instead of falling, an Agility Test can somewhat reduce the damage of falling. For each success on the Agility Test, one yard of fall is ignored when calculating wounds. Recurring damage Some types of damage, such as those caused by bleeding, poison, acid or radiation repeat themselves each Round or each Turn for a certain amount of time. This damage is calculated at the end of each Round (or Turn) if the source is still affecting the character. Some of these sources of damage can be reduced by armor (crushing damage for example) but others cannot (such as poison). The Equipment section presents a few sources of recurring damage.

Falling damage The life of an Agent is filled with dangers of all sorts, and one small slip can easily lead to his doom. With Powers that defy gravity and Outsiders that have a taste for heights, characters will risk falling very often. The rules for falls are simple: the character takes 2 Wound Points for every yard of freefall, up to 70 yards (at which time he reaches terminal velocity). To simplify

Wounds
It goes without saying that the life of an Agent is filled with danger, and most of them can hurt a character pretty bad. The Persona System is fairly realistic, and players can expect their characters to be out of commission after taking only a few wounds. Wound Limits Four elements are important as far as wounds are concerned: the Serious Wound Limit, Incapacitation Limit, the Lethal Wound Limit, and the Death Threshold. The Serious Wound Limit indicates the number of Wound Points that the character can take before being seriously affected by the pain. When the characters Wound Points reach this number, the Success Threshold for all his actions is raised by +1 until he heals. A characters Serious Wound Limit is equal to their Vigor plus their Spirit. The Incapacitation Limit is the number of Wound Points a character can take before he falls unconscious. This is equal to twice the Serious Wound Limit. The Lethal Wound Limit indicates that the character has sustained so much injury that he is in risk of dying. This Limit is equal to four times the characters Vigor. It is possible that the Death Threshold be attained before a character reaches their Incapacitation Limit. The Death Threshold indicates the number of Wound Points a character can take before dying. If the character does not receive extensive medical attention (i.e. an operating room) within a minute or two, he will be permanently dead. This Threshold is equal to six times the characters Vigor. Incapacitated Characters When the number of Wound Points a character has suffered reaches their Incapacitation Limit, they fall unconscious. An unconscious character is an easy
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target: the ST to hit such a character in ranged combat is 4, and only 2 in close combat. An unconscious character can stay that way for a long time unless he receives medical attention. The player will need to produce a number of successes on Vigor Tests equal to the number of Wound Points the character has suffered. This is a Complex Action, with Turns that last 10 minutes. Once he regains consciousness, the character can barely move as it is: the adrenaline levels in his body have probably dropped, and the pain is significantly affecting him. All of his action have a +2 penalty to their ST, and each Round that the character does anything else than crawl around he receives one more Wound Point. Dying Characters When a character has suffered a number of Wound Points equal to their Lethal Wound Limit, they are in urgent need of medical attention. The character does not necessarily fall unconscious right away: it depends on their Incapacitated Limit. A character who has reached their Lethal Wound Limit continues to suffer one Wound Point every minute, until they receive first aid or the character dies. A First Aid or similar Skill Test is required to stabilize a dying character. The person making the Test will need to score a number of successes equal to the number of Wound Points the character has suffered. This is a Complex Action where the Turns last 6 seconds (1 Round). Once his condition is stable, a character no longer loses Wound Points every minute, but the traumatic effects of his wounds is starting to affect him greatly. All his actions receive +2 to their ST. Every Round where the character performs more than minimum actions, he receives an additional Wound Point. Death A character that reaches their Death Threshold simply dies. Modern medicine can work miracles however, and there is a slight chance of saving the character. A Dead character can be brought back to life after dying for a number of minutes equal to their Spirit Attribute. A doctor will need to generate as many successes as the character has received Wound Points before these precious minutes are over. This is a Complex Action where the Turns last 1 minute. Canon Fodder and Wounds Minor antagonists that the players meet in the game (such as very small Outsiders, random Cultists or rankand-file policemen) do not have Wound Limits. They are meant to fall rather quickly under the characters fire. Canon fodder characters have only one Limit: Out of Commission Limit. It equals twice their Vigor plus their Spirit Attribute (2x Vigor + Spirit). If a nondescript character takes this number of Wound Points, he simply falls down and can no longer act. What happens to such character afterwards is usually of little consequence. Unless the characters declare a particular intention
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(such as I kill them all or I dont want to kill them), consider that half of them will succumb to their wounds, if that number has any relevance.

Healing
Natural Healing The easiest way for a character to recover from his injuries is to lie down for a long while and let Nature do its work. Of course, healing takes a long time, unless Powers are used. At the end of each day of complete rest, the character can make a Vigor Test (ST 6) and take off his number of successes from his total Wound Points. The Turn for this Test is one day. If the character does enough activity not to be considered as taking complete rest, he will not be allowed to make a Healing Test. Once a characters current Wound Points are less than his Serious Wound Limit, he can resume some of his activities, but he will need to avoid serious efforts if he wants to continue making Healing Tests every day. Surgery When a characters Wound Points are superior to his Serious Wound Limit, he will need some form of surgery. The extent of this operation depends on the amount of Wound Points suffered. Of course, an operation temporarily raises the characters Wound Points: tissue will need to be cut through or rearranged. Fortunately, modern medicine is advanced enough for these wounds not to be fatal to the character, but they will affect his recovery time. A light operation (such as extracting a bullet from a shoulder blade) causes the character 5 Wound Points. Heavy surgery (such as extracting a few bullets or repairing a few fractured ribs) will cause 10 Wound Points. Dramatic operations (such as open-chest surgery, organ reconstruction or transplant, etc.) give the character 20 Wound Points. Generally speaking, it is assumed that a character who has received Serious Wounds will need light surgery, a character who is Incapacitated will receive heavy surgery, and anyone who is dead but is successfully brought back to life will require a dramatic operation.

Horror and Terror


The world of Realities can take its toll on the mind of even the most jaded of individuals. Horrible situations, monsters and creatures from another world are the daily bread of Agents, who are not immune to human emotions such as fear, horror and madness. Psychological Tests are particular because they are not rolled by players but by the situation itself (i.e. the Narrator). Players are only victims, and they have little control over how they react. Every situation that can possibly cause terror or horror is given a Presence Attribute by the Narrator. This Attribute is used to make an

Optional rule: Faster Healing If the Narrator wishes to run a game with more action, where combat scenes are waiting at every turn, he can opt for the following rules in order to facilitate the characters recuperation. Recuperation Scene If the Narrator gives the players an opportunity, they can opt for a Recuperation Scene for their character. This costs 2 Coolness Dice to each character who wishes to enter this scene, and at least half the groups members have to participate in order for the Narrator to allow it. As soon as everyone pays their Dice, the action cuts and the group is back at their HQ, or in a hospital or private clinic. All those who paid 2 dice will reduce their Wound Points to one point lower than their Serious Wound Limit, no matter what condition they were in. Characters that did not pay 2 dice are present in the scene, but they gain no benefits from it, nor can they use this time period to do anything constructive. The Narrator is always free to refuse the triggering of such a Scene (if the group of Agents is stuck in the middle of the desert for example). End of the Session Unless the gaming session ends in a situation where the characters cannot recuperate (in the middle of combat for example), consider that theyve had time to heal between gaming sessions: all characters start the game next time with 0 Wound Points. Lost limbs and torn organs are not magically regenerated, however, unless the character has a Power that allows him to do so or can pay a hospital to perform such a service.

Horror Tests This type of Test is used whenever the character is confronted to a scene of gruesome death and destruction, or to a very repugnant creature. These Tests are less dangerous than Terror Tests, although they are much more frequent. The Presence for a scene producing this kind of effect goes from 3 to 10. Situations requiring Horror Tests Scene Description Finding a corpse when one is not expecting it. Be witness to a bloody torture sequence. Discovering a recent carnage scene. A scene where the characters relatives are torn apart and eaten alive by monstrous creatures. Presence 3 5 7 9

All successes produced by a Horror Test are used by the Narrator to buy different specific effects at his discretion. Here are some examples: - A success can be used to paralyze the character with fear for 10 seconds (outside of combat) or for one Round (in combat situations). Each additional success invested in this effect can buy an extra 10 seconds or 1 Round. A character paralyzed in this way can take no action at all. - For two successes, the character can be paralyzed for one Round (see preceding effect), and he also drops whatever he was holding in his hands. - For three successes, the character enters a state of panic and tries to flee the scene by all possible means. He will regain his senses once he no longer sees the scene (and will probably be sick to his stomach). - For five successes, the character becomes completely hysterical. He tries to flee the scene by all possible means, and will calm down only minutes later. For two additional successes, the character will remain scarred by this event, and any further Horror Tests against the same kind of situation will see its ST reduced by 1. - For seven successes, the character instantly falls unconscious, and will remain that way for a few minutes unless someone wakes him. For one additional success, he will remain scarred by this experience, and any further Horror Test against the same kind of situation will see its ST reduced by 1. It is of course possible to get used to the Horror caused by some situations, or to a creature encountered frequently. If a character successfully passes three consecutive Horror Tests against the same kind of situation (which means three consecutive Horror Tests where he is not affected at all), he is considered jaded
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Opposed Test against each characters Spirit. Because each character probably has a different Spirit, one separate roll is made for each affected character. Example : Three Agents (Black, Dimitri and Melinda) walk into a dark alley and find a carnage scene: a Phase Octopus feasted on a gang of homeless individuals, and the walls are splattered with blood and guts. The Narrator has decided that this scene has a Presence of 7 and announces that each character will be the target of a Horror Test. He rolls 7 dice, and the results are 3, 4, 5, 5, 6, 8 and 8. Black has a Spirit Attribute of 6, but because he grew up in a war-torn neighborhood, he has the Nerves of Steel Trait. He rolls a Spirit Test against ST 7 and generates three successes: he negates the effects of the Narrators three successes against him. Black is disgusted by the scene, but remains otherwise unaffected. Dimitri has a Spirit of 6, and the Veteran Trait raises this to 7 for Horror Tests, so hell be affected by maximumof 2 successes (reduced by his Spirit Test). The poor teenage Melinda has a Spirit of 4, which means she will be affected by a maximum of six successes (and her mind might be unhinged).

and will no longer be affected by this type of situation. Terror Tests Terror is a form of intense primal fear, completely irrational and unstoppable. It can make babbling children out of even toughened veterans. Situations that cause Terror are usually linked to supernatural events, because creatures or conditions that cause such fear are beyond human understanding. Even an experienced Agent is never immune to Terror. There are no normal situations that cause Terror: the Narrator will need to evaluate the rare instances when such a Test might be called for. A good example would be a reality collapse of Presence 6 or 8 where another reality starts to take over our own in a given location (Sheol and Pandemonium are the worst). A few Outsiders are also able to cause Terror. The mechanics for a Terror Test are exactly the same as for a Horror Test: the Narrator assigns a Presence to the situation and rolls an Opposed Test against each characters Spirit. The successes generated by this test can be used in the following ways: - One success can be used to paralyze a character for 30 seconds (outside of combat) or 2 Rounds (in combat). Every additional success spent in this way increases the duration of this paralysis for 30 seconds or 2 Rounds. A paralyzed character can take no action at all. - One success, added to any other effect, can make a character drop whatever he was holding. - One success added to any other effect will make the character howl from fear for one Round. If the source of the Terror was not advised of the characters presence yet, now it probably is. - For three successes, the character is panicked and attempts to move away as fast as possible from the source of his fear. This panic is animal and cannot be controlled: the character is unable to communicate, and will probably react violently to anyone who tries to stop him. He will calm down only when his instinct judges that he is out of reach of danger. - For three successes added to any other effect, the character remains forever scarred from his experience, and will develop either a phobia or psychosis in relation to it, or will become completely unstable for a few weeks. Such an unstable character passes into the hands of the Narrator for a little while. In fact, most Agents will simply prefer to put such a colleague out of his misery.

character from his stupor. - For seven successes, the character suffers a massive heart failure from the levels of adrenaline coursing through his body. He is considered as having reached his Death Threshold automatically, and will die soon unless treated. No one can become completely used to a situation that causes Terror. However, if the character ever destroys the source of the Terror (or if he participates in its destruction), the ST of any further Terror Test generated by the same kind of situation will be raised by +1. The character cannot gain multiple such bonuses even if he faces the same situation more than once. Example : Joe and his group have successfully destroyed a Cherub. From this moment on, any Cherub that direct a Terror Tests against Joe will see their ST raised by +1. In this case, since Joe has a Spirit of 5, the Terror Tests generated by Cherubs will roll against Success Threshold 6 against him. Note that Terror Tests caused by other Outsiders or other terrible situations are unaffected however. It is important to note that humans are not the only creatures susceptible to Terror Tests. Any creature, natural or otherwise, that has the least bit of wits will flee before such a terrible sight. A few creatures (such as primitive life forms or some Outsiders) do not feel threatened by sources of Terror, and they are not affected by this rule.

- For five successes, the character loses consciousness or enters a catatonic state. This lasts for 20 minutes during which the character may not take any action. Each additional success invested in this effect adds 20 minutes to the catatonic state. Nothing can wake the
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The black Mercedes parked next to our purification teams van with the distinct humming of an electric vehicle. The door opened with a click, and the most exquisite pair of legs set foot on the ground. For a perfect instant, thats all I saw of her. Then she emerged from the car, and I saw that she was angry. Mister January is without a doubt the most beautiful woman I have ever met in my life. And Ive been blessed with a happy, long life. Its a pity that she has the temperamental character that most Mediterranean women Ive met seem to have. Ill have to tread carefully around her this evening: shes in a fouler mood than usual. - Good evening, Master Lo, says she without a smile. - Good evening, Mister January. I am pleasantly surprised to see you here this evening. She stares at my team of geomancers, hard at work trying to stabilize the premises. - They screwed up that bad, eh? - The Agents were confronted with a much greater power than they had anticipated. Its a miracle that they all survived. They had to make such extensive use of their powers to do so however, that the entire area has become unstable. I must say to their credit that the location must have been heavily Corrupted even before they arrived. - All the more reason to be careful! How much time, Master Lo? - At least a week before we can even enter the zone, and then maybe a month of work to build up the feng shui of the place. At least we got here in time to stabilize the sector: it could have been worse. - Do you need me to call a second team in? - No, thank you. That will not be necessary. My team can handle it. Itll take us time, thats all. I walk her towards the perimeter, where my men are at work realigning the flow of chi to start the natural purification process. Unfortunately, there are no major energy corridors in this area, so we have very little energy to work with. My Geomancers are ordinary humans, not Talented, so we cannot get too close to the center of the disturbance without risking Corruption. Mister January observes the scene silently for a few seconds, and then turns towards me. - How are the Agents? I didnt have time to read Mister Julys report. - They were transferred to the Anvers geomantic well. Mister July ordered them to be put in the tank for a while. - The decontamination tank? It was that serious? - Not really. Their Corruption Index was certainly high, but not enough to justify the tank. However, I suggested to Mister July that they be locked up in there, without being given any information as to the seriousness of their case. Nine days spent wondering if any one of them will change into a monster any minute should curb their enthusiasm. For the first time since she arrived, Mister Januarys face relaxes into a thin smile. As I watch her walk away, I am once again struck by her remarkable figure. If only I was twenty years younger As soon as the Mercedes is out of sight, I return to my team. The zone is barely stable, and a thousand things could go wrong at any moment. Poltergeists roam around the area, and we must constantly realign all the mirrors and the equipment. This will be a long night; a very, very long night. With a little bit of luck, by morning the area will be permanently stabilized, and the natural purification process can begin.

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Talented individuals have been corrupted by a certain number of realities different from our own, but they survived without turning into Mutants or becoming crazy. Furthermore, a very small part of their being still exists in these other realities and in our own simultaneously. This enables them to call on the natural laws of these other worlds for brief periods of time, bending the laws of our reality in the process. The use of such power has a price however: every time an Agent uses his powers (whether to modify gravity, to ignore a ten-story fall, or to use a mirror as transportation) he weakens our realitys structural integrity. To make the text easier to read, in the following section the word character can refer to a Talented, a Mutant or an Outsider: in other words any character controlled by the players or the Narrator that is able to bend reality. In game terms, Powers function the same way for everyone. Before going over the different realities and the Powers they give access to, four essential concepts must be explained:

Such a zone becomes a nightmare; a kind of blending of two different worlds. Individuals caught in such a place mutate violently within minutes. Once the level of Corruption is near-total, the area simply ceases to exist in our world: it is either trapped in the other reality, or is permanently destroyed. Fortunately, the Veil around a reality is elastic, just like the membrane of a soap bubble. Once a zone is destroyed, reality closes back in on itself, leaving no traces that the area ever existed. An entire neighborhood could disappear for example, and the surrounding landscape would reconfigure itself. Even the people living in the area would be affected: they would forget that the area ever existed, going so far as to create false memories in order to cope with the reality collapse. Individuals that are more distant from the place of collapse can still remember it however, but it has ceased to exist in our world and nothing has replaced it. Reality collapses are becoming more common, and our entire Universe is slowly weakening under the pressure of the Nexus.

The Veil
Our reality could be compared to a soap bubble floating in a dark void. The content of the bubble (that is to say our entire Universe) is isolated from what is outside by a thin membrane. This membrane is known as the Veil, and other realities also have their protective envelopes. Under normal circumstances, a realitys membrane is impermeable, but when two realities collide, both their Veils start thinning, and raw primal energy starts to flow between them. The Lodges theory is that two realities coming in contact would behave just like two colliding soap bubbles. They could remain in contact but have independent systems, tears could appear in both their membranes, they could fuse to become one soap bubble, or both could simply explode. The latter is the most common result, unfortunately, and the only difference between soap bubbles and realities is the speed of the process.

If some parts of our world collapse and disappear entirely into other realities, it is logical to think that the opposite is also possible: some areas of other realities could collapse under the energy of our world and be sucked into it. Fortunately for us, our Universe is very big, and the Earth is very small, which means that most absorptions of another reality happen far from our little green planet. This is a very good thing: who would want a zone from Gehenna or Sheol in the neighborhood? After all, humans can survive in none of the other realities (with the possible exception of Dilmun). The upcoming books in the Realities series will deal with this problem in more detail. If you absolutely wish to use such phenomena in your campaign, just remember that a reality collapse has dire consequences.

Corruption
It is quite possible that our world has always floated close to other realities, and perhaps even come in contact with some of them, but the Nexus is much more dangerous than a haphazard collision. Eight realities, including our own, are pressed together by some unknown force; some kind of cosmic black hole sucking us in. This prolonged contact has produced tears in the Veil of our Universe, and other realities have begun exchanging energy with ours. This phenomenon is called Corruption, and its presence actually accelerates the disintegration process. The higher the level of Corruption rises in a location, the thinner the Veil becomes, and eventually the local flora and fauna begin to mutate, Outsiders can cross into our world, and eventually even the physical laws of the place become alien. When the pressure becomes too high, the contaminated area slides towards total collapse.
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In game terms, Corruption can come from various sources: Mutants, Outsiders, use of Powers, fractures of our reality, etc. It acts much like radiation, and it can affect people as well as places. Any location and every individual has a Corruption Index. Most of the time, this Index is 0, but if the area or person is exposed to Corruption, the Index will rise and disagreeable effects will start manifesting. Talented individuals and Mutants are very resilient to Corruption: they are only affected by 50% of the ambient Corruption level. Furthermore, if the source of the Corruption is one of the Talented or Mutants realities, the radiation drops to 25%.

Geomancy
Although the energy of other worlds is Corruption when it enters our world, our world also possesses its own fundamental energy, its essence. This energy, which most Westerners know as telluric energy (and that the

Corruption Effects on a Location Corruption Index 1-25 Manifestations of the Corruption The zone appears as slightly tainted to someone who is able to detect Corruption. The Index drops 1 point every twenty-four hours as soon as the source is removed. Any person sensitive to the supernatural will feel uneasy in this location. The locations Corruption Index goes down by 1 point every hour. However, the Corruption Index of anyone in this zone goes up by 2 points every 24 hours as well. Most people will be uncomfortable in this place. This is the Corruption Index of most places that people say are haunted. Poltergeist effects can manifest (albeit rarely), and Mutants feel a slight pull towards the location. The zones Corruption Index goes up 1 point every 24 hours. The Corruption Index of anyone staying there will go up 2 points every 12 hours. The zone is seriously corrupted. Poltergeist effects are common, and Mutants are strongly drawn to the area. The areas Corruption Index goes up by 1 point every 12 hours, and anyone remaining in this zone will see their Corruption Index go up by 2 points every three hours. The zone is dangerously corrupted, and it requires the immediate attention of a team of Geomancers. Poltergeist effects happen many times every day, and Mutants will probably try to become permanent residents. The Corruption Index goes up by 1 point every six hours. The Corruption Index of any person caught in this place will go up by 2 points every hour as well. The zone is almost certainly inhabited by Mutants or at least one Outsider. There is a small chance that a micro fracture of our reality will appear anytime. The corrupted area spreads by one-meter every six hours, and its Corruption Index rises by 1 point every hour. The Corruption Index of anyone caught in this zone goes up by 2 points every twenty minutes. The zone begins to take on characteristics of the reality that is contaminating it, and total reality collapse is imminent. There is probably a semi-permanent reality breach in the area, and the place is crawling with Mutants and Outsiders. The zone spreads by one meter every 3 hours, and its Corruption Index rises by 1 every twenty minutes. The Corruption Index of anyone in the location rises by 2 points every Turn. The area resembles one of Salvador Dalis nightmares. It spreads by one meter every hour, and its Corruption Index rises by 1 every five minutes. The Corruption Index of anyone foolish enough to remain in the area goes up by 4 points every Turn. The area can collapse at any moment. In 10d10 minutes, the zone will disappear completely from our reality. The Corruption Index of anyone in the area rises by 2 points every Round.

26-50

51-100

101-150

151-200

201-300

301-400

401-500

800-1000

Chinese call chi), can not only contaminate other realities, but also repair our own. Geomantic energy is present everywhere on Earth. It flows out in corridors and routes of varying strength that crisscross the whole globe. These energy canals are invisible to the naked eye, but they nonetheless support our reality and keep its structure intact. Whenever such an energy river flows through a place that has been contaminated by another reality, the locations Corruption Index will start to decrease dramatically, as the energy of our world heals the rifts in our reality. Diverting an energy flow is an extremely difficult task however, and it requires very precise skills as well as esoteric equipment. Only the Geomancers have the training and the tools to do this effectively. In the case of an individual who has been Corrupted, the best treatment is to put the person in a telluric Well for a certain period. A Well is a place where two or more energy canals cross each other. The Lodge attempts to locate such intersections and build installations on top of
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them, in order to treat Agents who have been exposed to huge amounts of Corruption. Unfortunately, unlike a location, a person who has been affected by too much Corruption is changed forever: once a mutation has been contracted or the person becomes Talented, reducing the Corruption Index of the individual below a certain level can be very hazardous to that persons health. Geomancy will be presented in more details in Realities no. 2: Shadow and Light, but for now the following table should guide the Narrator:

Corruption Factor Outsiders and some Mutants naturally irradiate Corruption, contaminating their environment. Their simple presence in a place is enough to raise its Corruption Index. Their influence can also extend to their victims, sometimes transforming any survivors of their attacks in Mutantsor Talented. An Outsider raises the Corruption Index of any location it finds itself by a value equal to its own Corruption Factor every 24 hours. A Mutant does the same thing, but counts the raise every 72 hours instead: Mutants produce less Corruption than Outsiders do. Any creature that causes Corruption sees its melee attacks become Corrupting (see the section on Combat).

when they use their Powers, but only that their own Corruption Index will never go above zero. For this reason, Transcendents are always free of any trace of Corruption. The Lodges theory on the matter is that they do not gain their status, but are actually born with this gift. The last particular characteristic of Transcendents is that they actually generate telluric energy! A Trascendent eliminates 1 point of Corruption for every six hours he stays in any area. No one understands what causes this phenomenon.

Powers
Creatures or persons (Talented, Mutant or Outsider) affected by another reality who learn to master their abilities can alter our world for a short time by using the natural laws of the other reality (or realities) affecting them. Each time a character wants to use a Power, he must make a Power Test, which functions exactly the same way as a Skill Test using the mastery level of the reality the character is attempting to use. Contrarily to a Skill Test however, a Power Test is never limited by an Attribute. In most cases, the Success Threshold for a Power Test is 6. Each reality has three aspects. Whenever a character uses his control of a reality to use a Power, he must base the effect on one of these aspects. It is possible to combine two or even all three aspects of the same reality to produce different Powers. Each additional aspect active in the same Round raises the ST for using the Power by +1, and it raises the Corruption Index of a location by 1 point. Example : Val decides to jump on top of a Mutant she is pursuing by using the Erratic Mass aspect of Pandemonium. She obtains six successes and decides to invest two in the Jump effect, which will generate enough distance to catch up to the Mutant, and also four successes in the effect Heavy in order to flatten her prey with her fall. If she had decided to use another aspect in this Round, or had she been already affected by effects from other aspects activated in previous Rounds, the ST of her Power Test would have been raised accordingly. The nature of aspects enables the character to create a wide array of effects. A few possible Powers are presented for each three aspects of all seven realities, but this list is not exhaustive, and players and Narrator alike are free to improvise new effects based on those presented. Some very powerful effects could also possibly be generated spontaneously, but the Narrator should be careful to raise the ST of the Test to use such Powers, and keep in mind that such Powers generate more Corruption. Some powerful effects generate lots of Corruption. Although the Lodge frowns on Agents that contribute to the weakening of our realitys structure, it understands that such use of Powers is sometimes necessary. However,

Reducing Corruption Method used by Geomancers Stay in a room with a very good feng shui, accompanied by regular purification exercises Stay in a place where an energy corridor passes Effects on the character

Corruption Index goes down by 1 point every 8 hours Corruption Index goes down by 1 point every 2 to 4 hours (depending on the strength of the flow) Corruption Index goes down by 1 point every hour

Stay in a geomantic well

Transcendents
A few rare individuals have been affected by all seven realities present in the Nexus. These Talented are called Transcendents, and for some yet unknown reason they do not seem to have the same limits as other Talented. They possess powers that are unique and extraordinary. The first obvious advantage of a Transcendent is that he has access to a very wide range of Powers. Some of the most powerful abilities (which will be described in an upcoming game book) can only be used by Transcendents. Their power makes Transcendents prime operatives for the Lodge, and a few Guardians have been assigned the sole task of finding and recruiting such individuals. The second advantage of Transcendents is their apparent immunity to Corruption. Whether present in a location, produced by a Mutant or Outsider, or generated by the use of Powers, Corruption does not seem to affect them at all. This does not mean that Transcendents do not cause Corruption in an area
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Corruption Effects on a Human Corruption Index 1-25 Effects on the character The character appears as slightly contaminated to anyone able to detect Corruption. His Corruption Index decreases by 1 point every week. The character becomes more sensitive to the supernatural. There is a chance that the character will develop a morbid fascination for the occult, risking even greater Corruption. The persons Corruption Index remains stable unless treated. The person is Corrupted. A small number of those who reach this level of Corruption gain the Mutant Trait The Call (see p. xx), and they attempt to contact like-minded individuals. An individual who reaches this level of Corruption develops a mutation (see p. xx), or in a rare few cases becomes a Talented. A person who is already a Talented and reaches this level once more develops the Trait Monster (or an extra mutation if the character already has this Trait). A person who reaches this level of Corruption is not really human anymore. Any attempt to reduce the individuals Corruption Index to lees than 100 causes them 1 point of damage per point below 100. Such an individual generates double the amount of Corruption that his kind usually does (see The Good, the Bad and the Muty). A Mutant who reaches this level lost his sanity long ago. He reacts on instinct only, and is usually violent. Such an individual produces three times as much Corruption as usual. Very few survive this condition in our world for very long.

26-50

51-75

75-100

101-125

125-150

such blatant use of Powers should be very occasional, and Agents who are not careful with their abilities could very well find themselves on the list of potentially dangerous individuals that are to be stopped

Is it possible to combine two realities to produce an effect? Yes, it is possible. Such a use of Power is complex and dangerous however. It requires a very high degree of control on all necessary realities, and such Powers generated great amounts of Corruption. For all these reasons, it is suggested that the Narrator forbid the use of such Powers for now. The rules for using such Powers, as well as the necessary Traits, will be presented in Realities no. 2: Shadow and Light.

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Corruption Effects by Reality Corruption Index Manifestations Dilmun 51-150 151-300 No specific manifestations. Characters in the affected area will sometimes be gripped by a strange dizziness and disorientation, even if they are in a familiar place. Some objects that are familiar can take a strange aspect. Unknown insects or plant species start to appear. The reflection of a second moon can periodically be glimpsed in the sky. The phantom light of a second moon is permanently visible in the sky. Stars have changed position. An unknown flora resembling a paradise jungle infiltrates our reality, the roots of giant trees tear through walls and lianas the size of a leg dangle from everywhere. Gehenna 51-150 151-300 301-400 401-500 Any flame ignited in the area burns much more intensely than it should. A vague odor of smoke permeates the location. The whole area smells like fire. A heavy smoke floats in the air without any visible source. Small fires can ignite spontaneously. The whole area burns through spontaneous combustion, although structures in the area are only mildly affected. The sky seems to burn, and is streaked with red and black. The sky becomes a fire storm. The fire becomes blazing hot. In some places even the air burns, and the ground can crack to spew sulfur and magma. Limbo 51-150 151-300 A light mist floats in the area. A dense fog fills the whole location. The perception of sounds and distance becomes slightly altered. The fog is so thick that vision becomes blurry after one meter. Distances become erratic: it is possible to walk a hundred meters in a few steps, or to take thirty minutes to get to the door of a bathroom. Strange shadows and noises haunt the fog. The ground of the affected area seems split into small islands floating in the mist. The sun is completely obscured. Nirvana 51-150 151-300 301-400 401-500 Persons occupying the area become very friendly and empathic. Persons in the area start experiencing telepathic flashes. A feeling of urgency and panic grips all individuals in the location, with episodes of telepathic cacophony (confused reading of many individuals thoughts and perceptions). The feeling of urgency is overwhelming. The telepathic confusion is constant, and only the strongest minds can still think coherently. Pandemonium 51-150 151-300 301-400 401-500 Dj vu episodes occur more frequently than usual. Dj vu episodes occur with alarming frequency. Very improbable events start happening (such as a dropped penny standing on its narrow edge). Ridiculously improbable events start becoming common. Time does not move at the same speed in all places within the location. Multiple effects of gestures or events happen at the same time. Individuals become aware of the thousand possibilities associated with their every gesture.

301-400

401-500

301-400

401-500

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Sheol 51-150 151-300 301-400 401-500 Cases of poltergeist, automatic writing, or even ghostly apparitions appear occasionally Ghost apparitions become more frequent. Some cases of possession appear. The ambient temperature sometimes drops to 5 degrees Celsius within a minute or two. Ghosts manifest frequently, and are obviously angry. People sometimes drop dead without obvious cause. The suns light becomes bleak. The whole area becomes ghostly. Angry specters sometimes gain enough solidity to attack the living. The sky is lit only by a few stars, and all source of light appear weak. Void 51-150 151-300 301-400 401-500 Note It sometimes happens that an area can be contaminated by more than one reality at the same time. The Narrator can apply the effects of more than one reality at a time (or create new, original effects by combining them). All shadows become deeper in the affected area. The light in the location always seems dimmed, even in broad daylight. The ambient temperature drops by about 15 degrees Celsius. The whole area is plunged in perpetual night, without sun or stars. The temperature drops by ten more degrees. The gravity of a location can change intensity or direction for a few instants. The whole area is plunged in total darkness and deep cold. Episodes of erratic gravity become more frequent and intense.

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Dilmun

ural laws are very close Dilmun is a reality whose nat ers generated with Dilmun to that of our own. The Pow Outsiders t Corruption and combat are used to resis beneficent energy. its more effectively by using

our reality from other The frontier that separates the Veil. It is a sort of grey worlds in the Nexus is called ts, that is only crisscrossed zone, where nothing exis lity The barrier between our rea by rare reality holes. , either because both thin and Dilmun is particularly in the Nexus, or because realities are very close with ies. Whatever the reason they share so many similarit ation Purific Talented who knows the for this phenomenon, a that able to manipulate the Veil are two realities that are very proper techniques is Dilmun and the Earth e extent. Of course, of our natural laws majority from Dilmun to som close to each other: the in separates us dangerous: all the effects of Dilmun can be invoked using this aspect is extremely are identical. This aspect re litys structure, to protect Corruption in the area whe rea t use Thin Veil generate order to reinforce our own er realities, or tha tion from oth the Power is used. ones self against the Corrup damage to Outsiders. even to cause Corruption Poltergeists strength of the Veil in By temporarily lowering the Regenerative Field ergeist some racter can create a polt the character to canalize a location, the cha This Power enables cesses generated by the therefore reducing the own, effect. The number of suc of Dilmuns reality into our l length of the effect as wel tion. In order to use this Power Test determines the Corruption Index of a loca cess produces a poltergeist enter into a deep trance: as its intensity. One suc Power, the character must rs. Each additional ce and the Power cease Level 1 that lasts for 48 hou if he is disturbed, the tran effects erated effect of ber of successes gen in this ability can raise the success invested immediately. The num double its duration. The the maximum number or ines intensity level by 1 point, on the Power Test determ s on the power trance can last. During d by the poltergeist depend of Turns that the characters sts in lity area affecte ter regenerates the rea Level 1 poltergeist manife level of the effect: a the meditation, the charac If the character the volume doubles , and nt would. a zone of 3 cubic meters around him as a Transcende eist effects create a lot of the regeneration rate is at each success. Polterg already is a Transcendent, of the Power, the Corruption Corruption: for each Level doubled. If the Corruption location rises by 3 points. Index of the ate Reality Armor to a level sufficient to cre gathers a protective Index of the place rises umstances (i.e. 51 character using this Power A al circ a poltergeist under norm around himself, therefore layer of energy from Dilmun ct becomes permanent. . Corruption Points), the effe ruption to a certain degree blocking the effects of Cor ter ignores one point of Static Field For one Scene, the charac zone with a high level of cess invested in this effect. It is possible to charge a Corruption per suc r h and Dilmun. Any Outside energy coming from Eart d by the energy, tion Attack Corrup be wounde trying to enter the area will great amount of energy By charging himself with a ffected: they are from our although Mutants remain una un, a character using this our world and from Dilm from s covers an area of 3 cubic rs, world after all. One succes rupt Mutants and Outside Point per Power can effectively Cor Turn, inflicting one Wound harge meters for one age. In order to disc causing them pain and dam g the area of effect. Each Turn to any Outsider enterin must hit its target with his this energy, the character in the ability can double this ability, additional success invested sider every success invested in bare hands. For , effect or its duration. An Out the Powers area of itional point of damage in a Static Field must the character inflicts one add ain attempting to enter or rem d-to-hand damage. This on top of his normal han , with a ST equal to double or or each Round roll a Spirit Test blocked by physical arm damage cannot be the effect. The character bat, and it affects the successes invested in This effect lasts for one com Powers. ain partially concentrated that uses this ability must rem ive: if only Mutants and Outsiders. in order for it to remain act on the Static Field disappears. A Static field he loses consciousness, the its area of effect, as well as Field creates Corruption in t remains in the zone: 1 poin in any ordinary person that h success invested for eac of Corruption is generated in the Power.

Thin Veil

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Distort Veil The character using this Power plays with the configuration of the Veil in an object in order to distort the grain of wood, rock or some similar surface, or even change the ink on a sheet of paper. A drawing, a motif, or even a few words can be traced in this way, and the effect is permanent. The number of successes used for the effect determines the level of complexity of the motif: 1 success can change the grain or make writing illegible; two successes can generate a simple drawing or a few rough letters; three successes can trace a fairly resembling drawing or a few sentences, while four successes or more can give more refined results. Use of this ability raises the Corruption Index of the object or the surface by 1 point for every success investe d in the Power.

his movements (and maybe even his breathing). This Power works for up to one minute per success invested in it. No Reflection The relation between Dilmun and our world can be exploited by the character even when there are no mirrors close by. By using this power, the chara cter makes himself invisible to reflective surfaces: he has no reflection in mirrors, and cannot be seen by came ras and electronic devices. He may be seen with normal vision, as well as with devices that do not use reflexive surfaces (such as ordinary binoculars). This Power functions for a number of Turns equal to the numb er of successes invested in it.

Mirror
For some reason yet unknown to the Lodge s scientists, mirrors seem to be linked to the Veil in some way. A character that has been touched by Dilmun quickly becomes aware of this fact, perhaps becau se the Veil separating the Earth and Dilmun is so thin that such individuals can feel the other reality through mirrors. Whatever the mechanics behind this ability, such a person will know mirrors for what they really are: myriad portals communicating with other worlds. Visions By using Dilmuns energy, the character can create a visual link between two mirrors. The character can therefore see through the opposing mirror, but the communication goes both ways: a character standing next to the opposite mirror can also see the chara cter. Only images can pass through the mirrors, not sounds. The effect remains active as long as the chara cter concentrates: he may take no other action s. The number of successes invested in the power indica tes the maximum amount of distance between the two communicating mirrors: 3 miles with one succe ss, 30 miles with two successes, 300 miles with three succe sses, 3000 miles with 4 successes, etc. Half-Reality This ability enables a character to step into the halfreality of a mirror, becoming invisible to the naked eye. For this ability to work, the individual must be standing in a room with a mirror, and his reflection must be seen in it. Although the character cannot be seen through normal vision, his reflection is visible in the mirror, and he can be seen through artificial means: mach ines are not affected by the power, and the character can be seen by cameras or on a photograph. Some Powers can detect his presence, and a very fine ear could hear

Multi-Aspect Powers
Mirror Walk (Mirror and Thin Veil) The character uses mirrors as traveling gatew ays, stepping into a mirror at one end and comin g out of another. Travel is instantaneous, but both mirrors must be big enough to allow the character to step through. Please note that passing through a mirror (either entering or coming out of it) causes cracks to appea r in it, making it useless. The number of successes indica tes the maximum distance that can be traveled: 3 miles with 1 success, 30 miles with 2 successes, 300 miles with three successes, 3000 miles with 4 successes, etc. Traveling with this Power has its costs however: each use of this Power raises the characters Corruption Index by 3 points. Alter Veil (Purification and Thin Veil) The character can use the energy of Dilmun in order to make an existing tear in our reality either bigge r or smaller. Because the Veil is elastic however, it will take back its initial shape as soon as the character ceases to use the Power, so it cannot be used to heal reality rifts. Furthermore, the character must conce ntrate completely during the use of this ability: he may take no other actions. One success enables the chara cter to change the level of Corruption in an area by one level on the Corruption Level Table (see p .xx) for one Turn. The character may either lower the Corrup tion Level or make it stronger. Each additional success invested in the effect can be used to raise or lower the Corruption by one more level, or to make the Power last an additional Turn.

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Gehenna

raw, unformed energy. Gehenna is a world of rgy enna have to do with ene Powers that use Geh exchanges between energy and its control, as well as This reality is synonymous Gehenna and our world. ish and it is often used to furn with raw, primitive power, powers that require plex the necessary energy for com many realities.

constant swirl of infinite Because Gehenna is a exhaust for it can easily serve as an energy flows, ld. excess energy in our wor

Dissipate

Disperse Kinetic Energy character disperses the By using this Power, the he receives; instead of kinetic energy of a blow . Each y suffer the consequences having his bod ct eliminates one Wound success invested in the effe a of an impact: falling from Point related to the force etc. ch, being hit by a bullet, bridge, receiving a pun Energy Transfer Absorption characteristic ched by The character also gains the vidual who has been tou er. Please A Talented indi ts) when he uses this Pow (see Hail of Bulle ive control over raw enna possesses an impress by energy attacks (such Geh note that damage caused Reality illustrates this control, those linked to the type of energy. This aspect of the rgy as fire, electricity or acid) or not racter to play with the ene and enables the cha ical Hit: Deep Wound) can weapon used (like a Crit in his own body. stored be reduced with this Power. Transfer Kinetic Energy Heal Fatigue racter to multiply the believe that this Power This Power enables a cha success Although many Talented ses mental ted by his bare hands. One strength genera friction energy that cau ct takes away the : to use the special effe enables the character effects are actually opposite combat Skill or and physical fatigue, its enna to replenish for one Round, even if his from Geh Projection the character draws energy not permit him to do so. negate the effects of Martial Art normally does himself. One success can either be used to inflict h additional success can two successes are sufficient Eac missing one night of sleep, t with every hit, or augment (such as one additional Wound Poin strenuous physical activity to recover from Round. three successes completely the Powers duration by one running a marathon), and 24 hours. ue accumulated in the last Jump a negates any fatig awake t a character could stay rgy from Gehenna to help This does mean tha This Power uses ene s not negate the need This effect lasts only jumps. h this Power doe character boost one of his r forever, althoug materials to manage this racter must make a Vigo to eat: the body needs raw one Round, and the cha ct, t Skill can be used). For cesses invested in the effe van rgy. For each two suc Test to jump (unless a rele the character ene Wound Points by 1 their the Power, the character can reduce every success invested in cts. A maximum number ht or 3 meters of length to point, on top of the other effe can add 2 meters of heig way per day. d in the same Round be use nd Points can be healed this his jump. This effect can m and of 5 Wou er of Limbo, Pandemoniu as the Jump Pow Dissipate Energy which can lead to truly racter to dissipate the Void without raising the ST, lity is used. This Power enables the cha a, therefore r results if more than one rea spectacula attack and send it to Gehenn energy of an s its effects. Each succes protecting himself from Zone of Comfort ennas energy to negates 2 points of Test of Geh generated by the Power Either by transferring some s. Damage caused by ting excess heat by sending damage by energy source his own body, or by dissipa ted with this Power. racter can control his cha tic energy cannot be dissipa it to the other reality, the ted by heat kine ature and remain unaffec bodys temper can be used to help the or cold. Also, this Power g heat or cold, by stabilizin character resist burns by ct tries re. In other words, this effe his fleshs temperatu t on the body of an ambien to reproduce the effects success can 24 degrees Celsius. One temperature of perature for the character change the ambient tem one Round, and every by 20 Celsius degrees for Power can be used to make the additional success ts another 20 degrees or resis last one additional Round difference.

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Detect Energy
Individuals touched by Gehenna have an affinity for all forms of energy, and can detect the flow of energy around them to some extent. Such individ uals often feel either excited or crushed by urban areas, where energy flows are present everywhere. Thermal Vision This Power enables a character to see heat as variations of color. This vision replaces the characters normal eyesight for the duration of the power, and it needs no light source to function. Therm al Vision is very precise, and it enables a character to notice even subtle variations, but it is not very good to represent three-dimensional space or other effec ts whose perception depends on light (such as writing on a piece of paper). This Power lasts for a number of Turns equal to the number of successes invested, but the character can terminate the effect at any moment. Sense Energy This effect enables a character to locat e energy sources within a certain perimeter. The chara cter does not really see the energy, bur rather feels its position and its relative strength: high-voltage cable s, currentgenerator, a bonfire, or even machines giving off heat. The effect lasts for one Scene, and it covers an area around the character with a radius of 3 yards per success invested in the Power. See Energy This effect enables a character to see energ y flows around him. The character can identi fy the type of energy (thermal, electric, radioactive), the direction of its flow, as well as its precise volume. The character must be able to see the energy source howe ver: power cables buried under a street could not be seen with this Power. The effect also enables the chara cter to see the energy from other realities, and his normal vision remains unaffected. The Power lasts for one Turn for each success invested in it.

Multi-Aspect Powers
Kinetic Weapon (Energy Transfer and Dissip ate) With this Power, the character transfers some of Gehennas raw energy to his weapon when making a melee attack. This Power lasts for one Roun d. The first success invested in the effect automatica lly inflicts a Critical Hit: Deep Wound on the target, without having to spend any successes from the Attack Roll. For each additional success, the character can either inflict one more Wound Point, or make the Powe r last another Round. Absorb (Energy Transfer and Dissipate) This Power enables the character to absor b and store up energy, and then use it to fuel other effects. For each success invested in this effect, the character can absorb three points of damage from an energ y source. If the character absorbs a number of points greater than his Vigor, he receives one Wound Point for every three energy points he absorbs over his limit. The character will receive this damage each Round he keeps the energy inside himself. The kept energy dissipates at a rate of 1 point per Round, although the character can choose to lose it a faster rate. Any Power that uses Gehenna can be fueled with this effect: the Powers Succe ss Threshold is reduced by 1 point for every 3 energy points used to fuel it.

71

Limbo

ld of mists in which an Limbo is an ethereal wor float, and where both time infinite number of islands t of the very flexible variables. Mos and distance are or aim to modify perception Powers that use Limbo movement.

from it. If an individual in the room can beneficiate will by Dilmun however, he has not been touched rs for Talented, 1 ry 6 hou gain Corruption (1 point eve s al humans). Each succes point every 3 hours for norm characters in the mist to invested in the Power enables nt t for every three hours spe regenerate 1 Wound Poin in the affected room.

ents that compose the Mist is one of the basic elem born in this bo. Every creature that is universe of Lim has been touched by it, can world, and anyone who mist. generate some of Limbos Obscuring Mist the character begins to When he uses this effect, mist. Any quantities of a thick white produce vast d t will see their vision reduce person caught in the mis and even sounds kness), (as if they were in total dar it practically impossible will echo strangely, making ve around. The character to locate opponents or mo as he remains immobile: can produce this mist as long mist , the effects stops and the whenever he moves which it does so varies ed at starts to dissipate (the spe conditions). Each Round according to atmospheric the Power, the radius of the the character maintains e yards, centered on the misty area grows by thre up to ct can be maintained for character. The effe sted in the Power. Please 1 Round per success inve equipment that sees by note that thermal vision and in an Obscuring Mist. ultrasound are useless

Mists

truly exist, and its value In Limbo, distance does not g such a notion in our osin is always subjective. Imp ruption of course, but it world always generates Cor ts. ter to perform wondrous fea can enable a charac Jump es when a character is This Power distorts distanc make prodigious leaps. jumping, enabling him to Round, and the character This effect lasts only one t to jump (unless a relevan must make a Vigor Test cess invested in the ry suc Skill can be used). For eve 3 add 2 meters of height or Power, the character can d p. This effect can be use meters of length to his jum Jump Power of Gehenna, in the same Round as the which Void without raising the ST, Pandemonium and r results if more than one can lead to truly spectacula er produces 2 Corruption reality is used. Using this Pow jump. Points in the area of the Alter Range tion with a firearm, or This Power is used in conjunc . By distorting the space a ranged or thrown weapon self, the shooter changes between the target and him ore projectile must travel bef the distance that the invested in this Power cess hitting its target. Each suc the target by one range reduces the distance to ts, p. xx). There is no limit to increment (see Hail of Bulle that can be invested in this the number of successes final et can be hit as long as the Power, and the targ with the Power) does not d range (after being reduce e ximum range (i.e. its Extrem exceed the weapons ma g duces 1 Corruption Point alon Range). This effect pro trajectory would have iles the path that the project normally. covered had it been fired

Distance

Illusory Vapor with an area already full The character must work ise) to use this Power. This of mist (natural or otherw making them fuses opponents senses, effect con ions t are not there. These illus see or hear things tha only a split second: y last are not precise, and the ntion (and possibly make long enough to attract atte . If the character can see a nervous opponent fire) ), means (such as Minds Eye through the mist by some order to ly produce the illusions in he can strategical ticular direction, to make lead an opponent in a par ke him fire a trap, or even to try to ma Move him walk into ber of Alter ce when he moves, The Power lasts for a num The character distorts spa h on his colleagues. much faster than usual. Eac of successes invested. t enabling him to move Rounds equal to the amoun gives the character an er success invested in the Pow se in the Round, or it extends Regenerative Mist additional movement pha Power enters a deep by one Round. This Power A character using this erate a deep the duration of the effect trance, and he starts to gen tion per success used to meditative produces 1 point of Corrup elerate the natural healing location mist that will greatly acc character as well as in the fuel it, both in the in contact with it. It s of anyone that comes proces where he uses it. this will not extract bullets, is important to note that ed es or regenerate a destroy reposition fractured bon rapidly. This Power is only organ, but it will heal wounds tact with losed space, because con effective in an enc . The mist fills a room of the mist must be continuous t s, and any person presen maximum 20 cubic yard
72

Echo
Because time and distance are erratic in Limbo, sounds and images also travel following laws that are completely different from those in our reality. Someone who has been touched by Limbo can use these different laws to his advantage. Minds Eye This Power gives a character a very strange form of vision: it registers in his mind, so even a blind person can use it. To a person using this Power, the world looks like a photo negative: there are no colors, and dark areas appear white, while light areas appear dark. This effect can enable a character to see even in total darkness, in the thickest mist, and even through as much as one centimeter of a non-metallic surface. Certain invisible creatures as well as poltergeists can also be seen. Each success invested in the Power allows the character to use Minds Eye for one Round. Distort Sound This Power enables a character to fool the senses of targets in the area by modifying how they perceive sounds. According to the characters desire, sounds can have a higher or lower volume than their actual level; can seem to come from a different source than their actual one, etc. For example, a character could make the sound of his gun firing seem to come from the opposite direction, or a conversation could be whispered to the ear of someone standing a few meters away. One success enables the character to influence sounds in a three yard radius for one Round, and each additional success can be used either to make the Power last one more Round or to double the radius of effect. Echoing Voice This Power enables a character to say a message out loud and then to create an echo of that message. This effect must be used in an area where echo can occur, such as a forest or a closed room. The conditions to trigger the echo are determined by the character: when x individual enters the room, at y hour, and says the word speak, etc. The echo can be activated only once, and it must be triggered within six hours of being placed. Each additional successes enables the character to set one more repetition of the echo (under the same circumstances), or to double the amount of time it can remain dormant.

Multi-Aspect Powers
Mist Portal (Mists and Distance) This Power enables a character to essentially teleport himself from one zone of mist to another within the area of effect. Once the Power is activated, the character becomes aware of all the possible zone of arrivals within his reach, as well as their direction and distance. Zones of mist can be either natural or artificial. Each success invested in the power gives the area 500 yards of radius. Each time a character teleports himself in this fashion, he gains 2 Corruption Points. Mist Form (Mists and Echo) With this Power, the character transforms his own body in mist (completely or partially) for a few instants. Any equipment that character carries with him and has been slightly corrupted by Limbo is also affected. As long as the Power is active, the character can go from misty form to material form or vice versa as often as he chooses. This effect is very useful in Combat: the character gains two Armor Points for every success invested, as well as the characteristic Immaterial. Each success invested in the Power makes it last for one minute, or gives the character 2 additional Armor Points. Sanctuary (Mists, Distance and Echo) This Power transports the character (as well as his companions if he so wishes) to a pocket of space located in a zone of mist, but outside our world. Practically speaking, the characters have become totally undetectable in our reality: they are in a small space in the Veil separating Earth from Limbo. This Power necessitates a zone of mist that can be used as a gateway. If this area of mist is ever dispersed completely, every individual in the pocket will immediately return to our reality. One success transports the character using the Power to the Sanctuary for one hour. Every additional success enables him to take an extra person with him, or to add one hour to the Powers duration. Anyone staying in the pocket receives Corruption: 1 point per hour for Talented characters touched by Limbo; 2 points per hours for other Talented; 4 points per hour for normal humans.

73

to what our Universe was Nirvana is a world similar lity where time, space and before the Big Bang: a rea d in a single point. Nothing matter are all concentrate word), t not in our sense of the really exists (at leas nted who have been Tale and yet everything is One. e unity of all things to produc touched by Nirvana use this as spectacular as those of effects that are perhaps not useful nonetheless. Gehenna, but can be very

Nirvana

total calm; the most Nirvana is a universe of gined. of mind that can be ima complete peace this unity and peace to A character can draw from by the evils of this world. make his spirit unassailable Crystal Mind his mind of worries and When a character frees of in a very deep state emotions, he can atta es as clear as crystal. om concentration: his mind bec racters mind of all outside This Power frees the cha trate on the task at hand: worries, and lets him concen all his actions n of the effect, the ST of for the duratio by 1. centration will be lowered that require deep con er makes it last one the Pow Each success invested in Round.

Radiance

Nirvana is concentrated All the matter and energy in of energy Such tremendous amount on a single point. expand; a phenomenon natural tends to explode and someone who has been that can be exploited by touched by the reality.

Expansion

Zen Mind Power lets the calming The character using this through his body, freeing energies of Nirvana flow otions that might affect his Distant Voice is able him from any turbulent em all dark distances, the character By manipulating as the effect is activated, judgment. As soon ke his voice heard (fear, anger, hatred, ak in one location, but ma ter to spe emotions inside the charac essary that the character of ther they were the result somewhere else. It is not nec rd, sadness) fly away, whe d wants his voice to be hea side influence (drugs, min see the place where he er. One success natural events or of an out character remains it be within reach of the Pow , the only that control, a Power). Also project his voice for one h emotions for the duration enables the character to immune to the return of suc e equal to his Presence anc s makes the Power last for Round to a maximum dist er of the effect. Each succes success can be used eith in yards. Every additional the one Turn. duration, or augment to add one Round to the ters Presence in the value of the charac Radiant Spirit range by ealing to all humans, The peace of Nirvana is app yards. ter not be aware of it. A charac even though they may rgies of this reality the Fox ene Ears of that radiates the calming osite of Distant Voice: it This effect is nearly the opp itive reactions in people will provoke friendly, pos r sounds that are distant hea duration of the effect, the enables the character to he encounters. For the their source. One success bute or Skill as if he was standing next to add two dice to any Attri reach character can nt Round and gives it a makes the Power last one situations where it is importa Tests he makes in social e in yards. Each to the characters Presenc character. The Power the equal that the opposite party like used to add one Round s invested in it. additional success can be lasts for one Turn per succes ber of yards equal to the to the duration, or a num the Power. range of characters Presence to the Zenshin outside his body, the By extending his conscience him. aggressive feelings around character can detect people themselves, only the This Power does not detect A very calm individual, their level of aggressiveness. ughts, will not be detected. who has no aggressive tho effect last one Round and One success makes the e in al to the characters Presenc gives it a range equ s can add one Round ces yards. Each additional suc ber of yards equal to the to the duration, or a num range of the Power. characters Presence to the

74

Unity
In Nirvana, everything exists at the same mome nt, and yet nothing really exists at all. A character who has been touched by Nirvana understands this: he can be anywhere and everywhere at the same time, and yet he understands that nothing really exists. He is One with All. Zazen By becoming aware of his own non-existenc e, the character is unfettered by it, and he can extend his conscience outside his own body and feel the richness of the Universe around him. This effect enabl es a character to detect humans and animals aroun d him, even if he cannot see them. It is even possib le for him to recognize the energy signature of a person he has known for at least a week. This Power has a base range equal to the characters Presence in yards, and it lasts one Turn. Every additional success can add 3 yards to the range, or one Turn to the duration. Undetectable Life is truer than matter, which is an illusion, and the character understands this. He uses the weakn ess of matter to fool cameras and other electronic devices. For the duration of the Power, the character cannot be detected by electronic means, and nor can he be seen by cameras. Although he appears invisib le to a surveillance camera, he can be seen with the naked eye. This Power lasts for one Turn per success invested by the character. Divert Attention We are not truly aware of everything that our senses tell us about: we are limited by the attention span of our brain. One moment of laxity can make us miss a detail, and a deep concentration can some times make us oblivious to our surroundings. A character using this Power essentially fools the brains of people around him into not registering his presence. He does not truly become invisible, but those aroun d him will simply not notice him at all. The effect is broke n if the character speaks, if he makes sudden gestur es, or if he somehow draws attention to himself (by tipping over a vase for example). Artificial means of detec tion can still see him though, as would someone lookin g through a camera system for example. One succe ss enables the character to affect one target for up to one Turn. Every additional success can add one target or make the Power last an extra Turn.

Multi-Aspect Powers
Mystical Aura (Expansion and Radiance) This Power uses the pure energy of Nirvana, expan ds it and uses it to repulse the negative energ ies of Corruption. Until the end of the Scene, a chara cter using this effect becomes extremely resistant to the Corruption around him (whether linked with a place, or produced by an Outsider or another Talented). This Power does not protect the character against Corruption that he produces himself however. Every success investe d in the Power allows the character to ignore two points of Corruption. Protective Radiance (Expansion and Unity) The character uses the energy from Nirvana to form a protective barrier around himself: the minds of living creatures will have difficulty registering his exact location, and the energy will push away bullets and blade s. With one success, the Power lasts one Round and gives the character a Force Field (see p. xx). Each additional success can be used to extend the Powers length by one Round, give the character two additional Armor Points, or give him one Defense Die.

75

Pandemonium

crashing down on itself; a Pandemonium is a reality happen to our reality if the sad preview of what could sics exist in Pandemonium, Lodge fails. The laws of phy e unstable and erratic. but they have becom

t the character generated lasts until all the Rounds tha nd, the have passed. Each Rou with his successes Points: he had better tion character gains 8 Corrup rid of this Corruption very have a handy way of getting quickly.

ion provokes only one In our Universe, one act number of possibilities. In reaction among the infinite each action produces an Pandemonium however, initial ctions, that all affect the infinite number of rea all of Pandemoniums ause mover. This is possible bec of crashing down on top parallel dimensions are saying that the human out each other. It goes with d phenomena, and Talente mind cannot grasp such rarely ched by Pandemonium who have been tou . appreciate the experience

Erratic Probabilities

e that in Pandemonium, The Lodges scientists theoriz mass and gravity is not the the relationship between ss change Universe: gravity and ma same as in our tionship between the two. constantly, as does the rela Pandemonium, as well as Creatures that come from control this reality, have a great people touched by over their own mass.

Erratic Mass

Jump mass while he is jumping, The character reduces his s. This effect to make prodigious leap enabling him a the character must make lasts only one Round, and t Skill can be used). relevan Vigor Test to jump (unless a in the Power, the character Alter Probabilities For every success invested ter a slight control over or 3 meters of length to his This Power gives the charac can add 2 meters of height ct him over the course of e Round as the probabilities that affe , ct can be used in the sam jump. This effe success on his Power Test out a few minutes. For each enna, Limbo and Void with one die whose the Jump Power of Geh ter will be able to re-roll to truly spectacular lead the charac raising the ST, which can must keep the new result lity is used. result does not suit him (he results if more than one rea s not have to spend doe however). The character le die roll: he keeps all his Heavy all his successes on a sing mass, making himself the Scene, at which time The character modifies his successes until the end of also affect the the characters original racter can very heavy for one Round: they disappear. The cha his number of successes on ters (his teammates or his mass is multiplied by the die rolls of other charac effect ion affects him directly: ine his final weight. If this act Power Test to determ opponents), but only if the ck that uses the at him, or a team member in conjunction with an atta a police officer is shooting a target), in is used . Each success invested l mass (such as falling on characters tota is trying to heal him, etc racters Vigor by 2. This ruption Index by cha racters Cor every success raises the this effect raises the cha g also be used to resist bein Vigor augmentation can 1 point. lifted or thrown. Bending the Rules nearly wers the character with This effect sho s Light mass, making himself instants. For each succes The character modifies his supernatural luck for a few the characters weight ter can roll an charac light for one Round: divide invested in the effect, the ter attempts same very of successes. If the charac Test he takes during the by his number additional die on a lee additional dice must s strength and mass (me All the any action that require Round, or the following. ) while this Power ted by the door, etc they are limi attack, pushing open a be added to one Test, and rs value reduced by 1 for the dice remain unused is active, consider his Vigo bute linked to the Test. If Attri er. Please note that they disappear. g Round, success invested in the Pow at the end of the followin and not to Power every to the characters action, dice generated with this this applies only Every two additional point. . ruption his ability to resist Wounds give the character one Cor Devil Bargaining with the ates a temporary link This dangerous Power cre enabling racter and Pandemonium, between the cha e ilities, but causing massiv him to play with probab lasts one Round for effect amounts of Corruption. The it, and as long as it lasts all every success invested in sholds are lowered by 2. the characters Success Thre dissipated: it on, this Power cannot be Once turned

76

Erratic Time
Because Pandemonium is collapsing on itself, time in this reality is not linear anymore. In fact, time does not flow as it does in our reality: it moves around, somet imes going forward, sometimes back. In terms of modern physics, time is like a series of frames that has to be read in a certain order and at a certain speed (like the frames of a film for example). In Pandemoniu m, its as if the frames were selected randomly, in no particu lar order, and they go by at varying speeds. Becau se our world has a rigid temporal order, a character touched by Pandemonium can try to influence the flow of time in our world. Time Freeze This effect alters the characters perception of time. For each success invested in this Power, time stops for the character for one Round. The scene is frozen, and the character can take no action. This effect is very useful to react to a situation however, and to take the time to observe and analyze carefully a situation to which one would normally have to react in a split second. Temporal Wave The character uses some of the chaotic time displacements of Pandemonium on himse lf: his movements speed up or slow down for brief mome nts in seemingly random fashion. This makes it extrem ely difficult for the characters opponents to gauge his actions, making his attacks in close combat harder to anticipate. For the duration of the Power, the ST for the character to hit his opponents in melee is lowered by 1. This Power lasts for one Round per succe ss, but a character using it receives 1 Corruption Point each Round. Psychometrics A character using this Power receives a flash of precognition. Unfortunately, because of the nature of Pandemonium this vision can be composed of images from the past or the future, and even sometimes from both at the same time. The only constant factor is that the vision is always linked to the location where the character is when he uses the Power, or to an object he is touching. The character cannot control what he sees in any fashion, nor does he receive clues to help him interpret his visions. The vision lasts for one second per success.

Multi-Aspect Powers
Impenetrable Defense (Erratic Probabilities and Erratic Time) This powerful effect enables the character to perce ive time in a particular way, and also makes him incred ibly lucky: he is able to dodge nearly all attacks directed against him (even bullets!). For each success invested in the Power, the character instantly gains three Defense Dice, as well as 1 Corruption Point. Faerie Dance (Erratic Probabilities and Erratic Mass) A character using this Power is able to make his mass vary instantly depending on the action he is under taking. This enables the character to perform seemi ngly impossible stunts, like climbing up a wall by jumping from one perch to another, jumping from car to car on a speedway, running on water, etc. Each success makes the effect last one Round. Please note that if the character wants to jump further than is humanly possible, or higher, he still has to use other Power s to do so: Faerie Dance merely gives him the preter natural agility to pull off impossible stunts.

77

Sheol

its total matter does not Sheol is a dying universe: essary for the Big Crunch have the critical mass nec away further from ly drifting to occur. Stars are endless out from lack of energy. each other, slowly dying re memory has become Sheol is a haunted world, whe and old age , and the spirit of Death a physical law with angry ghosts and the is pervasive. Peopled nts, Sheol produces some memories of its old inhabita Outsiders yet encountered. of the most dangerous

olute calm. That is true Death is simply a state of abs Sheol t. Ghosts that cross from for our world, at leas respite if they were not this into our world could know red. A character that has so blinded by greed and hat in can benefit from this calm been touched by Sheol hts he gains from the insig our Universe, but also from Sheol.

Spiritual Calm

Zen Mind Power lets the calming The character using this ugh his body, freeing him energies of death flow thro ns that might affect his from any turbulent emotio dark the effect is activated, all judgment. As soon as Ghost Sense (fear, anger, hatred, ter emotions inside the charac perceive the Universe in of The dead and the living ther they were the result sadness) fly away, whe have passed way are no influence (drugs, mind rent ways: those who diffe natural events of an outside l shell. In Sheol, a ghosts , the character remains longer limited by their materia ries control, a Power). Also ability to feel the memo ation sight is doubled by his of such emotions for the dur immune to the return person. kes the Power last for to a place, an object or a s ma linked of the effect. Each succes one Turn. Borrow Memories rely stored in our brains: Our memories are not me racter using Crystal Mind itely inside our being. A cha his mind of worries and they echo infin nt When a character frees of the echoes of the importa in a very deep state this Power can listen to g. This vision lasts emotions, he can atta of someone he is touchin as clear as crystal. omes memories concentration: his mind bec character has no control racters mind of all outside only a few seconds, and the This Power frees the cha are a collection of the ges trate on the task at hand: over what he sees: the ima worries, and lets him concen Using this effect can be all his actions targets strongest memories. the n of the effect, the ST of for the duratio 1. who is not used to it, as tration will be lowered by disorienting to a character ed of images, that require deep concen makes it last one he receives can be compos the Power memories Each additional Each success invested in sounds. tastes, sensations and Round. enables the character ct success invested in the effe mory, or to see additional Predators Hunger to either see more of one me the flame of life burning et. The spirits of Sheol hunger for memories of the same targ ter using this Power can rac in all living beings. A cha n creatures around him, eve Ghost Vision feel the energies of living to phenomena that are invisible Our Universe is filled with It is even possible for him if he cannot see them. energy lines, auras, ghosts, ature of a person he has to the naked eye: telluric er sees recognize the energy sign This Power etc. A character using this Pow Corruptive energy, while (at least a week). known for a little can see the spirits of the world as a ghost would: he the characters Presence to the has a base range equal al r intersections, as well as the one Turn. Each addition dead, energy lines and thei tion in yards, and it lasts for to person, an object or a loca Corruption present in a s to the range, or one Turn a success can add 3 yard ucing it). This effect lasts (and which reality is prod ses. the duration. al to the number of succes number of Turns equ Psychometrics er receives a flash of A character using this Pow ly, because of the nature precognition. Unfortunate composed of images from of Sheol this vision can be both and even sometimes from the past or the future, constant factor is that only at the same time. The to the location where the the vision is always linked ct s the Power, or to an obje character is when he use not control what he ter can he is touching. The charac s he receive clues to help sees in any fashion, nor doe vision lasts for one second him interpret his visions. The per success.

78

Unlife
It is said that a thing that cannot create is a thing that can only devour and destroy. That is certainly true of Sheol: its inhabitants hunger for the energy of living beings, but they consume it without creating anything. A character using this aspect charges himself with this dark energy of Sheol, and can cause damage to life itself. Disrupt Life Every living thing has a vital energy force. The character using this effect disrupts the flow of this energy through the body of a target by physically touchin g the victim. The most common method is to deliver death punches: a characters unarmed attacks deal an additional 2 points of damage (which cannot be blocked by armor or other physical means). If the character is holding his intended target in a holding lock, the opponent suffers 6 Wound Points each Round until the hold is broken. This Power lasts one Round for every success. Black Flames Whenever the life energy of our world comes in contac t with Sheols dark energy, the reaction usually manife sts as black, writhing flames that give off no heat or light. The character using this Power fills himself with this dark energy: his body becomes engulfed in a cloud of black flame that is barely visible to human eyes. Althoug h these flames give off no heat or light, they create fear in those who withhold the character. Any person who stands in the presence of the character must make a Terror Test, with the Presence of the phenomenon being equal to the number of successes invested by the character. This Power lasts for one Scene. Those who know the character fairly well, and who have been in presence of this effect before must still pass a Terror Test, but the Presence of the situation is halved. Vampire By activating this effect, the character absorbs the life energy of living things around him (plants, animals and even humans) in order to regenerate. The charac ter cannot take any other actions, and the Power lasts one Round. The character must choose betwee n two effects: regeneration, or surplus of vital energy . Regeneration enables the character to regain 1 Wound Point per success on his Power Test, up to a maxim um of 10 points per day. If the character chooses to boost his vital energy, he gets a +1 bonus to his Vigor and Presence Attributes for a number of Turns equal to his number of successes. Please note that this Power cannot be used if there is no source of energy within 10 yards, and that fellow human beings had better step at least that distance from the character if they do not wish to suffer extreme discomfort.

Multi-Aspect Powers
Spirit Invocation (Ghost Sense and Unlife) Any person from our world who comes into contac t with Sheol becomes a medium. This Power enable s a character to attract a ghost and ask it questio ns. Some way of communicating with the spirit must also be prepared (Ouija board for example), because most ghosts are unable to speak. Each success investe d in this Power forces the ghost to answer one questio n, although he is not forced to answer truthfully. It is possibl e for the character to invoke the spirit of a particular person if he has access to some of the deceaseds person al belongings. It is always possible for another powerf ul ghost to impersonate the desired target, of course. Possession If a medium wishes to get complex answers from a ghost, it is possible to do so by forcing the spirit to enter his body. The possessed medium is not conscious of his surroundings for the duration of the possession: it is the spectators who must question the spirit. Once again, there can be no guarantee that the right ghost will appear, nor that his answers will be true. Each succes s invested in the effect enables the audience to ask one question to the ghost. This Power is very risky: it sometimes happens that the spirit finds itself very comfortable in its new host, and refuses to leave.

79

Void

matter, no stars and no Void is a Universe with no ver. Light, gravity and time celestial bodies whatsoe reality. Talented touched are all non-existent in this for its to alter gravity, and also by it use its properties and dark energy. tter infinite source of dark ma

rgy radiating from an Void is filled with a dark ene eve that The Lodges scientists beli unknown source. that produced by dark as this energy is the same type ked in modern physics to matter: a component invo t there seems to be missing account for the fact tha t it extends at exponential mass in our Universe, and tha upon touched by Void can call speed. A character rgy. ene the properties of this dark Gravity Negative Vision es that affect our world the same spectrum that Most of the physical forc universe like The character can see in differently in a vacuum vision needs no light source function very exists in Void. This strange by Void can use this fact to to: Void. Characters touched mbles the negative of a pho to function, and it rese in our world. dark areas become the manifestation of gravity and control light areas become black, , racter can see Corruption light. Furthermore, the cha Freefall cts him, a character everything it touches. This affe which projects a red halo on By altering the way gravity hts without risking getting one Round per success can fall from great heig the Power lasts for sted the power enables hurt. Each success inve Black Veil cts of 10 yards of freefall. of Void, the character character to ignore the effe By mastering the secrets are in k matter and dark energy understands that dar Jump while he is jumping, can be turned into the one mass fact the same, and that The character reduces his s the shadows around the digious leaps. This effect other at will. This Power use enabling him to make pro tive character must make m around him like a protec the racter and wraps the lasts only one Round, and t Skill can be cha the Power makes it sted in less a relevan cloak. Each success inve a Vigor Test to jump (un s the character 2 Armor invested in the Power, the last for two minutes, or give used). For every success the characteristic height or 3 meters ters of Armor created in this way has character can add 2 me d in the Points. p. xx). p. This effect can be use Force Field. (see of length to his jum Powers of Gehenna, Limbo same Round as the Jump ST, which can Alter Reflection raising the nge properties of dark and Pandemonium without lity The character uses the stra in r results if more than one rea lead to truly spectacula ct the light from our world energy in order to refle very difficult to see. himself is used. strange directions, making er, the ST of all attempts to For the duration of the Pow Gravity Orientation opponent firing upon Void to that of the of the character (such as an By substituting the gravity Round per s of gravity see dify the source by 1. The Power lasts for one Earth, the character can mo a him) is raised source of gravity must be affecting him. This new t) success. a ceiling, or a lamp pos solid object (such a wall, ter. This from the charac located at one meter or less to run up a wall, it possible for the character makes effect lasts falling towards the sky. This but not to start cess invested in the effect, for one Round for every suc racter can change the during which time the cha s. cting him any number of time source of gravity affe

Dark Light

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Absolute Zero
Because there are no stars to heat up the universe of Void, the temperature there is always close to absolute zero. A character touched by Void can tap into this reserve of cold and apply it to our world. Cold Resistance Using his link to Void, the character insulates himself against the effects of cold in our reality. For the duration of the effect, the character cannot be harmed by cold or any cold-based effects. In game terms, he is considered as having an infinite number of Armor Points against Wound Points caused by cold, as well as the characteristic Absorption (see p. 55) against such attacks. This Power lasts for one Turn per success. Freezing Touch The character can channel the absolute cold of Void through his body, instantly freezing everything he touches. This effect can be used on many different types of matter. The character can freeze 1 cubic yard of water per success, or 1 cubic inch of metal per success (this renders any metal very brittle, and susceptible to breakage at any violent impact). In close combat, the simple fact of touching a target provokes deep frost burns, as well as causing the target 1 point of damage per success (on top of any damage the hit may have inflicted). Cryogenic Presence By becoming a living conduit for the cold of Void, the character can freeze his immediate surroundings. The character can maintain his concentration on this effect for a number of Rounds equal to his successes, and his concentration must be total: he may take no other action. Every Round, the character can lower the temperature in a 3 yard circle around him by 10 degrees Celsius. Also, the zone extends by 3 yards for every Round the character concentrates. The character can take absolutely no other action when concentrating on this Power: he cannot even move without breaking the effect. As soon as the character stops concentrating, the cold zone slowly starts to warm up naturally.

Multi-Aspect Powers
Gravity Attack (Gravity and Dark Light) The character changes the gravity affecting dark light particles, and he uses their combined mass in conjunction with his own fists to multiply the damage of his empty-handed attacks. For every success invested in this effect, the character inflicts 2 additional Wound Points on one empty-handed attack. Also, the character can choose to give his attack either the Knock or Projection characteristic. Levitation (Gravity and Dark Light) By charging the particles of dark energy around him with a negative gravity, the character can effectively float above the ground. The character can float at a maximum height of two meters from the source of gravity affecting him (usually the ground, but can be different with the use of Gravity Orientation). A character using this Power can only move at half his normal speed. Each success invested in the effect enables the character to levitate for One Turn.

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They tell you its for your own good; to protect you from thieves and others who would abuse you. This little chip will make your life easier. Thats what they repeat in their TV ads. So much bullshit. If you ask me, its suicide to let those bastards implant hardware in your body, man! They tell you its only for utilitarian purposes, but you can really trust these kinds of people? Theyd be ready to sell their mother, with their father as a free bonus, just to make a buck. If you need a virtual assistant, why cant you just do it the old-fashioned way: by pressing keys with your fingers, and not channeling your thought through that damned chip! They say that these IO chips respond only to their users brainwaves? OK, but if theyre able to read your brain in order to know which cell phone number you want to dial, what prevents them from checking out what youre thinking the rest of the time? Youre sitting in your couch, and suddenly you think A pizza would be great right about now. But I really shouldnt. That sneaky chip sends a message to your TV set, and there you go: the companys latest frozen calzone add pops on. Where does your private life begin, man? Let me tell you, that chip is a bug, and people are willing to get cut up just to have the damn thing installed. I even heard that some corporations offer to pay for the chip and the surgery if you buy their product. Crazy, man! Crazy! And people buy this stuff without ever wondering how it really works. The whole thing smells like a conspiracy if you ask me. Theyre pushing so hard to get people to wear these things, theyve probably got a plan. Theyll probably turn us all into docile sheep one day, ready to work ourselves to death to consume whatever product and gadgets they come up with. It cost them so much to develop these chips that they want to up their profits, even against the will of consumers, man! Look here. Yesterday I read in an article that some senator is going to present a law to have all infants implanted with a chip shortly after birth. They say this will give the child an interface with a whole new generation of learning games and devices that will adapt to the childs development by registering his daily progress and changing the difficulty settings of the program. These marketing geniuses dont even respect children anymore, see? Theyre trying to make consuming machines out of us from the cradle! Doesnt it make you sick? Thats why the stuff Im offering is so special: its a new set of tools, and I deactivated the security controls myself. Thanks to my tinkering, you dont need a security chip to use these babies. No need to be afraid of being watched by their surveillance devices all the time. And if youre really ready to rejoin the ranks of the truly free, I can give you the address of a retired doc wholl fix you up. Hell remove that chip your former employer implanted in you for a small fee, and then youll be home free, buddy. Ah, I see: you didnt come for that kind of stuff. Then what Weapons? Sure, I know where to get some, but that kind of stuff is not free, if you know what I mean. You got enough to pay? Well Im warning you, I take only cash: none of the electronic bullshit. Me, Im an old school kind of guy: only the smell of real bills gets youre my juices flowing. So, what do you need: pistol or gun?... Wait a minute, kid! What asking me cant be found: its branded military only. Im not just going to prison if Im caught with this stuff: Im getting fried on the chair, man! Oh, youre from the Lodge? Well, why didnt you say so before? Sure, I got what you need. Come in the back with me, and Ill show you this weeks shipment.

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Much like our society today, people of the materialistic society of 2015 define themselves mostly by what they own. Technology continues its rapid evolution, new gadgets hit the market every week, and publicity constantly bombards consumers with messages and stimuli. International craze for the most recent electronic gizmo is a common phenomenon: the sales soar in a week, and the product is forgotten in a month. Just as computers were the revolution of the end of the twentieth century, nanotechnology is the new dominant technology that opens the third millennium. In barely a decade, it has made possible the production of extraordinary materials: polymer alloys that are stronger than steel, cloth so tightly woven that water cant penetrate it, nano-conductors that can span miles, molecular computer chips, and many more wonders.

the character has the required Resources level, he can buy the item without any hassle. Only one success is necessary to acquire an item, whether through legal or illegal means. Additional successes can be used to various purposes: shorten the delay to get the item, diminish the financial burden if the product is higher than the characters means, insure that the product will be hard to trace, etc.

Fashion and Lifestyle


This kind of material is readily available in boutiques and shopping centers, and no permit is required to buy these items. Each article described here is available in an amazing array of models, of course.

Fashion
In this first installment of the Realities series, the focus will mostly be on the every day technology that surrounds the players, as well as new armament, which is central to an Agents job. Upcoming numbers in the series will present new equipment as well as varying aspects of the technology, beginning with the second volume (Shadow and Light) that will fully detail B-Tech and BE-Tech implants, as well as vehicles. Make-up The make-up toolkit of the modern woman doesnt contain a dozen foundations and lipsticks anymore: a simple electronic pointer and a color palette are sufficient. Make-up is made up of nanotech pigments that are applied directly to the surface of the skin. These pigments can be activated and programmed using the electronic pointer and the palette, giving a girl access to a wide range of colors, as well as the possibility of changing her make-up at will: discreet and distinguished at work, wild and glamorous in the evening. All that is needed to remove the make-up is a magnetized band, and it leaves no smears or redness on the skin. Resources Level: Salaried NeoTattoos are an application of the same principle. These tattoos are also made up of nanotech pigments that can be activated and deactivated with an electronic pointer. Some models are even animated, or electro-reactive: they change color or shape according to the wearers mood. Resources Level: Salaried Clothing The era of nanotechnology has brought with it a new craze for dynamic fabrics and clothes that can be programmed. Most articles of clothing include a small control panel: a band of cloth with printed keys, which is usually rolled up in a sleeve or a pocket. More high-class articles are equipped with nano-transmitters that can respond to the wearers mental commands, broadcasted through his IO chip. The development of reactive fabrics created a wide range of options: the possibilities are only limited by the shoppers buying power. Clothes bought at the Salaried level usually do not include a control panel, and have only simple options. Most are made from wrinkle-proof fabrics, and a few even have programmed cloth that always goes back to its original shape and crease lines. Stain removal and cleaning options are often available: a simple wet towel is necessary to clean the article. Resources Level: Salaried
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Acquiring Material
High-tech material can save an Agents neck, but one must acquire it first. In the right-wing world of Realities, this is easier said than done. In order to obtain a product or a service, from a new car to a fake passport, a character must make an Acquisition Test. The Skill used depends on the desired material: the Profession Supermodel could be used to buy a new Gucci dress, but it wouldnt be very useful to get an illegal firearm. A character using Private Investigator to get a gun would probably do it the legit way, while someone using Criminal to procure the same item would probably search on the black market. If the player can justify the use of a Skill to find an item, and the Narrator accepts his rationale, then nearly anything can be found and bought. The Success Threshold for an Acquisition Test is based on the characters resource level: does he have enough doe to procure the item, does he have access to credit, can he bribe enough people to get it, etc. If the character has the same resources level as the one necessary to buy the item, then the ST of Test is 6. This number can be raised or lowered by two points for every level of difference between the characters resources level, and the resources level to which the item belongs. The Narrator should decide the exact modifiers (if any apply) based on the circumstances. In fact, the Narrator is not always forced to require an Acquisition Test: if the product is available in shops and

The next step up the fashion ladder is programmable clothing. Thermodynamic fabrics can regulate their own temperature to insure the wearers comfort. Some wardrobes have sets where every pieces color can be changed at will: the wearer can change his appearance in a few seconds. Resources Level: Well-Off Truly high couture is available only to the wealthy, and is usually designed for grand soirees, but it has very few limits. Dresses offer a support that defies the laws of gravity, and can be adjusted automatically (shorter, longer, more clinging or loose, etc.). Programmable holographic designs can also be integrated, and some fabrics can even change texture to suit the wearers needs. Resources Level: Rich

Electronics
Electronic devices are everywhere in the world of Realities: ID cards, clothing regulation devices, virtual assistants, VR systems, integrated home units, etc. Virtual Assistant : The virtual assistant is the ultimate personal electronic device: it combines the functions of a portable computer, a cell phone, an mp3 player, a miniature camera (usually used for phone conversations with image), a personal agenda and an Internet browser. There are literally thousands of different models, all catering to different tastes; from low-cost pocket models with digital screens to the pricy wrist-watch models controlled through an IO chip. Individuals who do not have one these pocket computers are rare indeed. Resources Level: Salaried for the less costly, Well-Off for the high-tech models Personal Computers : The good old PC has also benefited from recent technological advances. The development of molecular chips has made it possible to build smaller units, as well as multiplying the capacity of PCs: computers in 2015 are thousands of times more powerful than those of the previous decade (this power is often used to play wild games that require an incredible amount of operating memory). Flat screens have been replaced by holographic projectors that give the illusion of depth and have a certain interactive capability. Even better, VR glasses and control pads give access to the world of Virtual Reality (VR). PCs are still equipped with hard disks and memory systems, even though most users prefer carrying their own data-storage, in the form of data keys. About the size of a small lighter, such keys have an artificial crystal matrix capable of storing up to 1 terabyte (1 TB) of information, while server storing facilities can easily contain many hundred terabytes, and sometimes even one petabyte and more. Resources Level: Salaried and above, depending on the model and its capabilities Integrated Housing Unit : The last 15 years have seen the development of the concept of an intelligent house (called integrated housing unit, or IHU). In 2015, such home management programs automatically adjust lighting and heating depending on the location and preferences of the residents. It can also
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regulate the functions of appliances (automated vacuum cleaner, coffee pot, ovens), keep the refrigerator well-supplied by ordering from the local grocer when stocks are depleted, pay the bills, and even order some outside services (newspapers, taxi, maids, etc). The houses computer can even give important messages and warnings to the owners (such as remembering a wedding anniversary). It can be programmed by authorized voice command, or even outside the home, through the Internet or via phone. Efforts have been made to make these systems more human, giving them pleasant voices and an AI that enables them to learn the habits and tastes of the inhabitants. Lots of optional programs are available, including virtual companions that can project a holographic presence and follow conversations with the residents, even taking into account the persons mood (voice analyzers are a common option in interactive computers). Resources Level: Well-Off

B-Tech and BE-Tech Implants


Developed in recent years, biological (B-Tech) and bioelectronic (BE-Tech) implants are fast becoming popular. One type of implant in particular, Input/Output (IO) chips, is now worn by a majority of the population. Things have not developed in the way envisioned by some of the great science-fiction authors: no one willingly has some of their limbs amputated and replaced by cybernetic equipment. In 2015, implants are discreet, and in most cases their purpose is to correct medical problems, or to give their user new capabilities. BE-Tech implants include some artificial components: they are less common in the general population than biological implants, both because many individuals fear having electronics inside their bodies, and also because BETech caters to very specific needs. The exception to this rule however, is the IO chip, which has become the most common implant among the population of rich countries. BE-Tech is much wider than only IO chips though: paralytics can walk by using a transmitter that bypasses their spine and commands nerves directly; other implants control the bodys chemical processes to impede or augment fertility, etc. BE-Tech is still quite expensive however, which also curtails its popularity. IO Chips : The IO chip (a contraction of universal input/output chip) is one of the most common and less invasive implants: it resembles a tattoo about 2 centimeters in diameter on the users neck. This implant can interact with WiFi systems omnipresent in every modern city, it enables the wearer to use certain electronic devices (like a personal assistant), but it also broadcasts his identity electronically. The implant has its limits however, and interaction with the virtual environment is limited: an IO chip user could not drive a car by remote, or surf the Internet mentally. This type of implant understandably has very high security settings, just like the IO receivers found in appliances and vehicles, to insure that no one but the rightful owner uses them. Some companies even impose the installation of an IO chip on their employees to limit the access to certain areas or computer systems. Resources Level: Well-Off

Restricted Material
Restricted material is destined to security agencies, police forces or the military, and its use requires permits and authorizations. One can sometimes have access to this kind of equipment through illegal means, of course. Restricted Implants The military and police forces have access to certain BE-Tech implants that are illegal to the rest of the population. Access to this material is usually restricted to elite corps, although the criminal underworld can successfully reproduce (or steal) this technology, and sells it on the black-market for a hefty fee. Target Acquisition System (TAS) : A TAS system is useful only when combined with a weapon equipped with a TAS link. Without a TAS implant, anyone wishing to use a TAS-equipped weapon must use an ITS (see below). The TAS is an aiming system that takes into account a series of variables (target movement, distance, environmental conditions, etc) in order to assist the shooter. In game terms, a TAS reduces the penalties to shooting that are related to distance and external conditions (see Hail of Bullets, p. 53). The user can also select some shooting effects (p. 56-57). Resources Level: Well-Off (Illegal). Integrated Tactical Screen (ITS) : ITS are a common feature integrated in modern combat armor (see Hail of Bullets, p. 90-91). They project information directly in the wearers range of sight via an IO link. An ITS is required in order to use a wide range of electronic devices, such as a TAS. If an entire squad is equipped with ITS and linked with a central command center (see Group Pool, p. 51), the Success Threshold of the commanders Strategy Tests is reduced by 1. Resources Level: Well-Off (Illegal).

Blades Fencing blade : This category includes rapiers, fencing epees, foils and sabers. This type of weapon is seldom worn anymore, although a few very distinguished gentlemen still consider it a sign of status. Fire Axe : Woodcutting axes and medieval-style axes use the same characteristics as this weapon. Although rarely used in actual combat, axes can inflict horrendous wounds. Katana : This is the traditional weapon of the samurai warriors of ancient Japan. These blades are of the highest quality, and are popular with style-conscious swordsmen. Knife : This category designates any blade between 3 and 7 inches long, whether designed for combat, hunting or plain cooking. Medieval sword : This includes long and wide European weapons. Most weapons of this type encountered in the modern world are cheap, ornamental pieces. Only weapons used by professionals (which are usually tailormade) have the characteristic Massive. Razor : This type includes all blades that are 3 inches or shorter. This can also be used to determine the damage dealt by a broken bottle. Bludgeoning Weapons Baseball bat : Most clubs and short staffs are included in this category. So are bar stools. Chain : Although chains are difficult to use and are not very efficient, their ability to slice open skin makes them the modern equivalent of a whip. Some versions, called combat chains, are studded with nails or spikes for added damage. These chains add +2 to their DR .

Weapons and Armor


Weapons are divided up in three categories depending on the group that can use it: civilians (C), restricted (R), and military (M). Only civilian weapons may legally be sold to a person who has the required permit. Restricted weapons can legally be sold only to police forces and the military. The military category includes highly specialized weapons designed exclusively for the army. This last kind of weapon is very hard to buy even through illegal means: a minimum of two successes on the Acquisition Test is necessary to obtain them.

Melee Weapons
Melee weapons are still widely used in 2015, and most of them remain simple. Although new technology makes it possible to build lighter and stronger weapons that do not lose their edge, only weapons designed for the army and the police really make use of recent advances.

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Cudgel : Once widely used by policemen of the twentieth century, these weapons are now only found in the hands of agencies that are not interested in investing into more sophisticated equipment. This category also includes the Japanese tonfa, which martial artists often use in pairs. Staff : This category covers all manner of staffs that are more than 5 feet long. The destructive power of this kind of weapon is often underestimated, as is its versatility, mostly in the hands of a master. Special Weapons Light Chainsaw : Although designed as a tool, some unscrupulous individuals can use chainsaws as melee weapons. Used by an expert, this weapon can be truly horrifying. Nausea Stick : This weapon is the latest version of the police cudgel, designed to replace the shock stick: it sends an electrical impulse that makes the target vomit violently. It is deemed much less dangerous than its electric counterpart, mostly for people who have cardiac or nervous problems. Its use is still limited by its high cost, however. Its Stunning Level is 7. Shock Stick : This is a very modern version of the Japanese tonfa, used as a subduing weapon by most police forces around the world. The weapons Stunning Level depends on its power: the maximum available to civilians is 5, while restricted ones can go up to 10.

Firearms
Just like melee weapons, firearms are available in a wide range of models, each designed to suit different needs. However, most models use ammunition that follows international standards: 9 mm, 5.56 mm and 7.62mm, almost always case less, to satisfy environmental regulations. The table at the end of this section details different kinds of firearms in game terms, although these specifications can sometimes change slightly according to the model and/or custom modifications. A few examples are given here, and others will follow in upcoming numbers of the Realities series. Following international laws on arms control, most weapons are equipped with an ID security system that insures that only the weapons rightful owner can fire it. This system actually confirms the shooters ID via his IO chip every time he pulls the trigger. The gun jams if ID confirmation cannot be obtained, so anyone who wants to rightfully fire a gun must have an IO chip installed. Of course, the security devices of most models bought on the black market have been either bypassed or deactivated. Handguns Hand guns are without a doubt the most common weapons among criminals in 2015. They are small, light, easy to use, readily available, and they can be extensively modified. Most models of today are composed of polymer and plastic, which makes them light and practically indestructible. Handguns can be equipped with the following accessories: aiming

Melee Weapons Weapon Category Blades Fencing Blade Fire Axe Katana Knife Medieval Sword Razor C C C C C C +2 +7 +6 +3 +6 +1 Finesse Heavy, Rending Finesse, Rending Finesse Rending Finesse Salaried Salaried Salaried Salaried Salaried Salaried DR Characteristics Resources Level

Bludgeoning Baseball Bat Chain Cudgel Staff C C C C Special Light Chainsaw Nausea Stick Shock Stick C R C, R
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+5 +1 +2 +4 Multiple Multiple Multiple, Staff

Salaried Salaried Salaried Salaried

+8 +1 +2

Mechanical, Rending Stunning Stunning

Salaried Well-Off Salaried

scope, armor-piercing ammo, explosive bullets, gel ammunition, laser scope, silencer (except revolvers), TAS. Glock 17 : The Glock 17 is the most widely-used handgun in the world. Although the standard issue holds only 10 bullets, some versions pack as many as 17 or 31 in the chamber. The 18c model is also capable of firing in automatic mode.

H&K UMP/9 : The UMP is the favorite machine pistol of security agencies and special forces around the globe. It is also available in UMP/40 version, using 0.40 ammo (30 x 0.40, DR 12).

Ammo: 30 x 9mm DR: 10 Range: 75 Special:


Hunting Rifles Hunting rifles have changed very little in the last 10 years, although the new polymer alloys used in the industry make them much lighter. Hunting guns can be equipped with the following accessories: aiming scope. Remington Deerhunter IV : The Deerhunter IV is the best example of a hunting rifle.

Ammo: 10, 17 or 31 x 9mm DR: 10 Range: 35 Special:


Beretta Stampede : A favorite of heroes of the Wild West of the last five years, the Stampede revolver definitively packs a punch.

Ammo: 10 x 0.357 Magnum DR: 12 Range: 50 Special: magnum ammo

Ammo: 5 x 5.56 mm DR: 11 Range: 200 Special: aiming scope


Shotgun Shotguns are used by small-game hunters and police forces, both for their short range capacity and their stopping power. They are almost as common as handguns among criminal organizations, and are able to fire buckshot, slugs or gel ammunition without having to modify the weapon. Shotguns can be outfitted with the following accessories: flashlight, gel ammunition, laser scope, TAS. Beretta R-20 Police : The Beretta R-20 Police was designed specifically for use by law enforcement agencies. It comes equipped with a compact but powerful flashlight, since police officers often need to operate at night in less savory neighborhoods.

Beretta Cx4 Storm : This weapon is halfway between a pistol and a rifle. It is used by those who need a longer range than the usual handgun can offer.

Ammo: 10 x 0.40 Range: 70 DR: 12 Special:


Machine Pistols Heavy assault rifles are slowly but surely being replaced by the lighter machine pistol in urban armed conflicts. Machine pistols can be outfitted with the following accessories: aiming scope, armor-piercing bullets, flashlight, gel ammunition, laser scope, sound suppressor, TAS, tracing bullets. H&K G36 Compact Carbine : The G36 has been a favorite of special response police teams and corporate security forces in the last few years. It often finds itself in the hands of Agents.

Ammo: 7 x bullets DR: varies according to ammo used Range: varies according to ammo used Special: flashlight

Ammo: 30 x 5.56 mm DR: 11 Range: 75 Special:

Assault Rifles Although they have been mass-produced for more than a century, heavy assault rifles are gradually being replaced by machine pistols, which offer similar firepower but are much lighter. Still, heavy guns are often used by special units that need to assault entrenched troops. Assault Rifles can be equipped with the following accessories: aiming scope, armor-piercing bullets, explosive bullets, flashlight, gel ammunition, laser scope, TAS, tracing bullets.

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AK-47 : The famous AK-47 has stood the test of time, and the more recent models are still in active service around the world.

MG-330 : This reliable model is one of the most widely-used submachine guns.

Ammo: 39 x 7.62mm DR: 12 Range: 200 Special:

Ammo: (variable) x 7.62mm DR: 12 Range: 400 Special: TAS

H&K XM-8 : The very adaptable XM-8 is most common in the US, where it recently replaced the M16. The weapon can easily be modified to suit a variety of strategic needs.

Ammo: 30 x 5.56mm DR: 11 Range: 200 Special:

Sniper Rifles This is the weapon used by most assassins and elite gunmen; a weapon of high cost but great efficiency. Sniper rifles can be equipped with the following accessories: aiming scope, armor-piercing bullets, explosive bullets, laser scope, silencer, TAS. AI L96 : This is an old precision rifle of the English army, but it still popular among elite assassins.

Rail Guns Rail guns are the latest technology in the world of personal weapons, and they will most probably completely change the market in coming decades. They must become more affordable first, though. Rail guns do not use chemical propulsion (i.e. powder) in order to project ammunition: a very strong electric current is used to produce a magnetic field that pushes the cartridge. Ammunition only includes bullets and buckshot for now, and the weapon requires a very powerful battery in order to operate. The gun can only be shot 10 times before this energy source has to be replaced (unless the gun is tied to a generator). The advantages of rail guns are significant however: reduced weight of ammunition, no kickback and no explosion. Rail guns can be outfitted with the following accessories: laser scope, TAS. Phiratech Oslo-3 Long Range : This rail gun has a fairly long barrel, which gives it more range and accuracy than other weapons of its category. It also has a built-in Target Acquisition System, for added precision.

Ammo: 10 x 7.62 DR: 12 Range: 300 Special: aiming scope

Ammo: 8 x buckshot DR: 14 Range: 200 Special: TAS

SOPMOD M-14 : Common for the last decade, this weapons silver casing makes it a very stylish weapon.

Accessories
One of the major advantages of firearms is the possibility of outfitting them with accessories that make them formidable weapons. Explosive bullets, silencers, or aiming scopes all bring their own contribution to making the shooter a one-man army. The effects that can be produced with the following accessories are described, in game terms, in the chapter Hail of Bullets (p. 56-57). Aiming Scope An aiming scope is essentially a telescope that is installed on the back of the firearm. It reduces the penalties for distance when shooting by 1. Also, the shooter can use the special effect Precise Shot. Armor-Piercing Bullets This type of ammunition has a long and narrow tip, meant to cut through armor. It enables the shooter to use the special effect Pierce Armor. Explosive bullets The head of explosive bullets is filled with an explosive of some kind that detonates on impact with the target.

Ammo: 10 x 7.62mm DR: 12 Range: 300 Special: aiming scope

Submachine Guns Designed to provide support for infantry, submachine guns are becoming more popular because of the new thermo resistant polymers that reduce their weight without impeding their performance. Most machine guns can be outfitted with ammo boxes containing 50 bullets, or with ammo belts of 100 rounds and more. Submachine guns can be equipped with the following accessories: armor-piercing bullets, explosive bullets, gel ammunition, laser scope, TAS, tracing bullets.

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In game terms, this gives the shooter two benefits. First, it raises the weapons Damage Rating by 1. Second, it gives the shooter the possibility of using the Horrible Damage effect. Gel Ammunition Gel ammunition is made up of a core of a gel-like substance, surrounded by a plastic or soft envelope. Once the bullet is fired, the envelope disintegrates, and the target is hit only by a glob of gel: this type of ammo Firearms Table Weapon Category Ammo DR

is designed to stop an individual without killing them. A weapon that uses this type of ammo has its DR reduced by 6. If the remaining DR is higher than the targets Armor Level, the weapon now gains the characteristic Stunning (see p. 55). The Stunning Damage Level is 6 for single shots, 8 for multiple shots, burst shots or if the gun uses cartridges, and is 10 for barrage fire. Also, gel ammo enables the shooter to use the High Impact special effect.

Range

Rate of Fire

Resources Level

Handguns .22 caliber .38 caliber 9mm 10mm .40 caliber .357 Magnum .44 Magnum C C C C C C C 6-10 6-10 10-19 9-12 7-12 6-10 6-10 8 9 10 11 12 12 13 35 35 35 40 50 50 50 S,M S,M S,M S,M S,M S,M S,M Salaried Salaried Salaried Salaried Salaried Salaried Salaried

Machine Pistols 9mm .40 caliber R R 30-40 30-40 10 12 75 100 S, B, M S, B, Bar Well-Off Well-Off

Hunting Rifles .22LR 5.56mm .30-06 7.62mm C C C C 1-10 1-6 1-4 1-5 9 11 12 12 Shotguns Shotgun (buckshot) Shotgun (slugs) C, R C, R 1-8 1-8 14 12 Assault Rifles 5.56mm 7.62mm M M 30-40 30-40 11 12 200 200 S, B, Bar S, B, Bar Well-Off Well-Off 40 75 S S Salaried Salaried 200 200 200 200 S, M S, M S, M S, M Salaried Salaried Salaried Salaried

Sniper Rifles 7.62mm .50 caliber R M 1-10 1-6 12 14 300 600 S, B S Well-Off Well-Off

Machine Guns 5.56mm 7.62 .50 caliber M M M 50+ 50+ 50+ 11 12 14 Rail Guns Rail gun (buckshot) Rail gun (slugs) M M 1-10 1-10 14 14
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300 400 500

Bar Bar Bar

Well-Off Well-Off Well-Off

150 400

S S

Rich Rich

Laser Scope A laser scope is similar to an aiming scope, but instead of using lenses to aid the shooters vision, it uses a laser sight and computer imaging. It enables the shooter to use the Precise Shot special effect. Silencer A silencer is a long plastic and rubber cylinder attached to the muzzle of a handgun or pistol, and is meant to muffle the sound of the bullets detonation. Those that are more than 30 yards away will not be able to hear the gun fire. Those that are less than 30 yards from the shooter will need to successfully pass an Intuition Test (ST 5, adjusted according to the environment) to hear the gunshot. Sound Suppressor This accessory is similar to a silencer: it reduces sounds less effectively, but it is designed to be installed on automatic weapons. Anyone more than 100 yards away from the shooter will not hear him firing, and those closer must successfully pass an Intuition Test (ST 5, adjusted according to the environment). Target Acquisition System (TAS) A Target Acquisition System must be linked either to a TAS implant (usually the users IO chip), or to an ITS to be useful. The TAS reduces penalties due to range and environmental conditions by 1 (see Hail of Bullets, p. 53). Also, it enables the shooter to use the Precise Shot special effect. Tracing Bullets This type of ammunition is usually mixed with normal bullets. Using phosphorus or some other means, these bullets trace a luminous path as they speed towards the target, enabling the shooter to adjust his firing. When performing barrage fire, tracing bullets reduce the ST to hit the target by 1.

Offensive Grenades Also known as concussion grenades, offensive grenades are designed to inflict a maximum amount of damage in a focused area, while reducing the risk of injury to friendly troops. This type of grenade sprays no shrapnel, but has a stronger shock wave than a frag grenade. Offensive grenades are particularly effective in a closed location, like the inside of a truck or a bunker. Its primary area of effect is only 3 yards, but its concussion wave can reach up to 6 yards. An offensive grenade can be thrown effectively up to 40 yards. Gas Grenades Gas grenades are used to provide cover for the movement of ground troops (white smoke), or to signal and guide far away troops or aircrafts. Basic colors include white, red, yellow, green and purple. Some recent developments include grenades that spray a green, phosphorescent gas visible even in the dark, and some that emanate a gas that is invisible to the naked eye but can be seen by some sensors. Gas grenades can be thrown accurately up to 35 yards, and they spray gas for 10 to 15 Rounds. Incendiary Grenades This type of grenade is designed specifically to damage equipment and material, and to ignite fires. Incendiary grenades have a blast radius of only a few centimeters, but they use a compound known as thermate that burns at up to 2000 degrees Celsius and can melt steel. This type of grenade can be thrown up to 25 meters. It has its own oxygen supply, so it can burn even under water. An incendiary grenade continues to cause damage for 3 Rounds. Tear-gas Grenades Used mostly to control crowds, tear-gas grenades spray a dense cloud of a compound irritating to the eyes and the respiratory tract. They can be thrown up to 40 yards, and they spray gas for 2 to 6 Rounds. Flashbang Grenades Designed to stun and blind the occupants of a room without harming them, flashbang grenades are very popular with police forces and security agencies. They can be thrown up to 40 yards.

Grenades
Modern warfare has seen the development of a grenade or type of explosive for nearly every occasion. Their use is restricted however, and they are usually available only to police departments and the military. Naturally, they are prized items on the black market. Grenades usually have an internal timer set for 4 or 5 seconds, and activated by removing the pin. Some models have an adjustable timer that can be set anywhere from 3 seconds to a few minutes. Defensive Grenades These grenades spray shrapnel when their envelope is fragmented by a concentrated charge (hence their nickname, frag grenades). This weapon has two blast areas: the kill area (5 yards radius centered on the explosion), and the wounding area (15 yards radius centered on the weapon). The first number listed under DR is applied to the kill area, while the second is applied to the wound area (ex: DR 40/20). A defensive grenade can be thrown with relative accuracy up to 40 yards.
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Armor
The boom of the nanotech industry and the development of ultra-light but impact resistant polymers and plastic alloys have made it sensible to wear personal armor. The special teams of most police organizations, as well as the security agencies of major corporations, are usually equipped with armor. The special characteristics of armor are explained in the chapter Hail of Bullets (p. 55-56). Civilian Armor Civilian armor can be bought in weapons shops and in a few specialized boutiques. Their popularity is still limited however, mostly because of their price,

Grenades Name Defensive Offensive Gas Incendiary Tear-gas Flashbang Category M R, M R, M M R, M R DL 40/20 25/10 0 60 0 0 Characteristics Area of Effect, Multiple, Rending Area of Effect, Heavy, Stunning Area of Effect Inflammable, Recurring, Rending Area of Effect, Blinding, Irritating Area of Effect, Blinding, Stunning Resources Level Salaried Salaried Salaried Salaried Salaried Salaried

their inefficiency against heavy weapons, as well as their association in popular culture with increasingly repressive governments. Secuvest A20 : US-based giant Secuvest is the world leader in the production of low-quality personal armor. The A20 looks like a polymer shirt, which is worn beneath clothing and protects only the torso. Although not very comfortable, it is very discreet.

Type: Medium Armor AR: 5 Special: ITS Resources Level: Salaried (Illegal)

Pro-Tech SWAT Special : This model is a heavier version of the Police Special, designed for special teams. It can be upgraded with the addition of a jump pack.

Type: Light Armor AR: 2 Special: Resources Level: Salaried


Secuvest F03 : Another one of Secuvests market hits, the F03 is a long polymer trench coat, with a realistic leather finish. It covers the torso, arms and legs while still being low-profile. The F03 Super model has polymer plates in the interior pockets, raising its AR to 4, but making the coat too rigid to pass as an ordinary trench.

Type: Light Assault Armor AR:6 Special: Bio-Monitor, ITS Resources Level: Well-Off (Illegal)

Military Armor Military armor is highly restricted, needs training to be operated, and is very difficult to obtain on the black market. It is nevertheless very efficient, and still reasonably comfortable. AMPA I Scout : This model is usually used in reconnaissance missions, or by special teams that support wider assaults (with heavy weapons for example). With its jump pack, the AMPA I is particularly well-suited for this purpose.

Type: Light Armor AR: 3 Special: Resources Level: Salaried

Gemini Protector : Fresh out of the Gemini workshop in Italy, the Protector offers a wide range of classic bullet-proof vests models that are renowned for their light weight.

Type: Light Assault Armor AR: 7 Special: BE-Tech Interface, Bio-Monitor, Carapace, Environmental, ITS, Jump Pack Resources Level: Rich (Illegal)

Type: Light Armor AR: 3 Special: Resources Level: Well-Off

Security Armor Designed for the forces of law and order as well as security agencies, this category of armor is much more efficient than that available to civilians. Its use requires a permit however. Pro-Tech Police Specia : This is the typical armor used by police officers and security agents around the world. The Police Special remains light-weight and comfortable, and can be worn even by policemen working long hours on the night shift.

AMPA II : The AMPA III is the hallmark of the infantryman of most industrialized countries. Although it doesnt offer as much protection as exoskeleton armor (like the AMPA IV and V), it is much more comfortable, and can be worn for long periods of time.

Type: Assault Armor AR: 9 Special: BE-Tech Interface, Bio-Monitor, Carapace, Environmental, ITS Resources Level: Rich (Illegal)

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May 12 He spoke to me again today. HE spoke into my mind, and He told me I was His chosen. Among all the believers in the world, He chose me. Me, a poor sinner who didnt believe in Him until He touched me with his divine radiance! Please speak to me again, O Lord! Tell me what I must do. Illuminate me with Your glory. May 16 Catherine left me today. She said that my discovery of God had made her uncomfortable. She said that seeing me crying when they sang our Lords glory in church the other day made her afraid. She maintained that no one can change character so quickly. What an idiot! She is blind! She doesnt understand that, after so many years of sinning, I discovered that He loves us; all of us! She cant understand. She lives on in sin, refusing to listen to the voice of God. May 18 Liars and false prophets! I went to confession today. I told Father Henry about my conversations with God. I wanted to know if maybe God was giving me a sign that I should enter the priesthood. That idiot answered that my behavior was obsessive; that the voice of God was probably just a product of my imagination, and that I should seek help! HE speaks to ME! HE loves me! HE understands me! He told me again today that He needed my help. HE needs me! May 19 He is a prisoner. Our Lord, creator of the Universe, is a prisoner of Sheol, the Land of the Dead. That is why our world is on the road to perdition: God is a prisoner of Death. But the day of His resurrection is close at hand, and he wants ME to help him come back among us. I am your humble servant, O Lord! Touch me again with Your light! June 21 I gathered devotees and I found all the necessary tools. Three days, my Lord, three days and you will be back among us to redeem Mankind. June 23 The Devil is tempting me. As the day of the resurrection of our Lord draws near, the Devil is trying to stop me from doing our Lords will. When you speak to me, O Lord, images of monsters, carnage and gruesome death appear in my mind. This can only be Satan, trying to scare me into abandoning the light. But he will not deter me from the true path, Lord! Your glory will scour Evil from the face of the Earth. June 24 The moment of truth is upon us. Everything is ready for the ceremony. The Devil tempts me still, filling my heart with dread. But Thy love is stronger, O Lord! Even though I am weak, I will not fail. No Lord, I do not doubt. Tonight, we will sacrifice our lives to insure Your resurrection. You will be reborn from our blood! You will come back to this Earth to bring terror and death to those who do Evil, and to bring humanity down to its knees before Your glory. Your chosen will pass into Eternity, humbly praising Your name, and the world will be perfect again. Perfect! Time is short, and I must go to the ceremony. I leave this journal behind so that the story of this faithful apostle may serve as the basis for a New Testament of the New World. May my example educate countless generations, as my Lord has promised me. When I die this night, may my sacrifice echo through the Ages.

==End of entries== File no 11237, found during an operation by Agent Torn of our Lyon 26 cell Filed in Dossier L77659 by Mister October, Lyon Sector

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The world of Realities is full of ill-intentioned individuals, marauding Outsiders and government agencies that would give anything to get their hands on the Lodges Agents. The players will have to face these threats on a daily basis, and more often than not things will end in a flurry of bullets and blood. In order to facilitate the management of large groups of adversaries, the characters in Realities are divided into three categories: the Protagonists (includes the players characters and their allies), the Antagonists (enemies and powerful monsters), and Cannon Fodder (allies and enemies that have little impact on the story).

of Power Specializations that the Mutant can take. A Mutant can have a Specialization in a reality even if his Mastery Level does not reach 4 dice.

Cannon Fodder
The word cannon fodder is used to designate all the allies or adversaries that do not have a great impact on the unfolding of the story: the unnamed cop that stops the characters vehicle for a routine check, the group of fanatics who protect the Priest of Sheol, or the five zombie dogs that track the group in a forest. Whenever characters are facing a great number of adversaries, most of them will probably be cannon fodder. In combat, cannon fodder characters never make an Initiative roll, they cannot receive benefits from fighting as a group, and they always use their extra successes to inflict more damage (unless the Narrator thinks that logic would dictate otherwise). Furthermore, these characters only have one Health Level, Out of Commission, which equals twice their Vigor, plus their Spirit. A cannon fodder character that reaches this limit is not necessarily dead: he simply ceases to be a factor in combat. If a group of cannon fodder characters has Powers (such as a group of Mutants for example), they make one common Power Test, and the Narrator applies the results to the entire group. The Narrator can quickly create cannon fodder characters by giving them whatever characteristics he sees fit. As a guideline, such characters usually have Attributes and Skills at priority 2 or 1. If the Narrator wishes, he can also give them a certain number of Traits, spending a number of points appropriate for priority 2 or1 as well. If the characters have some Powers, they will come from only one reality, and they cannot be higher than Mastery Level 2 or 3. Cannon fodder characters never receive experience points. The scenario Baptism by Fire presents some examples of cannon fodder.

Protagonists and Antagonists


Protagonists and Antagonists are the storys main characters. Their presence is always marked, and their appearance always has an impact on the unfolding of the campaign. An important informer, a sympathizing police chief or an Agent of the Lodge are all good examples of Protagonists. A powerful sorcerer, the leader of a cult or a Class II Outsider are all good examples of Antagonists. Protagonists and Antagonists are all subject to the same rules as the players: they roll for Initiative, they can spend their extra successes, are difficult to kill, and they can even gain experience, if the Narrator so wishes. The Narrator can design Protagonists and Antagonists in the same way as player-characters, but using the table at the bottom of this page. A character who is a normal human (neither a Talented nor a Mutant) receives a minimal Coolness Pool, which replenishes itself at the start of each gaming session. The amount of this dice Pool is indicated on the table (example: Priority 3 in Coolness gives the character a Pool of 5 Dice). A Mutant is an individual who bears the physical mark of Corruption, caused either by a location or an Outsider. Very weak Mutants do not get Powers, but instead have a Coolness Pool. Powerful Mutants can draw Powers from one or two realities. The number of dice the Mutant can allocate to the Mastery Level of his reality (ies) is indicated before the slash (example: Priority 4 gives one reality at Level 7, while Priority 5 gives 9 dice that can be split between 2 realities). The number in parenthesis is the maximum amount Normal people and Mutants Priority 5 4 3 2 1 Attributes 30 (8) 27 (7) 24 (6) 21 (5) 18 (5) Skills 30 27 24 21 18

The Forces of Order


Extra-dimensional beasts and sects of psychopathic Mutants do not constitute the most common opposition to Agents of the Lodge. Killing such monsters does not weigh very heavily on an operatives conscience. However, the forces of order, men and women who dedicate their lives to protecting ordinary citizens, are

Traits 125 100 75 50 25


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Coolness Dice/Powers 9 Dice / 2 Realities (4) 7 Dice / 1 Reality (2) 5 Dice / 1 Reality (0) 3 Dice 1 Die

Exp 125 100 75 50 25

often a much more challenging enemy. Convinced that anyone related to the Lodge is a dangerous terrorist who must be arrested at all costs, equipped with the latest technology and having access to vast resources, police officers regularly constitute an obstacle to the Lodges operations. More than one cell has been put out of commission by their zeal. Although new Agents may question the morality of confronting police forces, they and the government must be fought without quarter when the destiny of our entire reality depends on it. As sad as it may be, one cannot make an omelet without breaking some eggs.

Types Whatever the species (human, dog, bird, insect, etc), Mutants are divided in three types: A Type I Mutant is still essentially a member of its own species. Its appearance is normal enough for it to hide its condition with a minimum of care and subterfuge: its mutations are limited (see below). This type of Mutant is not limited in the priority it must give to Coolness Dice/ Powers. Type II Mutants are obviously abnormal, and would need a very thorough disguise to pass as one of their species. Most species of fixed Mutants, such as Stryges or Ghouls, belong to this category. All Mutants of this type must buy the following mutations: Corrupting, and Grotesque Appearance. Type III Mutants usually look nothing like their species of origin. Their appearance is limited only by the Narrators (twisted) imagination: octopus-like monster, glob of jelly, or even worse. Humans that reach this stage rarely retain their former intelligence. Type III Mutants must have the mutations Corrupting at the maximum level, as well as Monstrous Appearance. Mutations Mutation Cost 15 10 10/20 10 Mutation Grotesque Appearance Monstrous Appearance Natural Weapon Tough Cost 5 10 10 5+

Abomination Cults
It seems that the need to believe in something greater than itself is an instinctive need of mankind, most of all in times of crisis. Although most individuals are not conscious of this fact, the danger in which our Universe finds itself creates a distress that reaches each and every living person. A few individuals do not turn to traditional religions. The reasons for their failure to identify with these timehonored traditions are many: mental anxiety, fear of an imminent end of the world, or simply the belief that God does not exist. Whatever the reason, more and more people are turning to apocalyptic cults. Although most of these sects are inoffensive, a few are headed by demented madmen whose mind could not resist to a contact with other realities, a mutation or the influence of an Outsider. The members of such cults are fanatics whose only goal is to prepare our world for the coming of their masters. Most see mutation as an ideal state, and they expose themselves to Corruption without thinking of the consequences.

Additional Limb The Call Corrupting Giant

Additional Limb The Mutant has one or two limbs that its species do not usually have: this can be an extra pair of arms, a long tail, or even several tentacles. These appendages are not prehensile per se, although they can be if the Narrator invests 10 more points. If the Mutant attacks in hand-to-hand combat, he is considered as beneficiating from a Double Weapon (see Hail of Bullets, p. 58-60). If the limbs are prehensile, then this advantage can also count if the Mutant makes an armed melee attack. the Call This mutation is not visible: it is located in the Mutants brain, and puts him in mental contact with a powerful Outsider. Such an individual becomes obsessed with bringing his master into our world, and is no longer able to understand the consequences of such an action. This mutation is common among Outsider worshipers and the members of abomination cults, and it is often the only mutation that the average corrupted individual has. Corrupting This mutation indicates that the Mutant causes Corruption in his environment. The Corruption Factor of

Mutants
Mutants are the result of another realitys Corruption of a living being in our world, and they are the most common foe that Agents will have to face. Mutants can be Antagonists or Cannon Fodder, depending on their nature or their importance in the game.

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the Mutant is either 3 (cost is 10 Trait Points) or 6 (cost of 20 Trait Points). Giant The Mutant is at least one-and-a-half times bigger than other members of its species. This adds +3 to the Mutants Vigor. Grotesque Appearance Although he retains the basic characteristics of his species of origin, the Mutant is truly horrifying. Examples of this species of Mutants are Stryges and Ghouls. Such a Mutant provokes Horror Tests, with a Presence equal to half the Mutants Presence Attribute (see Hail of Bullets, p. 54). Monstrous Appearance The Mutant no longer resembles his species, but is rather a creature of nightmare. He provokes Horror Tests with a Presence equal to his own. Natural Weapons Whether its pointy fangs, razor-sharp claws or a tail that ends in a poisonous barb, the Mutant has a dangerous melee attack. The creature can use the general effects usually linked with melee weapons with this natural weapon. If the Mutants Vigor is 7 or more, this natural weapon also has the characteristic Rending (see Hail of Bullets, p. 54). Tough For some reason, the Mutant is extremely resilient: it could have an exoskeleton or a carapace, or it could simply be tough-as-nails. For every 5 points invested in this mutation, the Mutant gets 2 Armor Points of natural armor.

Corruption Factor is usually between 10 and 12. Beta Class Outsiders are just as intelligent as those of the Alpha Class, but they are roughly human-sized. This class of Outsiders is very rare, and they all seem to come either from Pandemonium or Dilmun. Their reflex is usually to attempt to communicate. They control their reality of origin with an average Skill Level of 8, and their Corruption Factor varies between 3 and 6. Gamma Class Outsiders are the brutes: physically imposing (sometimes bigger than a bus), but possessing a keen instinct rather than true intelligence. Most of these come to our world to hunt, or simply fall through a reality gap. Their control of their own reality averages a Mastery Level of 7, and their Corruption Factor varies between 9 and 12. The Delta Class includes outsiders of human size that are not intelligent, but rather act on instinct. These Outsiders usually move around in packs, which makes them extremely dangerous. Their control of their own reality averages Skill Level 6, and their Corruption Factor is usually around 7. Epsilon Class Outsiders are the rarest: they are immaterial beings. All creatures of this type that the Lodge has on file come from Sheol. There have not been enough encounters to determine their control over their reality, or their Corruption Factor. Finally, the Zeta Class includes non-aggressive Outsiders that are quite like our own animals, except that they cause Corruption, of course. The control over reality of these creatures is usually quite low (around 4), and their average Corruption Factor is 6.

Outsiders
Outsiders are the toughest adversaries that Agents will have to deal with: creatures from other realities that have successfully adapted to our own, probably through being contaminated by Earth. Contrarily to Mutants, manipulating reality is natural to Outsiders, or at least they have the instinct to try to make our reality resemble their own. This innate ability to use their Powers makes even the most benign Outsiders very dangerous and often unpredictable opponents. Types The Lodges scientists have devised a system to classify Outsiders. Whatever their class however, all Outsiders cause Horror Tests with a Presence equal to their own. Most of them also cause Terror. Alpha Class Outsiders are both physically imposing and very intelligent, a combination that makes them particularly dangerous. Most of the Mutants that receive the mutation The Call are linked to this type of Outsider: they are among the rare Outsiders who have the capacity and the interest to communicate with humans. All Outsiders of this type control the reality from which they come at a minimum Skill Level of 8. Their
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Lodges Operatives

Agents
The Agents are the lowest echelon of the Lodge. They are all Talented, and they serve as the organizations strike teams. Their ability to resist Corruption from other realities as well as their Powers make them particularly effective in their duties.

Category : Protagonist Attributes : Vigor 4, Agility 4, Intuition 4 Spirit 4, Presence 4 Skills: Agent of the Lodge 4 Traits : Combat Reflexes Secondary Characteristics: Serious Wound Limit: 8 Incapacitation Limit: 16 Lethal Wound Limit : 16 Death Limit: 24 Gear: handgun (44 Magnum) : DR13, katana : DL+6 (Finesse, Rending), Powers : 3 to 6 realities, for example : Gehenna 3, Pandemonium 3, Void 3

Guardians
Guardians are the direct superiors of Agents within their territory, and as such they incarnate the mystery that emanates from the Lodges upper echelons. They use standard pseudonyms: Mister, followed by the name of a month (which has led most Agents to think that there are always 12 Guardians per territory). No Guardian radiates the slightest Corruption as far as any Agent can tell. They seem to posses no Powers, but they tend to avoid dangerous situations at all costs, which makes seeing them in action next to impossible. Their work is to coordinate the different cells operating in their territory, and to take charge of all cleaning operations after Agents have secured a location.

Category : Protagonist Attributes : Vigor 5, Agility 5, Intuition 5, Spirit 6, Presence Skills: Agent of the Lodge 6 Traits : Nerves of Steel Secondary Characteristics: Serious Wound Limit: 11 Incapacitation Limit: 22 Gear: handgun (9 mm) : DR10, cell phone, Powers : Unknown

Lethal Wound Limit: 20

Death Limit : 20

Tactics: Guardians try to avoid combat situations at all costs. If they have no other choice but to move close to a hot location, they will always be surrounded by Agents who will fight for them. Guardians mysterious Powers Unknown to nearly all Agents, Guardians indeed do possess the equivalent of Powers, although they are very different from those of Talented. This strange power will be described in more detail in further books of the series. For now, here is a vague idea of what a Guardian could do when caught in a tight spot. Make a Power Test for each Round that the character wishes to use these abilities. The Mastery Level of this power varies depending on the Guardian. Successes on this Test can be used in different ways: - raise an Attribute by +1 per success for three Rounds - negate one success on an Attack Roll directed at himself - negate one success on a Power Test rolled by an Outsider, Mutant or Talented located within 50 yards - gain 2 Armor Points for three Rounds

This type of power cannot be detected, and to onlookers it appears like an unbelievable dose of good luck. In fact, Guardians are supercharged with geomantic energy (feng shui), which means that they operate so well within the boundaries of our reality that they benefit from an unrealistic amount of coincidence. Of course, this absurd luck becomes obvious when a Guardian is in combat, which is why they avoid fighting at all costs.

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Lodges Operatives

Geomancers
From an Agents point of view, Geomancers are something of an enigma. They do not seem to belong within the normal hierarchy of the Lodge. They can detect Talented, reality tears, Outsiders and Mutants, and they can even tell which reality corrupts a particular place, and all that only by looking at a small esoteric compass. In fact, Geomancers are experts at feng shui: a form of Chinese geomancy. They use their compasses to read the variations in the Earths energy field, and detect the influence of other realities. They know how to treat Corruption, in people as well as locations. Without them, most Agents would start mutating after only a few assignments.

Category : Protagonist Attributes : Vigor 4, Agility 4, Intuition 5, Spirit 5, Presence 4 Skills: Agent of the Lodge 3, Geomancer 5 Traits : Walking Encyclopedia Secondary Characteristics: Serious Wound Limit: 9 Incapacitation Limit: 18 Lethal Wound Limit: 16 Gear: Compass Powers : none

Death Limit: 24

Tactics: Geomancers never fight. If a danger emerges, they usually evacuate the location and let Agents do the dirty work. Because they are only human, they are not as resistant to Corruption as Agents are, and they try to avoid it as much as possible.

The Forces of Order

Police Departments
Historically, local police departments have never been the best trained, most heavily armed or better motivated arm of law enforcement. The last decade has seen the rise of harder police states however: local law enforcement has gained access to more resources and technology, better training and most importantly has received more power to act first and ask questions later. Their greatest strength is their ability to respond very rapidly once a threat has been identified. With the added efficiency gained in the last ten years, the speed of its response is the only real threat that local police can pose to Agents, but in some situations that can make a difference. Each operation must be timed to the second to avoid the possibility that a Rapid Response Unit drops in and jeopardizes the whole set-up. Local police officers are usually divided in two groups: patrols, composed of two officers rolling in a patrol car, and Rapid Response Units (RRUs), which can include anywhere from 6 to 10 officers in a fast vehicle (either a van or a VTOL aircraft). Because of their constant interaction with the public, they are authorized to use only non-lethal weapons unless given a special warrant. Although these weapons greatly reduce the risk of permanent injury and death, they are still very efficient in most situations.

Category : Cannon Fodder Attributes : Vigor 4, Agility 4, Intuition 4, Spirit 4, Presence 4 Skills: Police Officer 3 Traits : Secondary Characteristics: Out of Commission Limit: 12 Gear: .38 revolver: DL 9, electric police club: DL 2 (Stunning), Pro-Tech Police armor (AR 5, ITS) Powers : none
Tactics: Local police officers nearly always move in pairs, and they are in constant communication with headquarters. They operate independently, but they will call for backup at the slightest doubt. In case of trouble, Rapid Response Units are deployed: in a prolonged fight, the number of police officers at a scene can rise very quickly. If things get too hot for regular police officers, special intervention teams are called in.

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The Forces of Order

Special Teams
In North America, theyre called SWATs, and in France GIGN, but whatever the country they are the elite of police agencies. Trained intensively and heavily armed, they are called on to handle the most dangerous situations: hostage crisis, armed conflicts, crackdowns on criminal bunkers, etc. Contrarily to local police who use non-lethal weapons, special police teams are authorized to use real ammunition and heavy calibers. Also, they usually have the right to shoot first and ask questions later. These teams represent a real danger to Agents. Special teams have access to a wide variety of weapons and equipment, all adapted to the situation.

Category : Cannon Fodder Attributes : Vigor 5, Agility 6, Intuition 6, Spirit 5, Presence 5 Skills: Police Officer 4, Military 6 Traits : Combat Reflexes, Tough-as-Nails, Veteran Secondary Characteristics: Out of Commission Limit: 15 Gear: H&K UMP/9: DL 10 (3 spare clips), Combat knife: DL +3, 4 gas grenades, Pro-Tech SWAT armor (AR 6, Bio-Monitor) Powers : none
Tactics: Special intervention teams are always very well-prepared, having planned each action using as much data as possible. Their favored tactic is to confuse their opposition (with gas grenades for example), and then attack quickly and decisively. Most officers of such teams are sufficiently trained that their reflex when confronted by a Talent using Powers will be to shoot first and be surprised later.

Investigation Departments
Most countries have a national agency specializing in investigation: the FBI in the US, Scotland Yard in Britain, Interpol, the RCMP in Canada, etc. These agencies have access to the resources, equipment, information and authority necessary to do their work. The officers of these organizations are very familiar with combat, and can call on their own special teams as well.

Category: Antagonist Attributes: Vigor 4, Agility 4, Intuition 5, Spirit 5, Presence 5 : Skills: Investigator (Interrogation) 5, Police (Crime Scene Analysis), 4, Psychology 2 Traits: Nerves of Steel, Resources (Well-Off to Rich, through the : agency), Walking Encyclopedia Secondary Characteristics: Incapacitation Limit: 18 Serious Wound Limit: 9 Lethal Wound Limit: 16 Death Limit: 24 Gear: handgun (9mm): DL 10, virtual assistant Powers : none
Tactics: Investigator agents usually manage long or difficult : situations. They are also responsible for investigating problems or crimes that are wider than the local sphere. Having such an investigator on their tail can be a real danger to a team of Agents.

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Abomination Cults

Cultists
Although cult members will obviously vary from one organization to the other, in game terms they remain similar enough that the same profile can be used.

Category : Cannon Fodder Attributes : Vigor 4, Agility 4, Intuition 4, Spirit 4, Presence 4 Skills: any one Profession 3 Traits : Secondary Characteristics: Out of Commission Limit: 12 Gear: baseball bat: DR +4, ritual dagger: DR +3 (Finesse), Uzi: DR 10 Powers : none
Tactics: Cultists usually have no combat training, and they rely on ambush and massive attack to crush their adversaries. By focusing their efforts on one or two opponents at a time, they are usually able to put them out of commission fairly quickly. Because most abomination cults reside in Corrupted areas and are sometimes in contact with Mutants or Outsiders, it is not rare for a few Talented to be found among them.

Talented Cultist
The very few cultists who were corrupted and were lucky enough to avoid mutation become Talented. The tensions that put pressure on their mind and the stress of their confusing Powers often lead them to madness, particularly obsessive, compulsive and megalomaniacal behavior. They often see themselves as chosen ones, or even gods.

Category : Antagonist Attributes : Vigor 4, Agility 4, Intuition 5, Spirit 5, Presence 5 Skills: Cult Leader (Oratory) 4, Guerilla (Leadership) 4 Traits : Sinister Secondary Characteristics: Serious Wound Limit: 9 Incapacitation Limit: 18 Lethal Wound Limit: 16 Gear: handgun (10mm): DL11, ritual dagger: DL +3 (Finesse) Powers : 3 realities, for example:Gehenna 3, Nirvana 3, Sheol 4

Death Limit: 24

Tactics: The attitudes of Talented cult members vary wildly depending on the individual. Some are expert tacticians, while others act like they came out of a bad horror movie. Most of them do not control their Powers very well, and they limit themselves to a handful of effects that are not very reliable.

99

Mutants

Ghouls
With its chaotic and random nature, Pandemonium often produces Mutants that are both dangerous and pathetic. Ghouls are no exception. Once human, the energies of Pandemonium have lowered their intellectual capacity and affected their skin in a strange way: it falls off in long strips, leaving the individuals flesh exposed. By some strange twist of fate (or perhaps because of a remnant of humanity), the creatures are very ashamed of what they consider to be their nudity. The contact of clothes on their bare flesh is very painful however, so Ghouls eventually start stealing other peoples skin. A Ghoul wearing another persons skin looks a little bit like the Frankenstein monster, but the creature is entirely satisfied with its new appearance, sometimes even gaining enough confidence to go out in public (obviously causing mass panic). Unfortunately, for the Mutant., the skin is no longer alive, and it starts to rot and fall off after a few days, at which time the creature starts hunting for a new skin to wear Ghouls would be rather harmless if it wasnt for their dermal obsession. Their intellectual capabilities are very low: they are unable to understand language, or relate to the world around them. They still have emotions however: danger scares them, they tend to gather in groups to avoid solitude and they seem to feel great pride when parading with a new skin. Ghouls are not aggressive, and will try to flee if attacked. They can still use simple tools, like a club or a doorknob. Although they usually hunt in groups of 6 or 7 individuals, they do not seem to have any social hierarchy.

Category: Cannon Fodder Attributes: Vigor 4, Agility 4, Intuition 3, Spirit 2, Presence 3 Skills: Attack 4 Traits: Grotesque Appearance, Corrupting (10) Secondary Characteristics: Corruption Factor (3) Out of Commission Limit: 10 Attacks : According to weapon Powers : Pandemonium 3
Tactics - Ghouls never attack individuals that are obviously able to defend themselves. If a Ghoul is attacked and alone, it attempts to flee. If they are in a group, the group may decide to attack if it thinks it can win easily. - Ghouls are afraid of fire and of sudden flashes of light (stroboscope, camera flash, etc.). - Ghouls can use the effects of Pandemonium, but they do so out of reflex. Ghouls are not conscious of their Powers.

100

Mutants

Hellhounds
Hellhounds are Mutants produced by Gehenna: they resemble dogs that took a little trip to Hell. Hellhounds are slightly bigger and noticeably more muscular than other dogs of their original species. Their skin is bare: all their fur falls as a result of their mutation. Because of its strange chemical composition, Hellhounds saliva inflames when brought in contact with our atmosphere, but this does not seem to ill affect the Hounds. The saliva consumes itself very quickly, and the risks of starting a fire are minimal. Hellhounds usually hunt in pairs. They prefer little-frequented urban areas, such as industrial zones. They appear only at night, and for some unknown reason no trace of a Hellhound as ever been found during the day. Their control of Gehenna enables them to locate raw energy sources (furnaces, power cables, etc) and absorb the energy. Actually, Hellhounds are addicted to the high created by such surplus energy, and they hunt for fires and chew on high voltage lines as often as they can (mostly if they are wounded).

Category : Cannon Fodder Attributes : Vigor 1-7, Agility 3, Intuition 2, Spirit 2, Presence 4 Skills: Attack 4 Traits : Corrupting, Grotesque Appearance, Natural Weapon, Tough (AR 4) Secondary Characteristics: Corruption Factor 3 Out of Commission Limit: 4 to 16 (depending on Vigor) Attacks: Bite: DR +1 (Corrupting, Inflammable) Powers : Gehenna (Absorption) 5
Tactics: - a Hellhounds Vigor depends on its original species - any wounds caused by a Hellhounds bite are instantly cauterized by its saliva - a Hellhound can locate energy sources with a Power Test. Each success extends the zone of detection by 10 yards. If any energy source is located in this area of effect, the Hellhound will abandon all other activities to go feed on it. - When in contact with an energy source, a Hellhound must make a Power Test to absorb it. The energy will cause no damage to the Hound, and each success produced by the roll can be invested as follows: to reduce his Wound Points by 4 points per success, or to raise one of his Attributes by +1 per success for 3 Rounds.

101

Mutants

Shadow Hunters
Products of the Corruption of Void, Shadow Hunters were once human. They are very thin and lithe, and they prefer to stand hunched or move on all fours to be ready to jump on their prey at any moment. Their skin is completely black, without any hair, and its texture is similar to thick rubber. They have no ears or eyes, and their lipless maw is filled with very sharp, transparent teeth. The fingers and toes of Hunters have an extra articulation, and they end in a sharp bone point. Shadow Hunters feed on human or animal blood, which they drink by ripping their victims throat with a violent snap of their teeth. These creatures use the power of Void to track their victims, and also to influence gravity. Shadow Hunters have a preference for moving on walls and ceilings. Their Powers also give them the ability to partially absorb light around them, making them all but invisible in dark settings.

Category : Antagonist or Cannon Fodder Attributes : Vigor 5, Agility 7, Intuition 8, Spirit 4, Presence 5 Skills: Hunter 6 Traits : Combat Reflexes, Corrupting, Grotesque Appearance, Natural Weapons, Tough (AR 2) Secondary Characteristics: Corruption Factor 3 Incapacitation Limit: 18 Lethal Wound Limit: 20 Death Limit: 30 Serious Wound Limit: 9 Attacks: bite or claws: DR +2 (Corrupting) Powers : Void 5
Tactics: - Shadow Hunters can be used in small numbers (1 to 3) as Antagonists. In greater numbers, they can be considered Cannon Fodder (Out of Commission Limit: 14) - A Shadow Hunter can see 360 degrees around itself, up to a distance equal to the number of successes times its Intuition Attribute (measured in yards). If the Power Test generated no success, the Hunter is unable to perceive its environment, and it will not act for that Round. Any attacks directed against it will have their ST reduced by 1. - In any dark location (like a badly-lighted alley at night), a Shadow Hunters camouflage abilities become important. For each success on a Power Test, the creature can force an attacker to re-roll one die on his Attack Roll. This ability does not function in a well-lighted environment, or if a ray of light touches the creature directly.

102

Mutants

Stryges
These Mutants are actually pigeons or gulls corrupted by Gehenna. They take their name from the birds of old Roman mythology that attacked babies and ate their entrails. They are about the size of a big sea-gull, with disheveled feathers that look like theyve been burned, a massive deformed beak, and talons sharper than an eagles. Their cry is close to that of the crow. These Mutant birds have become strict carnivores: they fly in groups of up to thirty individuals, attacking lone targets or small groups. Stryges have mastered the kinetic energies of Gehenna: they can concentrate or dissipate it with relative ease. Their preferred method of hunting is to fall from the sky directly on their intended victim, transferring all their kinetic energy to the target. This leaves the bird slightly dazed, but it usually breaks the victim in two. This attack is not particularly precise however, and once out of every three times the bird misses its target and hits the ground hard. After its initial descent, a Stryge takes back to the sky as soon as possible, but it usually does not rise high enough for a second dive attack. Instead, it relies on charges, which can be quite effective. Stryges continue their attack until all visible targets are dead. Fortunately, they are not very smart, and will simply forget any target that stays out of their sight for more than 2 Rounds.

Category: Cannon Fodder Attributes: Vigor 1, Agility 5, Intuition 3, Spirit 1, Presence 4 Skills: Dive 5, Charge 5 Traits/Mutations: Tough (Kinetic Resistance, 8 AP), Grotesque Appearance, Corrupting (10) Secondary Characteristics: Corruption Factor (3) Out of Commission Limit: 3 Attacks : Dive DR 4 + transferred energy, Corrupting, Heavy Charge DR 1 + transferred energy Powers : Gehenna 4
Tactics - At the start of each Round, Stryges make a Power Test for Gehenna. Each success enables them to transfer to their target 2 Damage Points that they would normally suffer, before calculating natural armor. - When diving or charging, both the bird and its intended target receive damages from the attack. The bird can transfer part of this damage to its target with its Powers however. Damages that are not transferred are reduced by the kinetic Armor Points, but the bird suffers any points still left.

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Mutants

Zombies
Zombies are not really dead, and they are not linked to Voodoo. In fact, they are humans or animals suffering from the Corruption of Sheol, which makes them similar to the monsters of low-budget horror movies. A Zombie resembles a rotting corpse or a victim in the late stages of the Ebola virus. Its blood and flesh rot, and its skin is covered with festering blisters. Unfortunately for the creature, it is fully conscious of its condition. After a few days this Corruption process makes the victim lose its mind, and it usually dies within a few weeks, when its internal organs start failing. Zombies become completely mad and aggressive after a few days. Although they are not physically impressive, they do not feel any pain at all, and so are able to resist wounds that would instantly take down any normal human being. Their most dangerous attack is not their surprisingly strong bite: the pus that oozes from their wounds has a very powerful corrupting effect, even on a Talented. Zombies are able to feel the Corruption level of a victim, and they will cease to attack it once the contact with their pus is sufficient to cause the target to mutate into a Zombie. An individual corrupted by a Zombie develops welts and red spots on their skin after a few hours. On the following day, they are seized by shaking and a very high fever. After three days, the sickness resembles the Ebola virus. On the fifth day the victim will suffer from aggressive rages that become increasingly frequent. After the ninth day, the victim is completely berserk, and will attack any living being that crosses its path. Thankfully, a Zombie rarely survives its condition for more than 30 days.

Category : Cannon Fodder Attributes : Vigor 4, Agility 2, Intuition 3, Spirit 2, Presence 4 Skills : Attack 3 Traits : Corrupting, Grotesque Appearance, Invincible Secondary Characteristics : Corruption Factor 0 Out of Commission Limit : 15 Attacks : bite or fists: DR +1 (Corrupting) Powers : Sheol (Zombification) 7
Tactics - Zombies assemble in packs as much as possible. They attack victims as a group. - A Zombie can use its Powers to Corrupt. If a victims Corruption Index reaches 50 under a Zombies attacks, the zombification process begins. The Corruption Test uses the Zombies Sheol Mastery Level rather than its Corruption Index.

104

Outsiders

Basilisk
Legend has it that the Basilisk is a great lizard that emanates choking vapors to expel all other creatures from its territory, and that it is so horrible that any who see it die instantly, save the greatest heroes. For once, myth is not far from reality. A Basilisk is a great hermaphrodite lizard, measuring between 10 and 20 yards, and whose head is covered with short tentacles coming together in a kind of mane designed to regulate its body heat. Many greatly resemble Chinese dragons. Basilisks have a seemingly total control over their own weight: Agents have seen these gigantic creatures walk up glass walls, run on power cables, or hang on a ceiling that offered no perch. A few seconds later, the basilisk can way many tons as it falls on a car, making it as flat as a pancake. The creature also has a camouflage ability similar to a chameleon, which makes it difficult to see a Basilisk, mostly at night. Basilisks do not seem to be predators. They come to our world only to lay their eggs and protect them until they hatch. The Lodges xeno-biologists believe that Basilisks are simply seeking a peaceful world for reproduction, and any other reality is more stable than their native Pandemonium. In order to mark its territory, a Basilisk secretes a powerful hormone that keeps all other creatures from Pandemonium away. Unfortunately, these pheromones have the same effect as LSD on most of Earths inhabitants, and they provoke rapid mutations in any creature that stays in the area too long. Depending on wind conditions and the Basilisks movements, the pheromones can be in sufficient concentration in the air to affect humans in a radius of one mile around the creatures nest. It is usually simple for the Lodges Agents to locate a Basilisk: follow the trail of people affected by the drug, then follow the trail of Mutants, and finally find the nest. Of course, thats the easy part: facing an angry Basilisk defending its eggs is another matter. Basilisks feed by absorbing carbon from the air around them. They usually try to build their nests in areas where carbon can be found in high concentration: usually big cities and industrial areas. They instinctively control Powers linked with Pandemonium, and are particularly at ease with manipulating mass and time. This means that Basilisks can move around very quickly on any surface, even though they are large. Although usually solitary creatures, it has been reported that sometimes as many as three Basilisks can make their nests in the same area and defend it as a group.

Category : Gamma Class (Antagonist) Attributes : Vigor 10, Agility 8, Intuition 6, Spirit 6 Presence 7 Skills : Hunting 6 Traits : Invincible (same as character Trait), Camouflage (see Tactics), Pheromones (see Tactics), Tough (6 points) Secondary Characteristics : Corruption Factor (8) Serious Wound Limit : 16 Collapse Limit: 32 Lethal Wound Limit: 45 Death Limit: 65 Attacks : Claws/Fangs DL +6 Corrupting Rending, Crushing Attack DL +14 Massive Powers : Pandemonium 8
Tactics - A Basilisks Camouflage raises the ST to touch it by 1 whenever ambient lighting is deficient (such as in big storm, at night, or in a badly lit basement). - Before making a claw/fang or crushing attack, a Basilisk always makes a Power Test. Every success generated by the test raises the DR of claw/fang attacks by +1, and that of crushing attacks by +2. -A Basilisks pheromones can penetrate in a target through their lungs and skin. After being exposed for two minutes, all the ST for the characters actions are raised by 1. After five minutes, this is raised to +2, and after 10 minutes the character is completely oblivious to his surroundings. If the pheromones only come into contact with the characters skin (if he is wearing a gas mask for example), it takes double the amount of time until he is affected. The effects last until the victim ceases to be exposed to the hormones for about half an hour, or if the area is cleaned of pheromones (by strong rain or great winds for example).

105

Outsiders

Cherub
Cherubs are not the angelical icons of medieval art, but resemble the karibu of Mesopotamia: half-man, halfanimal monsters that inspired the Egyptian sphinx, the Persian manticore and the cherubs of the Genesis. It is possible that Cherubs haunted the Middle East in ancient times, and that their presence had such a lasting effect on local populations that they integrated their figure in their religion and myths. The legends do not come close to the true horror of these creatures however. A Cherub resembles a huge night moth with four legs and a head whose face vaguely resembles that of a bearded man. They have two antennas that look a little like long feathers and were translated as a hat in Mesopotamian iconography. The creature is about 12 feet tall, and it is always in vertical position. It seems to float, and the beating of its wings is only to navigate. No one has ever seen a cherub touch the ground or an obstacle voluntarily. Cherubs are guided more by an insect-like instinct than by true intelligence. They seem to come to our world freely, and are here to find food. Although they are usually solitary creatures, they can sometimes gather in groups of up to five individuals. They have a unique hunting method: they constantly emit a psychic resonance on a hundred yard radius around them. This wave hypnotizes animals and humans, giving them a feeling of total happiness and euphoria. Smitten by this quasi-religious bliss, victims feel no fear, and they do not flee nor attempt to defend themselves. Furthermore, a Cherub projects a telekinetic field on a radius of 15 yards that gently lifts victims to its height. The Cherub always selects only one prey, covering it in silk similar to that of a spider, and carries it back to its lair in our world (or on Limbo). Those who were not chosen by the Cherub fall gently to the ground, and come out of their blessed state only a few minutes after the creature has departed. All of them will keep a very positive, nearly mystical, memory of their experience, and many will believe they have been witness to a miracle. Fighting a Cherub, or even worse a group of them, is no easy task. Not only is their psychic resonance particularly strong, but it is also used to detect any presence within the area of effect. If a person resists the psychic influence and is unable to mask its mind, its presence will be known to the Cherub as soon as it moves. Cherubs react very violently to any resistance to their power: they fly into a wild frenzy, screaming and flying wildly towards their target. They rip to pieces anyone in their way, including their hapless victims. The monsters are also protected by a telekinetic barrier that is particularly effective against high-velocity attacks (such as bullets). The Bible mentions that Cherubs are armed with a sword of fire. In fact, the creatures can spit a very corrosive jet of crystals. The pressurized flow rips the skin off any target in a few seconds, and then the corrosive effect dissolves flesh, plastic, leather and even metal. Just like Moonroaches, Cherubs produce a great quantity of a white powder nicknamed faerie dust by Agents. Cherubs can use their other Powers to create other effects linked with Limbo, but they only do so instinctively.

Category: Gamma Class (Antagonist) Attributes : Vigor 9, Agility 7, Intuition 5, Spirit 6, Presence 7 Skills: Hunter 6 Traits/Mutations: Corrupting, Invincible, Monstrous Appearance, Psychic Barrier (AR +3 vs melee attacks, +6 vs projectiles), Tough (AR 4, Carapace) Secondary Characteristics: Corruption Factor 9 Serious Wound Limit: 20 Incapacitation Limit: 30 Lethal Wound Limit: 36 Death Limit: 59 Attacks : Claws/Bite: DR +8 (Corrupting), Corrosive spray: DR 13 (Corrupting, Recurring) Powers : Limbo 7
Tactics - In most cases, Cherubs do not need to fight. If enraged, they rip apart their target as well as anyone in their way. - A Cherub is protected by a psychic barrier on top of its exoskeleton. The strength of the barrier varies according to the type of attack, and it cannot be ignored by any weapon Effect (such as armor-piercing). - The Cherubs corrosive spray causes an intense chemical burn that lasts for two Rounds after the attack. Each Round, the attacks full DR 13 is applied to the victim as well as any gear it carries. The damage of a spray is not cumulative, which means that if a victim is still suffering from the effects of a spray received in a previous Round, a new spray will not add any damage. - At the instant of their death, Cherubs spray a great amount of faerie dust, hitting anyone standing within 20 yards of them and causing a great amount of Corruption (Factor 8).
106

Outsiders

Howlers
Howlers are some of the most powerful Outsiders, and they have claimed many an Agents life. They originate from Sheol, and resemble 20 feet tall floating skeletons covered with strips of bleeding flesh, as if they had just been devoured. Their long mane of hair is white as snow, and it constantly billows in a wind that no one can feel or hear. The lower part of their body is covered with long strips of gray cloth, splattered with blood and grime. Their long, crooked fingers end in sharp claws, and a malevolent light shines in their empty sockets. Unless they decide otherwise, Howlers make absolutely no sound, much like a ghost. Howlers have an evil intelligence. Ancient masters of Sheol, they are now trapped by their hatred of the living. A strong desire to rule everything burns in their heart, making them the Outsiders most likely to contact cultists and organize sects. They are not particularly violent or aggressive, and are usually satisfied with being adored and cajoled. They are particularly cruel however, and will not hesitate to devour or mutate any follower who does not show enough zeal. These monsters seem to perfectly understand all human languages, and they tend to listen very attentively when spoken to. Some Agents whisper that Howlers can actually speak, but no one has ever lived to report the thoughts of a Howler. One of their best-known Powers is the terrifying howl that gave these Outsiders their name. This sonic attack is dangerous at up to 50 yards, and can be heard as far as a mile. This scream will literally tear away the soul of any human standing too close to the Howler, killing the victim instantly. Howlers can also transform a target into a Zombie instantly only by touching it. The process is complete within only a few seconds, the victims body covering itself with sores and lacerations and erupting in a fountain of blood and pus. Howlers mastery of the Powers of Sheol is frightening, and they can routinely use Effects that no Talented has ever successfully duplicated.

Category: Alpha Class (Antagonist) Attributes : Vigor 9, Agility 6, Intuition 6, Spirit 9, Presence 9 Skills : Attack 6, Strategy 5 Traits/Mutations : Ethereal (AR 5, Immaterial), Monstrous Appearance, Walking Encyclopedia Secondary Characteristics: Corruption Factor 10 Serious Wound Limit: 18 Incapacitation Limit: 36 Lethal Wound Limit: 36 Death Limit: 54 Attacks : claws: DR 0 (Corrupting) Powers : Sheol 10
Tactics - Howlers are not completely physical, and they will only attack using their Powers. - the basic ST for a howler to use its Powers is 4 instead of 6 - Howl: any target standing in front of the Howler is affected. The Howler makes a Power Test with ST 4 which every target must attempt to resists with an opposed Spirit Test (ST6). Every extra success that the Howler gets compared to its victim can be used in the same way as a Terror Test. If the victim produces the same amount or more successes than the Howler, it remains unaffected. If the victim has no successes, it dies instantly. - Zombification: A Howler can cause corrupting damage merely by touching a victim. If a target gains 50 Corruption Points or more through contact with a Howler, it instantly becomes a Zombie.

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Outsiders

Moonroaches
Although only Delta Class Outsiders, Moonroaches constitute a serious threat. They resemble a cross between a cockroach and a beetle: they are a phosphorescent white color, about 3 inches long, with two pairs of wings under their carapace. They move around in swarms of 50 to 300, and they are carnivores. These insects are very aggressive, and they only possess two instincts: feeding and breeding. Swarms usually attack two or three individuals at a time (more if the swarm is very large). Their saliva contains an extremely corrosive enzyme that dissolves and liquefies flesh very quickly to make it digestible to the creatures. Moonroaches also need living organisms (human or animal) to reproduce: the females inject a few thousand eggs under the skin of their target. If the eggs are not removed (a difficult procedure at best), they hatch within 36 hours, and the victim dies horribly as the larvae consume its body within minutes. Moonroaches are nocturnal creatures. During the day, they gather in a dark, cool place and become dormant: they move little, do not fly, and they do not react to the presence of other creatures. When in this state, it is even possible to pick one of them up without waking it. A very loud noise can wake up the swarm however: pity any Agents caught in such a situation. A swarm of Moonroaches constantly uses the Powers of Limbo to move around and to generate clouds of mist. They also generate a fine, white glowing powder that has been nicknamed faerie dust by Agents, and is highly Corrupting. No conscious manipulation of reality by the creatures has yet been reported. The best way to get rid of these critters is to wait for daylight, find their hiding place and clean it with blowtorches. Moonroaches also have a great dislike of water: it is possible to escape them by totally immersing oneself.

Category: Delta Class (Cannon Fodder) Attributes : Vigor 1, Agility 4, Intuition 1, Spirit 5, Presence 5 Skills : Mass Attack 4 Traits/Mutations : Secondary Characteristics: Corruption Factor (10) Out of Commission Limit: 3 Attacks : Bite of a swarm DR 10 (+10 the following Round, Corrupting Powers : Limbo 6
Tactics - Moonroaches attack as a swarm, rolling only one Test to hit the target and causing damages as a swarm. - Because of their digestive enzymes, Moonroaches automatically inflict damage on a Round following any Round where they have hit a target. This corrosive damage adds itself to any damage the Moonroaches bites inflict in the latter Round.

108

Outsiders

Phase Octopus
A Phase Octopus resembles a very large octopus, with grayish skin and a body that reaches up to three yards in diameter. It has between 4 and 12 tentacles that can measure up to six yards. Its yellow globular eyes (between 8 and 16 of them) cover the Octopus entire body. The creature has a single, round maw with fangs like razors. Like Basilisks, Phase Octopuses come from Pandemonium, which explains the creatures most deadly weapon: its ability to melt into walls and other two-dimensional surfaces and move through it as if it swam in water. A Phase Octopus rarely leaves the security of these surfaces, and if forced to emerge it usually tries to melt back as soon as possible. For some unknown reason, these creatures are unable to phase through glass, plastic and metal. Phase Octopuses are solitary hunters, guided by their predators instinct. Their favorite hunting method is to track a lone target, usually a woman or child, to grab the target with their appendages when it is alone, and then to melt back into the surface they emerged from to choke and devour their prey. This technique is made possible by the fact that the creatures ability to melt through solid surfaces is transmitted to its victim after about twenty seconds of contact. This type of Outsider has a territory roughly the size of a large neighborhood, and it never leaves it. If it is attacked, the creature starts to wage a guerilla war against what it sees as invaders, using the cover offered by concrete to maximum effect.

Category: Gamma Class (Antagonist) Attributes: Vigor 8, Agility 8, Intuition 6, Spirit 4, Presence 6 Skills: Hunting 7 Traits/Mutations: Invincible (same as character Trait), Tough (4 points) Additional Limb (many times) Secondary Characteristics: Corruption Factor (6) Serious Wound Limit: 12 Collapse Limit: n/a Lethal Wound Limit: 37 Death Limit: 45 Attacks : Tentacle DR +4 Paired, Staff Weapon : Tentacle (crushing) DR +5 Corrupting Powers : Pandemonium 6
Tactics - A Phase Octopus can drag a victim into a wall or other surface after only 4 Rounds of continuous contact. - A Phase Octopus Armor Points are considered as being the result of cover (see Hail of Bullets, p. 55). - A Phase Octopus cannot lose consciousness (it feels little pain), and so it does not have a Collapse Limit.

109

Baptism by Fire

Realities, you could opt to have him create a character with experience: perhaps a trained Agent, or even the Liaison Agent of the cell (in this case, simply replace Kenneth Hohner).

Setting the Stage


The Interview Once the players have created their characters, but before beginning the scenario, take the time to explain correctly to the players what happened to their characters in the last few weeks. To help you get started, we propose this little text (which you are free to adapt):

Warning! This chapter is for the Narrators eyes only. It contains an introduction scenario to Realities. Do not read the following lines if your intention is to play this scenario as a player: you would already know what dangers await your character, and this could hurt your gaming pleasure. You have been warned!

The Scenario
This introductory scenario is designed to help players get acquainted with the Persona System as well as give them opportunities to explore their Powers. The challenge level of the story can therefore be adjusted depending on the groups learning curve: the Narrator can keep the opposition interesting without crushing groups of players who take more time to learn to use their abilities effectively. Baptism by Fire is the introduction to a campaign entitled Faust, which will be continued in the three upcoming numbers of the Realities series. In this first installment, the Agents (i.e. the players) are confronted with their first Outsider, branded with a strange symbol. This mark is the symbol of a cult that the Agents will have to face. Smart players will quickly realize however that the small group of fanatics could not have summoned and controlled such an Outsider by themselves, which leads to the possibility that the situation is much more complex than it appears. The four installments of the Faust campaign have been designed to be played in order, but they do not necessarily have to be played consecutively. It is quite possible for the Narrator to insert some of his own scenarios in-between different episodes of the campaign. Do not hesitate to keep your players busy with your own missions before the publication of the second number of the Realities series. Baptism by Fire is a short scenario, designed to be played in a single game session of a few hours. You will find a few suggestions for further developments. The main idea of this episode is that players incarnate beginning characters who have just learned that they are Talented and are only starting to explore their potential. If one of your players is already familiar with
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A strange man, who introduced himself only as Kenneth Hohner, contacted each of you separately under the pretense that he was working for a big company interested in employing you. Corporate headhunters are common in 2015, and there were at first no clues that this was anything out of the ordinary. Things turned weird during the conversation though: Hohner seemed to know a great deal about each of you, from your curriculum to small daily habits. Hohner explained that his employer is looking for people with particular talents, and he is convinced that each of you has that. The interview turned positively bizarre when he began asking you a bunch of strange questions. He wanted to know if you had a sixth sense, or if you had ever accomplished anything that no normal human being should be able to do. The conversation would have stopped there if he hadnt begun enumerating a series of possible situations that were very close to events that happened to you in the past. Suddenly, this guy had your undivided attention What he told you once you had sat back down left you speechless: he claimed you are a Talented; one of the rare individuals capable of bending reality and performing incredible feats. This is not a natural ability: you probably developed it after having been brought in contact briefly with a reality different from our own. It could have been that you were exposed to a micro-fracture in our reality without being aware of it or that you were attacked by a Corrupted Mutant and survived the encounter. Whatever the case, youre among the lucky ones: most people who survive such an experience mutate, become deformed and mad, and they often must be put down for their own good. Hohner helped you give a small demonstration of your capabilities. By explaining to you how to concentrate and apply your will to reality, he made you manifest a minor effect of one of the realities touching you. Youre not really certain what persuaded you to go to the second meeting, in a sleazy bar of the industrial zone. After all, you never succeeded in reproducing by yourself the effect that he showed you. Maybe it was the little something in his voice, in his look that told you maybe you didnt have much of a choice in the matter

Do not hesitate to modify this introduction depending on your group of players. One interesting option could be to play the interview with each player individually.

Hohner Hohner is a tall man in his late forties. He has been a Liaison for the Lodge for some years now, and he is used to giving orders. He is careful with new recruits, but he has little patience with those who dont show respect. From his point of view, the characters are already enrolled: they cannot refuse the responsibility of protecting the innocents against the menace of Outsiders. He needs them, and he has no intention of letting any of them out of his sight.

Scene 1
A Drink at the Cobalt The scenario starts as all the players arrive at the Cobalt, a half-deserted, sleazy bar on the other side of (insert name of any major US city)s industrial neighborhood. The place is smoky and badly light. The only people in the place are a portly bartender and a dozen workers sitting at the bar. An old TV set that must have at least 20 years of age is broadcasting a news bulletin discussing the upcoming visit of the President to inaugurate a museum downtown, but the volume has been turned low not to disturb the patrons who are talking, or playing pool. A juke box in a corner is playing an old Bonnie Tyler song. Quite frankly, the place stinks. Hohner is not yet present. Hes sitting comfortably in his office (hes the proprietor of the establishment) on the second floor and is observing the characters behavior through the security cameras. If one of the characters asks where he can find Hohner, he is simply told to sit down and wait for the boss, who should arrive shortly. A less trusting player who takes time to carefully observe the other people in the room may notice that one of the workers is discreetly assessing the new arrivals. By successfully rolling an appropriate Skill Test against ST 6, the character can also notice that the worker in question is armed. One success enables the player to notice that the worker is checking out the players, while three successes will make him notice the characteristic bulge of a firearm under the workers vest. If the character is not subtle enough in his observations however, he is roughly told to mind his own business. The bars customers seem bellicose, and it doesnt take them much to throw some punches around. A few minutes later, Hohner enters the room and motions the characters to follow him in his office. Its a small room, which manifestly doesnt see much use. Apart from Hohners desk, a screen for the security cameras and two filling-cabinets full of the last twenty years worth of paperwork, the rooms only pieces of furniture are large leather chairs (one for each character) that seemed to have been moved here recently. Hohner serves the players a drink while he introduces everyone. Once they are all comfortable, he begins his story. Hohner explains that he works for a secret organization that is not affiliated to any government or corporation. He does not mention the Lodges name yet, because he knows that in most peoples minds the group is associated with terrorism. This unnamed groups mission is to locate the encroachment of other realities into our own in order to minimize, and whenever possible, reverse the damage done. If one of the characters
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Kenneth Hohner Category : Protagonist Attributes : Vigor 5, Agility 5, Intuition 6, Spirit 6, Presence 7 Skills : Agent of the Lodge (Organization of the Lodge, Outsiders) 7, Military (Tactics) 5, Criminal (Illegal Material) 5, Computer Engineer 3 Traits : Drama (Guilt), Resources (Well-Off), Natural Leader, Walking Encyclopedia, Reputation (2 Dice), Contact Network Serious Wound Limit: 11 Collapse Limit: 22 Lethal Wound Limit: 20 Death Limit: 30 Equipment : Desert Eagle .44 Magnum (DR 13, 10 bullets), 2 spare clips, Securvest F03 Armor (AR 3) Powers : Gehenna (Dissipate Kinetic Energy) 7, Sheol 5, Nirvana (Zenshin, Distant Voice) 6 Coolness Dice: 7
In combat situations, Hohner acts as leader of the group and follows the rules outlined in the Group Dice Pool (p. 51). He encourages characters to use their Powers whenever they need to do so.

expresses skepticism, Hohner pulls up his sleeve and uses his control of Gehenna to cover his hand in blue flame. If the character is a real Saint Thomas and is not convinced by this demonstration, Hohner follows with the Sheol effect Black Flames (with 3 successes), and he warns the very rational character that his patience has limits. Hohner explains that his employer seeks out and recruits Talented, just like them, and trains them to discreetly investigate possible incursions in our reality. Of course, this work is much more complex, not to mention dangerous, than Hohner has briefly described, but he prefers giving basic information for the moment. To convince the characters of the importance of his organizations mission, he invites them to enter his cellar.

Scene 2
Monster in a Bottle The bars cellar is protected by a brand-new, ultramodern lock that contrasts sharply with the rest of the establishment. Hohner pulls an electronic key out of his pocket and opens the heavy door with it. The room is completely dark, and Hohner is careful to close the door behind him before turning the lights on, leaving the characters in darkness

and doubt for a few seconds. Suddenly, half a dozen old, tired neons illuminate the room. The cellar is filled with old tables, chairs, barrels of beer and cardboard boxes. A tall cylinder covered with a steel casing is propped up against the wall opposite the door. Hohner gathers the characters around the cylinder, and he pushes a lever that raises the steel casing. Inside is a glass tank, filled with water, in which floats a giant octopus-like creature. Its pinkish-grey, flaccid skin looks like old meat, and a dozen eyes blink in strange places on its body. The creature is a Phase Octopus (see the description on p. 109). It is the first time that the characters see such a creature, or even hear of one. Hohner explains that these Outsiders can move through floors and walls as if they were water, but that they are unable to phase through glass. If one of the characters can stand looking closely at the monster, he will notice a strange symbol that seems to have been branded on the creatures body (see the drawing on p. 110). Phase Octopus The captive Phase Octopus is a typical member of its species. Its body has a diameter of about 2 yards, and it has 9 tentacles and 12 eyes. The creature is obviously angry at its current condition, and it will use even the slightest opportunity to escape. Once freed however, it will prefer escaping rather than taking revenge on its captors.

Scene 3
The crackdown The conversation between Hohner and the players is interrupted by an explosion and the noise of machine pistols. From somewhere outside the building, a voice speaking through a voice amplifier announces that the bar is surrounded by the police, and that all those inside should surrender without causing more harm than necessary. Behind the secure door, the characters can hear renewed gun fire. Whatever the message said, the authorities do not seem intent on taking prisoners With a curse, Hohner opens one of the heavy wooden boxes on the floor. It contains some weapons, and the Liaison tells the characters to equip themselves. The weapons include two AK-47s and a variety of handguns (most of them Glock 17s). While the characters are rummaging through the stuff, the door to the cellar is blown up by plastic explosives. A shower of bullets comes through the door, forcing the characters to take cover. A piece of metal from the exploding door hits the tank, shattering the glass and releasing the Phase Octopus. After falling on the floor with a wet thud, the Octopus melts through the concrete and escapes. Hohner starts swearing profusely, and shouts to the characters that they have to catch up to the Outsider. There is a door with a staircase leading to the alley in front of the entry to the cellar, but the group will have to fight to get to it. Once in the alley, the characters realize that both sides are blocked by police trucks. An emergency ladder leads Hohner and the group to the roof of the building. If the players take too much time deliberating what to do, more policemen arrive, either by one of the alleys exits or up the staircase.

Hohner gives the characters a few minutes to stare at the beast, and then he asks them if they have ever heard of the Lodge. Any character who has a Skill related to information, to the media, or to the police and security worlds will probably have heard of the group as a terrorist organization: the ST is 6; at least one success means the character has heard the name, every additional success provides additional information, but never too far from the terrorist idea. Hohner explains that the hunt for such Outsiders as the one captive in the fish tank is one of the Lodges primary objectives. The organization is not a terrorist group, but their covert actions sometimes obviously hurt the sensibilities of security agencies. Hohner then gives the characters a very brief overview of the Lodges structure and its goals. The players are welcome to ask any questions they might have, and Hohner answers them as best he can, although he does not disclose too much information without knowing the characters level of involvement. Let the players ask lots of questions. If the scene drags on, or some players are showing signs of becoming bored, go right away to the next scene.

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SWAT team After watching the building for many months, the police have succeeded in having the establishment branded criminal property. This is very convenient to them, because any individuals found on the premises are now considered criminals, and can be dealt with accordingly. The police officers sent to the location have the mandate to eliminate all resistance in the area and to use any means to prevent anyone from fleeing the scene. Their mission is not to kill, but unfortunate accidents do happen. Their weapons are loaded with gel bullets, so they do not hesitate to fire at will.

The Polaski Brothers The two Mutants known only as the Polaski Brothers are some of the original members of the Black Sun cult. Their minds and bodies have paid the price of being exposed for many years to the energies of Pandemonium. Their bodies resemble a mass of tightly-knit, grey tentacles, although it retains a basic human shape. Their faces are no longer human, and they hide their features under thick bandages. Both Brothers wear the mark of the Black Sun on one of the tentacles that makes up their torso. The Brothers mission, and what they see as their only concern, is to capture the Phase Octopus and bring it back to the cult. One of them will confront the players while the other tries to find the creature. Both possess a surprising control of Pandemonium, and they do not hesitate to use their Powers. Both Brothers have the same profile.

Policemen Category: Cannon Fodder Attributes : Vigor 4, Agility 4, Intuition 4, Spirit 4, Presence 4 Skills : Policeman 4 Out of Commission Limit: 12 Equipment : H&K G36 (DR 5, Stunning 8, gel bullets), Club (DR +2 (6)), Pro-Tech Police Armor (AR 5)
This encounter is ideal to let the players get familiar with the combat rules. Individually, the policemen do not represent a serious threat to the group, but they could become dangerous if the characters let too many reinforcements arrive. Adjust their number depending on the skill of the characters. If the players hesitate for too long without running after the Outsider, throw them a few tear-gas grenades to convince them.

Polaski Brother Category: Type II Mutant (Antagonist) Attributes : Vigor 8, Agility 6, Intuition 6, Spirit 4 Presence 6 Skills: Street fighting 6, Criminal 3 Traits: Grotesque Appearance, Corrupting (3), Tough (AR 2), Fast Healing, Invincible Secondary characteristics: Corruption Factor (3) Serious Wound Limit: 12 Collapse Limit: 24 Lethal Wound Limit: 37 Death Limit: 45 Attacks : Knife (DR +3 (11)) Powers: Pandemonium (Perfect Defense, Bargaining with the Devil) 7
During the combat on the roof, do not hesitate to use the Mutants Powers just to show the players how to use them in a fight. If the fight proves too onesided, do not hesitate to have a few police officers come up to the roof, or even add a helicopter that swerves close to the building and shoots at everyone to build dramatic tension. his brother. If the characters can dispose of the other Brother quickly enough, they have barely enough time to see the van drive away. They will have to discreetly follow the van, or else find some other way of finding out where the Mutant took the Phase Octopus.

Once the characters are on the roof, a man is already on the top. The stranger is more than six feet and a half, and is accompanied by another very similar man on the roof of an adjacent building. Both individuals are hidden inside long coats with deep hoods that hide their face and hands. When the first character reaches the roof, both men put ultrasound whistles to their lips. To the characters surprise, they can hear the noise that the whistles make: the sound is not registered by their ears, but they rather seem to hear it in their mind. Both men are Mutants belonging to a secret cult. Using the strange link that unites them, they used whistles exposed to the Corruption of Pandemonium in order to train the Phase Octopus summoned by their group. Theyve known for a few days that their pet was a prisoner in Hohners bar, but knowing the fire power that Agents wield (see the introductory story to this book, p. 1-3) they had not yet attempted a rescue. The police crackdown gave them the opportunity they were looking for. As soon as one of them sees the characters, the closest Mutant will try to delay them. While the characters are busy fighting one of the Polaski Brothers, the other one locates the Phase Octopus. He successfully catches up to it, makes it enter a van parked a few blocks away and drives off without any thought for
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Scene 4
The Den of the Black Sun The van driven by the Polaski brother finally arrives at its destination: a little building in a minor commercial sector. The vehicle penetrates in the underground parking lot of a cheap pool accessories department store called Sunshine Inc: the door is heavy steel, and is barred by an electric lock with an alarm system. Unless the characters were very careless, Polaski does not know that he was followed, and he does not expect the players to arrive. Contrarily to the rest of the scenario, this section is non-linear: the approach and the unfolding of the scene are not predetermined. The Narrator can let the players decide their course of action. All the information

necessary to running the scene is presented here, so that you can use it at the appropriate time. It is not necessary for the characters to face and massacre all of the cults members. There are several possible approaches: enter the store discreetly, silently eliminate the Mutant and the cults leader, kill or capture the Phase Octopus, gather information on the members, etc. Aggressive players could even opt to simply level the place (although this would be an extreme solution to say the least). The main goal is for them to stop the cult from doing further harm. The Narrator can always use Hohner to suggest some options to the characters, and if the players fool around for too long he can even start giving orders. On the whole however, Hohner would much prefer that the characters handle the situation on their own, in order to test them and assess their abilities in the field. He would like to capture the Octopus alive, but he knows that he only has a team of beginners for whom this could prove too difficult. He is able to supply equipment to the characters (weapons, armor, ammunition, etc.), but he doesnt have access to anything fancy since the cops blew up his cellar. Also, do not forget that Kenneth Hohner and the characters are actively tracked by local police. If ever you feel that things are starting to get too easy, you can always throw a few detectives on their tail. The store The Sunshine Inc store has a wide and deep first floor, with a smaller second story and a very big basement. The selling floor takes up the most part of the first floor, and the rest is the back store. An elevator
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and a staircase (both located in the back store) lead to the second floor and the basement. The stores offices occupy the second floor. The basement is split between the parking lot for the employees and private rooms (ST 6 to pick the lock). These include a meeting room with a capacity of about 20 people, a wide room where the Polaski Brothers live with the bare minimum, and a summoning room (where the Phase Octopus resides). The symbol of the Black Sun is spray painted on the back wall of this room. The whole building emanates Corruption (Corruption Index 41), particularly the Brothers room (CI 71) and the ritual area (CI 161). The meeting room contains several file-cabinets full of dossiers. A character with a Skill related to research (Detective, Professor, Secretary, etc) can use this information: by cross-referencing it with other databases, it is possible to discover the identity of all the cults members (ST 6, one success gives the identity of half the members, two successes identifies all of them, while with three successes one can know all their addresses as well). However, the files most likely to attract the players attention contain the schedule and precise route that the President must follow on his visit in a few days. It seems that the Polaski Brothers have been training the Phase Octopus to assassinate the President. Also, the plan seems to indicate that a second Outsider will be released in the city on the day of the visit. Nothing is mentioned of what this other Outsider is, or where it is located. Obviously, the Black Sun has another branch somewhere in the city. Access to the building There is more than one way to enter the building. The simplest one is to use the stores main door. It opens

directly onto the stores selling floor, which is well-visible from outside the store-wide windows. There is a service access in the back store, where merchandise arrives. Both these doors are locked at night and are opened by electronic keys (ST 6 to pick, ST 8 to pick without triggering the alarm). The door to the underground parking lot is always locked (ST 8 to unlock). Players with an acrobatic flair may want to climb on the roof. From there they can access the ventilation system, and get to the offices, the selling floor, or even the basement. The ventilation ports have motion sensors however (ST 8 to disable). Schedule Two groups of people frequent the store: the employees of Sunshine Inc, and the cultists of the Black Sun. The owner of Sunshine Inc, Samuel Holt, is also the guru of the cult. The employees are on the premises from 9 am to 5 pm, while the cultists are there from 10pm to 1 am. Polaski is always there. All the employees as well as the cultists have the key to access the parking lot.

Cultists of the Black Sun The following characteristics can apply to any of the sects members, except the guru, Holt. Maximum four of them have firearms (three with 9mm, and one with a shotgun): the others use their daggers. There are 19 members in the cult, plus the Polaski Brothers. It is very rare that all the members are present on one given night however. Adjust their number depending on the characters strength.

Epilogue
Whatever the way the scenario ends (except if all the characters are killed), Hohner asks them to join the Lodge. He offers them an opportunity to learn to develop their Powers in exchange for loyal service to the organization. His team was eliminated recently, and he needs to build a new one. If the characters hesitate, Hohner becomes less friendly and tries to intimidate them a little. He explains that most individuals who do not learn to control their Powers eventually mutate, and the Lodge cannot let such Mutants loose. He tells them that people much higher up than him know their identities and their capabilities. In any case, the police are now on their tail: they are outlaws. Sequels There are a few different ways to use this scenario to start a campaign. Obviously, this is the first installment in the Faust campaign. The second part, which will be published in our upcoming number Realities number 2: Shadow and Light, will concern another chapter of the Black Sun cult that will do everything in its power to sow chaos in the US by having the President torn to pieces by a bloodthirsty Outsider. However, this second part of the campaign does not necessarily have to be played right after the first one. This should give the players a pretty good reason for hunting down the cultists. The second part of the campaign does not have to be played right after the first installment however. The characters could decide to hunt down all the cultists. The data discovered in the files in the meeting room could indicate where to look. If the Narrator wishes, other groups of the Black Sun could be discovered elsewhere. The police squad that did the crackdown of the bar probably successfully identified at least a few of the characters using the security cameras of the bar and their own footage. Officers of the law will not hesitate to visit their families and employers, and to make life difficult for the characters, making them fugitives and destroying
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Cultist of the Black Sun Category: Cannon fodder Attributes: Vigor 4, Agility 4, Intuition 4, Spirit 4, Presence 4 Skills: Crazy Cultist 3, (Other work-related Skill) 4 Traits: The Call Secondary characteristics: Out of Commission Limit: 12 Weapons : 9mm Handgun (DR 10, 10 bullets), Sawed-off shotgun (DR 14, 7 bullets), Ceremonial dagger (DR +2 (6)) Powers: Coolness Dice: 2 Samuel Holt Category: Antagonist Attributes: Vigor 4, Agility 4, Intuition 5, Spirit 4, Presence 6 Skills: Crazy Cultist 6, Entrepreneur 6 Traits: The Call, Luck, Natural Leader, Resources (Well-Off) Secondary characteristics: Serious Wound Limit: 8 Collapse Limit: 16 Lethal Wound Limit: 16 Death Limit: 24 Attacks : Sacrificial dagger (DR +3 (11)) Powers : Pandemonium (Faerie Dance) 5

their reputations. A manhunt could even ensue. If the Polaski Brothers, the Phase Octopus or Samuel Holt have escaped, the players could decide to do some hunting of their own. If the Phase Octopus is free, it will find a cozy part of town and set up a new feeding territory. Hohner will most probably not let innocents be devoured by this monster.

Experience
Use the table on p. 44 to determine how many experience points the players receive. The objectives of the mission are as follows: Major objectives: - stop the activities of the Black sun cult (20 points) Minor objectives: - kill the Polaski Brothers (5 points each) - kill the Phase Octopus (5 points) - capture the Phase Octopus (10 points) - destroy the HQ of the Black Sun cult (5 points)

A Few Extra Ideas


This page is meant to give you a few ideas to serve as basis for your own scenarios, or to give an already existing scenario more depth by adding a storyline element or a false lead. Dissidence A rogue cell of operatives has completely lost its mind and is using its resources and abilities to lead private operations. The members of the cell call themselves the Just, and they eliminate criminal individuals whom authorities are either unaware of, or cannot reach: terrorists, drug dealers, corrupt politicians, war criminals The Lodge does not tolerate the pursuit of such vendettas, and reminds its members that it has only one agenda: to prevent our reality from crumbling. The Inner Circle has deemed that the rogue groups actions could expose the Lodge to the public, and they order the group of players to eliminate the Just. Obviously, the Just are just as convinced of the value of their mission as the Lodge is. Will the players eliminate their comrades for being insubordinate, or will they choose to join the Just in their fight against crime and corruption? Is it possible to have Powers and not be tempted by the possibility of playing the super-hero? Ferocious Animals A reality breach has been leaking energy from another universe into the citys zoo, and it took a while for the Lodges geomancers to realize it. Some animals have mutated, and those that are furthest along the way have devoured a few visitors and escaped into the streets of the city. The Lodge is very conscious of the catastrophe that could be caused by a news crew filming a mutant animal eating people in Central Park, so it dispatches the characters to hunt down these freak pets. Unfortunately, hunting mutant chimpanzees on the roofs of San Francisco or eliminating a snake as big as a truck hiding in the sewers of Manhattan is easier said than done. As if the players didnt have enough problems, a league for the protection of animals is tailing them, and trying to make the characters look like wildlife assassins. Interrupted Liaison Your Agents cell is in trouble: its Liaison Agent was killed while fighting a particularly tough Outsider. The Liaison was the only member of the group able to communicate with your superiors. Cut off from its tactical support, unable to request equipment, your cell must now face a powerful Outsider without their leader, and find a way to contact a Guardian. Once the players do contact a Guardian, he gives them the mission to assassinate an individual suspected of being the leader of an important cult. Once the Agents start planning their hit, they realize that their target does not seem to a mad priest, but rather a Guardian from the Lodge! Who is the Guardian who commissioned the players? Why do two Guardians seem to be waging a private war? What side will the players choose?

Its Science-Fiction! While watching a major news show on prime-time television, the players realize that an author is promoting a book entitled Nexus: The Reality Collision. In it, the author reveals a great amount of information that the Lodge thought it was the only one to hold. The show is live, and the players can attempt to intercept the author as he leaves the studio. But the culprit is accompanied by a great number of bodyguards, all exhibiting Powers and seeming to have been trained by the Lodge. Who are these men? For whom are they working? What do they seek in trying to reveal the truth to the public? Is there another organization besides the Lodge that is aware of the Nexus? How will the players react if the Lodge orders them to eliminate everyone and leave no witnesses? Monsters Under the Bed The characters are dispatched to investigate on the disappearances of children in a small suburb. It quickly becomes obvious the neighborhoods children are afraid of the Boogey Man, who comes out from under childrens beds and tries to take them away. The Outsider responsible for this situation is an unidentified monster from Limbo that nourishes itself on the childrens fear. Every week it kidnaps a child and brings it to its half-world between Limbo and our universe, where the child is devoured by the beasts offspring. Will the players discover the Outsider responsible and neutralize it before more children are taken? And how will they manage to avoid the vigilance of the many cops in plainclothes who are scouring the neighborhood for a kidnapper that they think is flesh and blood? Unwelcome Guest A government agent has been trying to infiltrate the players cell for some time. He possesses information on another cell, and he uses it to try to convince the characters that he was ordered to join them. The Guardians of the sector, curious as to the source of this information, ask the players to accept this newcomer, and to endeavor to learn the extent of his knowledge and its provenance, without actually revealing anything important about the Lodge or its agenda.

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Priorities Scale Priority 5 4 3 2 1 Attributes 30 (8) 27 (7) 24 (6) 21 (5) 18 (5) Skills 30 27 24 21 18 Traits 125 100 75 50 25 Realities 30 (6) 27 (5) 24 (4) 21 (3) 18 (2) Exp. 125 100 75 50 25

Melee Weapons Weapon Fencing Blade Fire Axe Katana Knife Medieval Sword Razor Baseball Bat Chain Cudgel Staff Light Chainsaw Nausea Stick Shock Stick Category C C C C C C C C C C C R C, R DR Blades +2 +7 +6 +3 +6 +1 Bludgeoning +5 +1 +2 +4 Special +8 +1 +2 Firearms Table Weapon .22 caliber .38 caliber 9mm 10mm .40 caliber .357 Magnum .44 Magnum 9mm .40 caliber .22LR 5.56mm .30-06 7.62mm Shotgun (buckshot) Shotgun (slugs) 5.56mm 7.62mm 7.62mm .50 caliber 5.56mm 7.62 .50 caliber Rail gun (buckshot) Rail gun (slugs) Grenades Name Defensive Offensive Gas Incendiary Tear-gas Flashbang Category M R, M R, M M R, M R 117 DL 40/20 25/10 0 60 0 0 Characteristics Area of Effect, Multiple, Rending Area of Effect, Heavy, Stunning Area of Effect Inflammable, Recurring, Rending Area of Effect, Blinding, Irritating Area of Effect, Blinding, Stunning Resources Level Salaried Salaried Salaried Salaried Salaried Salaried Category C C C C C C C R R C C C C C, R C, R M M R M M M M M M Ammo 6-10 6-10 10-19 9-12 7-12 6-10 6-10 30-40 30-40 1-10 1-6 1-4 1-5 1-8 1-8 30-40 30-40 1-10 1-6 50+ 50+ 50+ 1-10 1-10 DR 8 9 10 11 12 12 13 10 12 9 11 12 12 14 12 11 12 12 14 11 12 14 14 14 Range 35 35 35 40 50 50 50 75 100 200 200 200 200 40 75 200 200 300 600 300 400 500 150 400 Rate of Fire S,M S,M S,M S,M S,M S,M S,M S, B, M S, B, Bar S, M S, M S, M S, M S S S, B, Bar S, B, Bar S, B S Bar Bar Bar S S Resources Level Salaried Salaried Salaried Salaried Salaried Salaried Salaried Well-Off Well-Off Salaried Salaried Salaried Salaried Salaried Salaried Well-Off Well-Off Well-Off Well-Off Well-Off Well-Off Well-Off Rich Rich Handguns Mechanical, Rending Stunning Stunning Salaried Well-Off Salaried Multiple Multiple Multiple, Staff Salaried Salaried Salaried Salaried Finesse Heavy, Rending Finesse, Rending Finesse Rending Finesse Salaried Salaried Salaried Salaried Salaried Salaried Characteristics Resources Level

Machine Pistols

Hunting Rifles

Shotguns

Assault Rifles

Sniper Rifles

Machine Guns

Rail Guns

Index

Abomination Cults
Abomination Cults

94 99 Accessories 88 Acquiring Material 83 Action Results 47 Agents 96 Agent of the Lodge 29 An overview of world politics 11 Armor 55, 90 Attributes 34 Attribute to use in Opposed Tests 48 B-Tech and BE-Tech Implants 84 Cannon Fodder 93 Character Archetypes 28 Character Concept 27 Character Creation by Priorities 32 Combat 49 Contacts 43 Contributions 32 Coolness Dice 41 Corporations 15 Corruption 42, 62 Corruption and feng shui 16 Corruption Effects by Reality 66 Corruption Effects on a Human 65 Corruption Effects on a Location 63 Corruption Factor 64 Cost of Realities 33 Damage 56 Declaration 47 Declaration of Dice Use 51 Determining type of test and Difficulty 48 Dice 46 Dilmun 68 Dramas 40 Drama and Coolness 40 Electronics 84 Enemies of the Lodge 24 Ex-Swat Police 30 Examples of cover 55 Experience and Progress 43 Experience Points Scale 44 Fashion 83 Finishing Touches 42 Firearms 86 Firearms Table 89 Firefights 52 Game Concepts 49 Gehenna 70 Geomancers 97 Geomancy 62 Goals of the Lodge 24 Gravity 80 Grenades 90 Grenades 91
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Grenades and Explosives Guardians Hand-to-Hand Combat: Brawling and Martial Arts Healing Hellhounds History

53 96

52 58 101 21 Hobbies 36 Horror and Terror 58 Investigation Departments 98 Last Details 43 Leisure 15 Liaison Agent 29 Limbo 72 Media 14 Melee Combat 51 Melee Effects 52 Melee Weapons 85 Melee Weapons 86 Montreal Tonight, 6 oclock edition 4 Mutants 94 Mutants and Talented 17 Mutations 94 Nirvana 74 Normal people and Mutants 93 Note to the Narrator 41 Number of realities 33 Optional rule: Faster Healing 59 Organization 21 Outcome of the Test 49 Outsiders 95 Outsider Hunter 30 Pandemonium 76 Priorities Scale 32 Protagonists and Antagonists 93 Relations and financing 24 Resources 42 Restricted Material 85 Rolling the Test 48 Rule of 10 and Rule of 1 46 Security 14 Sheol 78 Simple and Complex Actions 47 Situations requiring Horror Tests 59 Skills 35 Skill cost 33 Skill Test without the Skill 47 Special characteristics of armor or cover 55 Special Effects 54 Special Teams 98 Stable Mutant 31 Starting Gear 42 String theory 16 Success Threshold 48 Talented Cultist 99 Team combat : Group Dice Pool 51 Technological level 13

Tests The black market The Forces of Order The Law The Nexus The Role The Seven Realities The Veil Time Sequences in Persona Traits
Trait Cost

Transcendent Use Successes Void Weapons and Armor Welcome to the Lodge Wounds Wound Limits

46 14 93 15 16 28 17 62 47 37 33 31 53 80 85 21 57 42

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Informations
Name : Age : Origine : Cellule : Sex : Experience Corruption XP

Attributes
Vigor Agility Intuition Esprit Presence

Background

Skills
Professions Educations Hobbies

1 2 3 4 5 6 7 8 9 10

Coolness Dice

Drama

Contacts

Traits

Notes

Special Effects
Melee Effects Low blow : 2 successes, ennemy ST+1 next attack. Defensive Maneuver : var., -1 success ennemy attack Knock : var., -1 init next turn. Critical : Deep wound : 2 successes, +2 hit. Critical : Incapaciting wound : 3 successes, limbs unseless. Projection : 2 successes, -1 ST ennemy. Gunfight Effects Critical Hit : var., +1 DR Ricochet : 3 successes, ignore target's amor point Hight impact : 2 successes, -1 ST ht Cover fire : var., negate ennemy successes

Defense Dice
Range Rate

1 2 3 4 5 6

Wound Limits
Serious wound :
(Vig+Esp)

Collapse :
(2 x Ser. Wd) (4 x Vig)

Lethal Wound : Character's death :


(6 x Vig)

Weapons & Armor


melee weapons Name Cat. DR Special Firearms Name Cat. DR

7 8 9 10

Armor Name Type AR Special

Dilmun

Gehenna

Limbo

Nirvana

Pandemonium

Sheol

Void

Creation & Progress


Creation Attributes 1 cp = 1pts Skills Profession 3 cp Education 3 cp Hobby 2 cp + 1 dice 1 cp Specialization 1 cp Expertise 2 cp Mastery Trait trait Realitie 3 cp Transform a Hobby into a Profession or Knowledge Progress 4x the desired level 20 points 20 points 15 points 4x the desired level 15 points 20 points 30 points

Equipment

10 points 4x the desired level

Mastery Level of a reality


New Trait

3x the listed cost (must be approved by Narrator)


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123

Special effects, fleshy appendages and sunglasses at night


The year is 2015. The world is going down an all-too familiar road: the technological race continues, consumerism is stimulated through less than honest means, and extremist governments dominate the planet. Fifteen years ago, our universe entered the Nexus: a junction of other realities where what seems inconceivable to us is actually quite commonplace. Seven other dimensions present in the same space as ours, at the same time. That cant be a good thing. The barrier separating our world from other realities weakens, distorting physical laws in some places, while in others creatures from out of this world walk the Earth. One group attempts the impossible to save our

crumbling universe: the Lodge, a clandestine organization that uses every means necessary to complete its mission. The players embody Agents of the Lodge; touched by other realities and not quite human anymore, but blessed with extraordinary powers. Their job: to save what they can of our world. And God save the rest. Realities 2015 Series number 1 contains information on the setting and the rules necessary to explore the world of Realities. Youll also need a few ten-sided dice and a couple of friends to play this game. The 2015 Series includes four numbers. Dont miss upcoming issues!

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