Cipher - Core Rulebook (bmg0002) PDF
Cipher - Core Rulebook (bmg0002) PDF
Cipher - Core Rulebook (bmg0002) PDF
Foreword,
What would you do with power? Real POWER. The kind that can only be
expressed through capitalization. POWER. See? POWER that separates
you from the sweaty throngs of humanity just by wielding it. POWER
that hums. POWER that screams. Real POWER.
ii
Most of us are never lucky enough to get our hands on that kind of
power.
We are only left to imagine if we could maintain all the
trappings of our humanity when we are no longer forced to play along.
With only imagination to guide us we turn to movies, television,
and books to give us a taste of what well likely never have. While
certainly entertaining, these mediums dont really help us answer my
opening question nor do they give us any real insight into who we
are.
For a more thorough exploration of the topic, and ones like
it, Ive found roleplaying games to be a great resource.
D.A.E.
MON
Now, dont think Im getting pretentious here. Anyone who has listened
to me prattle away on The Podge Cast knows that I fall about as far
away from gaming is art as it gets.
That said, I dont think
theres another medium that lets us truly explore what it would be
like to be more than human and to have choices and consequences
presented to us that real life would never allow. They allow us to
unleash sides of ourselves that are usually hidden, often surprising
not only the other players but also ourselves.
Thats why Ive always felt the very best roleplaying games offer
that grand trifecta of power, choice, and consequence. Many games
satisfy that first point, but fall flat on the other two. Such power
fantasies are certainly fun but offer no more depth than a video
game. To truly tap into the unique qualities of roleplaying games
one has to force hard choices into the power fantasy and have a group
and GM willing to follow those choices to their logical conclusion.
WASHINGTON, D.C.
D.A.E.
MON
Lucias Meyer
Spooky Outhouse Productions
LM:bc
WASHINGTON, D.C.
iii
Credits
iv
Concept
Written
Fiction
Vector Rules System
Cover Art
Interior Art
Layout
Edited
Foreword
Playtesters
Soundtrack
Paul E. Holmes
Paul E. Holmes
Carolyn Holmes
Paul E. Holmes
Jason Baker
Ben Collins
Carolyn Holmes
John Irvine
D.A.E.
George C. Cotronis
Yen Nguyen
Michael Rookard
Rodger Francis II
Ben Collins
Carolyn Holmes
Lucius Meyer
Brian Morton, Robyn Morton,
Aaron Sharp, Valerie Sharp,
Andrea Molina, Thomas Molina,
Karla Hansen-Speer, Jim Speer
Ben Vance
MON
This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincindental and unintentional except for those people and events described in historical context.
No portion of this book may be reproduced by any means without the express consent of of the
copyright holders.
Copyright 2010 Broken Meme gamedesignstudio
Broken Meme gamedesignstudio
brokenmeme.com
WASHINGTON, D.C.
Table
of
Contents
One:Introduction
The World Of Cipher
Today
The Three Tomorrows
Two:Character
Cipher Doctrines
Attributes
The Cipher Patch
List Of Talents
6
10
15
16
30
30
38
45
52
Three: System 86
Basic Task Resolution 86
Combat 89
Aberrations 105
Weaponry 111
Four: Gamemaster
The Doctrines
Ectovores
The Three Tomorrows
Sample Npcs
D.A.E.
MON
126
128
181
188
208
Five:Appendices 208
A Quick Scenario 210
Index 217
WASHINGTON, D.C.
Once I had been a noted doctor in my field. You wouldnt see me on TV; you wouldnt
know me on the street. But if you were a parent with a kid who needed help, if you had suddenly
lost your child to schizophrenia or depression or worse, your kindly family doctor would lean
in and tell you of my articles and my background and how I had helped others and youd feel a
burst of relief. I even looked the part, young enough for energy, old enough for experience. I had
glasses, but they werent bifocals; I had an office, but it was in a small, private hospital, not the
frightening one youd looked at in your hometown. I was the man who promised the chance for
everything to be okay.
And now I was sitting here, diner coffee burning a hole in my stomach, and I couldnt even
pay for it, something the waitress was seeming to figure out as a frown creased her plump, lined
face and she whispered to the cook through the pass through. The large man was staring at me,
his head shaking back and forth slowly, his spatula still lazily clutched in one hand. In my pocket
the only paper was a small scrap with a phone number that didnt work and on my face was a
beard that still itched. My clothes were from some church basement, my shoes had a hole, I
didnt even have any socks, and if things didnt work out, Id be one of those people you read
about in the papers that justdisappeared.
I was desperate.
That scrap of paper was my only hope. The first time Id called, someone had answered.
Shed listened. Shed told me what to do and Id done it. I didnt have any other choice. I knew
how lucky Id been in the past to make it this far, to avoid capture, Id seen what had happened
to those who got in the way of those who hunted me. This diner had been at the end of a list of
twists and turns, of meetings and almost meetings that were intended to cover my trail. Meet
them here, she said, theyd approach me. Do what they said and theyd get me somewhere safe.
the kitchen just on the other side of the pass through. The smell
and sound of searing flesh began to trickle out from the pass
through window and I knew the cook had been unlucky in his
landing. I drew back even farther from Agent John beside me;
watching his hand reach inside his jacket, pull something out.
The gun was heavy in the air, the barrel short and mean.
The gunshot mingled with the sound of the door slamming
open again, the buzzer-chime thing on the door almost covering
the pop as the trucker crumpled, blood gushing from his chest.
Ringo wiped blood from his nose and the attention turned to
the other trucker whod appeared in the doorway, this one old
and grizzled, his hands clenched tight around a rifle.
Paul stood and gestured and that tension filled the air again,
the wounded trucker reaching out to the one behind him. I could
feel that something was going on, something beyond anything
Id dealt with before. Then the wounded trucker fell and the old
man ratcheted back the shotgun and fired.
Johns hand exploded in a spray of blood and his gun flew
off to the side, clattering on the tile floorI clung to the wall,
Johns blood warm on my face, and Paul grimacedthe rifle
twisted and exploded the second trucker screamed there
was the sound of breaking bone and Ringo wiped away the
blood that was seeping from his eyes and nose Paul stepped
out of the booth and the second trucker breathed a last, rattling
breath.
Everything was silent.
Agent John looked at his hand, his face pale in the
fluorescent lights, and I could hear his bones moving back into
place, the flesh knitting together, before his color went back
to normal. Ringo was breathing heavily, Paul staring at him
in concern. There was a whistle in his breath, a twitch in his
cheek, something white seemed to be gathering at the corner
of his eyes.
The door chime went off again.
I wanted to tell her, to scream at her, to run as fast as she could. Her navy blue hooded
sweatshirt swallowed her hands as they hung against her sides, but the hood fell back to reveal
a face that had to be maybe eighteen, no more than twenty. Straight blonde hair that looked like
it had been brushed a week ago created lines against cheeks reddened slightly from the cold.
Her eyes panned the room, flitting over the waitress, lingering on the broken jukebox, stopping
completely at the two dead truckers at her feet. But when she looked up, there was nothing in
those blue eyes and she smiled a cold, cold smile. When she spoke, it was only one word, a
simple question, Veritas?
That word hit the room with all the force of a bomb and all three of the Agents leapt to
their feet, hands already scrabbling for guns, eyes focused and grim. Agent Johns fear washed
over me. The girl smiled even more as they leapt, a terrifying glee filling blue eyes. John flew
backwards, a wave of force slamming him into Ringo, the two of them ripping the booth table
from the wall. Paul grimaced again, but then his eyes widened just as the napkin dispenser met
his skull with a crunch, guided by unseen hands. Wetness sprayed my face for the second time
and the dispenser raised up, red and gray smearing its chrome, then slammed home again, nearly
vanishing into his brain, the diners logo and that ironic Luckys completely obscured by his
hair. A disconnected part of my mind flashed the cover to Abby Road and I bit back a high
pitched giggle.
I dove out of the booth, clocking my knee on what remained of the table, rolling under what
little shelter the counter provided when John tried to stand, his skin blanching as the girls eyes
turned to him. I could feel the temperature rise in the room then it shot up, the air almost sucked
from my lungs as John tried to scream, his hands clawing at the blazing inferno that had been his
shirt. He almost danced across the aisle, before he was hurled like a ragdoll through the glass of
the front window, Ringo following, his form already limp.
I made myself as small as I could, watching as cinders burst into life around me, hearing the
horrible wet sucking sound of the napkin dispenser lifting and falling one more time. There was
a long pause, broken by footsteps, bedraggled combat boots right before me. I followed the legs
up, past the hooded sweatshirt to those cold, cold eyes, and she reached out a hand.
The Captain, Oriflamme, sent me. There will be backup. We need to leave.
I just stared, at that hand, at the violence that surrounded me, and she sighed, her hand
impatiently waving, Choose, Doctor, wait here for more of them, that hand motioned towards
Paul disgustedly, or come with me to the ones who will keep you safe. If you choose to stay
here, you will become one of them, eventually. If you come with me, you will not become like
me. I can promise that. But decide now, I will not wait for you.
I thought of the man in Tulsa, dragged screaming into a truck. I thought of the girl I had once
helped, sent to me by whoever ran this organization, now a mindless drone filled with hatred and
loyalty and pain. I thought of the woman who had given me the number, her kindness and her
smile. I thought of the men who had just died to save me and those who had killed them and had
died in return.
I thought of all this and I took her hand.
One
One:Introduction
Welcome
You
to the
World
of
Cipher.
What Is Cipher?
Cipher is a traditional pen and paper RolePlaying Game (RPG). To play the game, you will
need some friends, a pen or pencil, some funnyshaped dice (specifically a pair of 10-sided dice),
and at least one copy of the game.
Playing an RPG generally takes the form of
3-6 friends getting together for a few hours and
pretending to be fictional characters in a fictional
world.
The dice and the rules in this book are
designed to handle any situation that cannot be
resolved through playing out the character you
have created.
One player, the Game-Master (GM) constructs
a story hook. Over the course of the game he acts
as a combination tour-guide and referee. The GM
gets to play the parts of all the characters that the
players encounter and helps the players to learn
the game.
The Feel
of
Cipher
Pronoun Trouble
Throughout the text of this book, we use the
pronoun he a majority of the time. This is not, in
fact, due to any chauvinism. It is a simple matter
of ease.
He/She can be too clunky, and while we could
utilize the pronoun she throughout the book for
a sense of fairness, we have opted for the more
traditional masculine pronoun.
In-Character Lexicon
Aberration-
- A division of DAEMON
in charge of raising, training, and researching
Ciphers.
Apocalypse- One of the Three Tomorrows.
Apocalypse is the possible future in which
civilization is brought low by an indeterminate
worldwide disaster.
Balance - One of the Three Tomorrows.
Balance is the future in which Ciphers and nonTalented humans live side by side without fear of
each other.
Biokinesis [Form] - A grouping of Talents
involving the manipulation of living tissue. One
of the four Forms.
Bogeyman - An Ectovore. Inexplicable
doppelgangers of Ciphers. Gifted with Talents.
Bonnet Island [Doctrine] - Central location for the
Monitors. The Bonnet Island Doctrine involves
controlling non-Ciphers to achieve personal goals
and to safeguard Rogue Ciphers.
Boundless Faith Ministries [Doctrine] - Multifaith organization headed by Reverend Vance
Cabot and spiritual home to the Samaritans. The
Boundless Faith Doctrine espouses a belief that
Ciphers must help their fellow man.
Campus - A DAEMON facility overseen by
Aegis where Ciphers are raised, trained, and
studied.
Cell - A group of Ciphers that stick together
for the purposes of defense, friendship, and/or a
similar Doctrine.
Chimera - An Ectovore. Monstrous being that
is the occasional by-product of Ciphers Pushing
their Talents.
Cipher - A human whose brain generates
Ectenic Force and possesses Talents.
Clairvoyance [Form] - Collection of Talents
governing the preternatural sensing and
manipulation of time and space. One of the four
Forms.
Crux - A point in time and space that has an
influence upon the Three Tomorrows.
Aegis [DAEMON]
Juice -
131:346
In The Beginning
No one truly knows how it all began.
Numerous Ciphers, along with other non-powered
researchers have tried vainly to find the origin of
the Talents and those who can wield them.
Some of the most potent Clairvoyants have
tried to determine what unlocked mental abilities
in humanity, but the best they have been able to
do is place the origin of the Ciphers somewhere
Born In Fire
Regardless of the actual moment in time when
mankinds genetic code changed to give birth to
these new abilities, everyone knows when the first
actual known Talent is believed to have evidenced.
Alternating Currents
Skaneateles, New York. March 1927...
The Patrons bring Nikola Tesla to the Cipher
Project. The Project provides generous funding
for Teslas personal projects in exchange for his
insight into the Ciphers and their abilities.
Tesla is seen as the best hope in understanding
how Talents operate.
Within weeks, Tesla, working with chief
biologist David Paulsen, is able to pinpoint the
precise area in the parietal lobe of the brain where
the energy originates. Tesla begins to develop
devices that are able to detect, and in some cases
simulate, Cipher Talents. Much to his amusement,
his fellow researchers begin to call his inventions
Tesla Technology, or Tesla Tech for short.
Winds Of Change
Wall Street New York, NY October 1929...
The Stock Market Crash sends the assets of
the Patrons plummeting; the Project itself is in
danger of closing its doors.
11
1930
The United States Government acquires the
Cipher Project from the Patrons and maintains
its secretive nature, renaming it the Department
of Alternative Energy Monitoring; or DAEMON.
DAEMON is one of the first modern day Black
Book projects. The high levels of security
required for unimpeded research places it under
the supervision of US Army Chief of Staff Douglas
MacArthur.
President Herbert Hoover plans to research
the possibility of using Ciphers in a humanitarian
capacity. MacArthur fights frequently with Hoover
to steer DAEMON in a more military direction.
War Drums
1933
12
1941
Pearl Harbor. The US enters the Second World
War. The first Ciphers to act as spies are deployed
in Europe.
DAEMON places Lucien under quarantine.
His quarters are under constant supervision by a
squad of combat trained Ciphers.
1942
FDR orders General Marshall to begin forming
Psycho- and Bio-kinetic strike-forces.
Marshall begins selecting the top performing
Ciphers from amongst the nearly one thousand
subjects being trained at three top-secret facilities
across the country.
Tesla grows even more displeased with the
direction DAEMON is taking. While unhappy
with using Ciphers as intelligence operatives,
placing them in a position to use their abilities as
weapons is more than he can stomach.
Skaneateles, NY October 1942...
Tesla visits the DAEMON facility near
Skaneateles in upstate New York, and shuts off
power to the facility. The Dampening Panels on
the Cipher dormitories mysteriously cease to
function, and acting along with a plan concocted
with Tesla, all three hundred Ciphers at the
Skaneateles facility disappear without a trace.
Lucien Porter is among them.
New York, NY January 1943...
Nikola Tesla dies of apparent heart failure in
his hotel room in New York City. His rooms are
ransacked and a number of his personal papers are
missing.
DAEMON institutes a harsh policy concerning
people with Talents.
DAEMON restructures into two branches,
Aegis and Veritas. Aegis adopts the role of internal
security and research, attempting to advance the
study of Talents. Veritas is assigned the task of
locating Rogue and newly evidenced Ciphers and
On The Road
The culture of Rogue Ciphers in the US at
this time is diverse and nomadic, with no real
centralization and the typical group being a small
family of individuals moving from place to
place, as they try to stay ahead of DAEMON.
Cloverdale, New Mexico, 1959...
Following a subtle telepathic calling, Rogue
Ciphers begin heading towards the small New
Mexico ghost town of Cloverdale. Waiting for
them as they arrive is a man who tells them that
he has seen three possible futures for humanity.
He calls them the Three Tomorrows.
13
Today
Daniel
While everyone is still reeling from the onset
of the Shift and what it could imply, rumors begin
circulating about a man calling himself Daniel
who claims to have the Prophets lost journals in
his possession.
Those who traveled with the Prophet recall that
he carried a spiral notebook with him everywhere
he went. No one remembers ever seeing him
allow anyone else to read what he was writing.
All traces of the notebooks disappeared the same
night as the Prophet.
If this man Daniel truly has the Prophets
journals, the implications are staggering.
15
Apocalypse
16
Dystopia
Perhaps Orwell and Gilliam had a touch of
Cipher Talent, perhaps not, but the oppressive
future portrayed by these and others is what most
Oracles use as an example of the Tomorrow of
Dystopia. If we do not take care, those in power
will overreact to the sudden knowledge of the
existence of people who can read minds and move
objects by force of will alone. Mankind fears what
it does not understand, and tries to destroy that
which it fears.
The Prophet spoke at length about this
particular Tomorrow. When he began teaching
about the Three Tomorrows, World War II was not
even a generation behind us. Dachau, Auschwitz,
and Bergen-Belsen were fresh images in the
collective consciousness. A majority of Ciphers
at that time had grown up within DAEMON
Campuses and the Prophets words concerning
an oppressive regime building ghettoes to confine
Ciphers struck a terrifying chord.
If the Tomorrow of Apocalypse is Chaos
rampant, then Dystopia is Order without restraint.
A destiny of tagging, numbering, and herding
Ciphers like sheep is what lies ahead if this
Tomorrow is what we can expect. From there, it
is a short leap off the moral cliff to pogroms and
racial cleansing.
Balance
Though the path is narrow compared to the
other two Tomorrows, most Rogue Ciphers seek
the Balance. The Prophet has said that it is possible
for Ciphers and normals to co-exist peacefully.
He said that there is a future where we live
openly alongside those without Talents. If the
Cruxes
Some theorize that the future is
fluid and we can write what we choose
on the wall of our own destiny. Others
find comfort in the belief that the future
is foretold and set in stone. The truth
lies somewhere in between.
The Three Tomorrows await us.
They burn with a fire of inevitability.
Our choices alone can guide us towards
one or the other.
Chaos Theory states a principal
of sensitive dependence upon initial
conditions. The common term for this
is the Butterfly Effect, the concept that
the flapping of a butterflys wings can
have an astounding influence upon the
weather on the other side of the planet.
The Three Tomorrows are governed by
untold numbers of these butterflies
known as Cruxes.
A Crux is a crossroads in time and
space that has a significant bearing
upon the Three Tomorrows. Some
Cruxes are obvious. Should DAEMON
reveal itself to the US Government and
its people and attempt to ramrod a bill
through Congress that allows Ciphers
to be rounded up and cataloged, that
is an obvious Crux with a bearing on
Dystopia.
17
Strings
18
Ectenic Force
Every Cipher generates a form of energy
known as Ectenic Force. Ectenic Force (or EF) is
the power source for all Cipher Talents. Ciphers
can contain only a certain amount of EF at any
given time, expending it as they activate their
abilities. Only rest can replenish our stores of
Ectenic Force.
DAEMON and others have attempted to
synthesize EF. All have met with failure. The
closest anyone has come was Nikola Tesla when
he developed the Ecto-Batteries that power
DAEMONs Tesla Technology, but even that is
simply a means of storing EF after it has been
generated by a living Cipher.
The amount of Ectenic Force a Cipher can
hold has a direct correlation to how much EF he
can use at once and how quickly he regenerates
his store of EF. The term Potential refers to the
general strength of a Cipher and his ability to
manipulate and recoup Ectenic Force.
Cipher Talents
Ciphers exhibit a wide range of abilities,
known as Talents. Talents are categorized into
four Forms depending upon how they interact
with the world.
Biokinesis is the set of Talents that allow a Cipher
to influence the human body. With Biokinetic
Talents, a Cipher can inflict harm with a touch,
or heal with the same hand. He can make himself
faster, stronger, or even smarter for brief periods
by manipulating the living tissue of his body with
Biokinetic Talents.
Clairvoyance allows a Cipher to perceive, and
to a certain extent manipulate, time and space. A
Clairvoyant Cipher can see into the future or the
past as easily as they can peer across the street.
Clairvoyant Talents are what allow a Cipher to
locate and identify Cruxes.
Psychokinesis contains a handful of very
different Talents that have one central thing in
Pushing
All Ciphers have a variable but finite amount
of Ectenic Force to draw upon to activate their
Talents, but when necessary a we can choose to
Push beyond those reserves, but to do so is to risk
physical injury, mental instability, or worse.
Aberrations
When a Cipher Pushes too hard, his mind
can crack under the strain. When this happens,
Aberrations can appear.
Aberrations are mental disorders brought
on by the strain of channeling too much Ectenic
Force. They can take many forms, from anxiety
disorders to phobias to paranoia.
Luckily, a handful of Telepaths have the
ability to perform Psychic Surgery to remove
Aberrations, allowing the Cipher to regain control
over his actions and emotions.
The downside of psychic surgery is that
since it involves someone digging around inside
the psyche and rewiring it to work properly, it
frequently has the side effect of reducing the
Potential of the Cipher that is the subject of the
surgery.
This leads to most of us attempting to cope
with their accumulated aberrations on our own for
as long as we can to avoid losing any portion of
what makes us special.
Ectovores
Among the many dangers that face us are
the creatures known as Ectovores. Ectovore is
the catchall term for Chimerae, Bogeymen, and
19
20
Cipher Doctrines
What caused the appearance of Ciphers and
their Talents remains a mystery and the Three
Tomorrows loom heavily on the horizon, but the
here and now should not be ignored.
Over the last few decades, a handful of
individuals have established, through intent
or accident, Cults of Personality based upon
their particular philosophy. Most of us that call
ourselves Rogue Ciphers find a familiarity of spirit
with one of the five Doctrines even if we choose
not to pursue an active role within a particular
organization.
21
22
Other Factions
Aside from the five Doctrines,
other groups of people are aware of
our existence. Most have some Ciphers
among them, but strive towards goals
different from those of the Doctrines.
D.A.E.M.O.N.
The Department of Alternative
Energy Monitoring or D.A.E.M.O.N. as
it appears on the Congressional Budget
Report is the most organized gathering
of Ciphers in the world. It is unfortunate
that they are a Black Book agency run
by a cabal of immoral scientists and
ruthless military types.
DAEMON has been around in some
form or another since Lucien Porter
evidenced Talents in 1921. What started
as a private research project funded by
mega-wealthy industrialists, became the
Chapter One: Introduction
Aegis
This Division of DAEMON
manages the Campuses where Ciphers
are housed, trained, and researched.
Tales told by Ciphers who have
escaped from Aegis Campuses sound
far-fetched when first heard. Atrocities
ranging from involuntary brain surgeries
to eugenics programs purportedly go
on behind the razor-wire fences of the
DAEMON facilities scattered across
the country.
Veritas
While Aegis is tasked with finding
out how the Cipher abilities work,
Veritas has the more active role of
tracking down Rogue Ciphers like you
and me and bringing them back into
the fold. It is also the responsibility of
18:154
23
The Sealed
24
Harrowers
A coterie of Ciphers that scares the hell out
of any sane Cipher is the Harrowers. Kidnapping,
torture, and the horrifying ability to manifest
Chimerae at will, make this group of renegades
one that most of us would rather avoid.
Slate Corporation
Established over a hundred years ago, the
Slate Corporation has had its claws in a fair share
of American and International finance for quite
some time.
Alexander Slate founded the company as a
banking institution, but in the early 1920s, he,
alongside three other robber barons of the time,
started the Cipher Project after the discovery of
Lucien Porter.
Today Slates grandson, Jonathan J. Slate
heads the Corporation. He has managed to
maintain a small collection of evidenced Ciphers
hidden on his payroll.
It is rumored that Slate has ties to a private
security firm called Phantom Security Inc.
DAEMON has spent considerable resources
trying to determine the veracity of the rumors, but
have thus far come up empty.
The pie exploded across the floor, all that careful work for nothing. Hot apples
raised blisters on her feet, the pan hummed as it spun merrily across the tiles. Lisas mind
registered the pain in some distant place, behind the whine of her ragged breath, the thudding
of her heart.
The van was back.
She knew it was a horrible clich to be afraid of a black van, but the fear consumed her
nonetheless. Two years ago, her neighbors pot-smoking twenty-something son had bought a
black van and she hadnt had a moments peace until hed covered it with badly drawn flames
and a blob that was meant to be a rearing dragon. Two years before that, the newspaper van
had made her draw the curtains every night before bed to avoid a glimpse of it in the morning.
This one had first appeared just over two weeks ago and shes held the fear in check then,
remembering the past. But this time she could see the driver, his window down as the van
crept through the streets, something shiny in his hand. There was someone in the shadows
beside him, but they were staring out the other window, maybe talking on the phone? The
van worked its way through their cul-de-sac and Lisa drew herself inside, behind the kitchen
wall, her eyes so wide they felt like they would fall out of her head, her fingers knotted in the
bottom of her shirt.
Mommy?
Lisa jumped across the room, a scream throttled in her throat. Thomas looked up at her,
rubbing his eyes, his hair still mussed from his nap, You dropped your pie.
Glancing out the window, Lisa could see the van turning right at the end of her street, the
heavy fall mist splintering its turn signal into jagged points. She sighed and the pain her feet
came forward, but from somewhere she dredged a smile, That was silly of me, wasnt it?
Dinner was agonizing in its slowness; beat out by the torture of baths and teeth brushing.
Both she and Steve snapped quickly when Thomas argued with his little sister Renee; they
spent too little time on stories, too much on hugs. But the evening passed and they went to
work. First the folding crib, a few clothes, diapers and wipes. Then, when the two children
were finally sound asleep there was the toys, the pictures too precious to leave. They had
fled in the night before, but it never got easier to leave things behind, even if they were all
second-hand. Even worse, tonight they had to let the dog out for the last time, his food and
water dishes full by the back door. Someone would take them in, Lisa promised herself, one
of their neighbors would be kind hearted.
Still, as Lisa folded the last blanket into the back of the mini-van, she consoled herself
with the thought that this time, and the times in the future that would hopefully never come,
would never be as bad as that first time. Theyd had nothing but the clothes they wore and
the secret in her belly. They had left behind friends, good friends, some who had died to
help them escape the compound. Sometimes she still smelled the burning flesh and heard
the screams in her nightmares. That secret was now sound asleep in the back of the car, his
thumb still firmly in his mouth, his favorite dinosaur wedged between his head and the door.
He was supposed to start kindergarten soon; she had hoped it would be here. It would all have
to wait. Beside him, her eyes bleary, Renee looked at the world in confusion, then snuggled
her head into her favorite blankey. She talked in her sleep sometimes and Lisa had to lean
close to hear what she was saying now.
Black car. Bad. At the cocoa place. Doughnuts.
Lisa stared at Steve and he nodded, kissing her quickly before opening her door, Well
go past the high school. Theres a game tonight, we can lose them there.
Lisa. Lisa, wake up. Wake up now!
The dim lights from the hall highlighted the furrow in Steves brow as he stared
not at her, but at the door behind him. Lisa shook her head and struggled upright,
Whats going on?
Were leaving. Now.
Lisa allowed herself to be pulled upright, still foggy from sleep. Steves hand was
warm in hers, too warm, his footsteps in the hall too loud. She held her tongue, her
free hand resting on her lower stomach, clarity easing its way in. At the end of the
hall, she gasped to see the security door open, propped with a black work boot, the
leather slick and wet. Steve eased the door open and Lisa slammed her hand over
her mouth, stemming the wad of vomit and forcing it back down. The guard was lying
there, his eyes still wide open, a chunk missing from his jaw. The light was reflected
in the blood that spilled from the end of his leg. For the first time, Lisa looked at
the hand she clenched so tightly. Steves knuckles were torn, but there was too much
blood to be just from that.
They ducked through another door, Steve stopping it from slamming, his eyes
scanning the corridors.
Steve, her voice was a hiss among the hum of the heating vents, Whats going
on?
We had to move up the schedule, were leaving. Tonight.
But Steve, Lisa tried to uncurl her senses, but the drugs were still too strong.
They didnt let her sleep without them, they couldnt trust her dreams, what about
the plan? What about
The passageway turned another corner and from beyond the walls came a thud.
Everyone knows. Renee saw your chart when she was at the doctors. They have
you scheduled for a full workup tomorrow. First thing.
Her hand went back to her belly, clutching her nightgown into a fist, Someone
told.
Maybe. We cant risk it. Renee and the others are already causing havoc. We
have to move.
The twists and turns melded together in her drug addled brain, but Steves hand
was firm even as the blood cooled and went tacky against her skin. The last door
appeared fine, but Steve slammed into it and it swung open with ease.
There you are, a warm coat wrapped around Lisa and she smiled back at the
small woman who stood there, Youll need this. Get moving.
Lisa pulled her hand free from Steve and shoved it through the sleeve, zipping the
parka against the sharp wind that was eating into her bones. Then, in a moment of
impulse, she pulled Renee close to her and buried her face into the mass of curls that
danced in the wind. Renees arms tightened around her, and she whispered in Lisas
ear, Keep that kid safe. Get out of here.
Steves hand pulled her free again and the massive shadow by the door moved out
and handed her a pair of boots, Thomass face twisted in its customary scowl. She let
impulse rule again and grabbed the old man into a hug as well. Thomas stiffened, but
his hand patted her shoulder before he gently shoved her away. Steve helped her with
the boots and they churned out into the snow. The lights on the fence never looked
farther away, the cold eating into her legs and fingers as she struggled to keep up.
Ahead came a call, then the distinctive bark and whine announcing that someone,
somewhere was shooting at her. Lisa ducked her head and picked up speed, trying
to run as fast as Steve was pulling her. There was shouting, another explosion. The
wind was freezing her tears and she lost her footing, Steve dragging her for a moment
before stopping to help her rise. As he bent over, a figure rose from the snow and the
darkness, the gun in his hand terrifying close. She tried to scream, but the air was
sucked out of her as the figures clothes burst into flame.
Her mind split at this point, the smell of cooked pork overwhelming her senses.
She could have sworn that a second figure appeared, but the woman turned to aim
elsewhere. She could have sworn that a large shadow came from behind her and
tackled the woman, the crunch of bones barely audible over another explosion. She
could have sworn that Steve pulled her away even as she saw the spray of blood come
from Thomas back, as she heard Renee scream.
But Thomas never appeared. The woman showed up, her hands wrapped firmly
around a gun. Steves face disappeared, exploding outwards, the womans face bright
in the flames that wreathed around her struggling partner. Then that gun turned on
her, but the barrel lifted. She was going to be spared, but for what? A sting in her
neck made her eyes go wide, the needle sliding into place, the cool swell of the drugs
running through her and sending her into darkness.
She jerked upright in her seat, the sharp pain in her neck becoming the crick from sleeping
with her head against the car door. The night had been a blur of whispered conversations and
too bright headlights. The rain had never really come, but the sheen it left on the road made
Lisas head ache even as she struggled to block any attempts to find them. The pain had
overwhelmed her, and at Steves urgings she had let sleep creep around her. Now, Steve still
drove with a steady hand, his powers keeping his exhaustion at bay. Lisa took a deep breath,
shaking out the last of her dream, and reached out a hand to stroke his face. He smiled at her
and kissed her fingers, his own thoughts hidden deep inside.
The sun rose and two voices piped up from the back, whining turning to giggles. Lisa kept
her smile bright, her eyes wide with feigned excitement. It was a surprise trip, an adventure.
A soft touch to their emotions and the idea was sold.
They stopped for breakfast at some fast food place, changing in the toilets, then shooing
the kids to the play area. At the counter, they ordered quickly, cheaply, their cash was going
to need to last. Standing there, their hands lightly linked, Lisa let her eyes close to savor
the small uprising of relief. One deep breath and it all came crashing down, every sense
screaming at her to turn around. To run. To scream. But with that panic came the knowledge
that the warning had come too late.
Steves hand tightened as they both turned, keeping her from reaching out. Just behind
them stood the man from the van, his own hand tightly clasped around Thomas fingers, the
five year olds eyes glazed and fixed as they stared into space. Just behind them stood another
Agent, Renee held in her arms, the girls silent tears dampening the womans shoulders. The
woman swayed in place, rocking Lisas daughter as she surveyed the room.
Mr. and Mrs. Andrews, how nice to see you again. Imagine running into you here.
Lisa dared to look around, but the place was empty, the employees studiously ignoring
them. The man lowered his glasses and she heard his voice deep in her head, I think you
know whats at stake here. Get your food. Were leaving. All together.
Two
Two:Character
B
30
Cipher Doctrines
31
32
Monitors-Bonnet Island
For some time now, we have been among
you. I am not talking about Ciphers as a whole, or
whatever term you want to use for those of us with
the ability to get into peoples heads. No, I refer
instead to the Monitor, those of us who understand
what it means to be special and hated at the same
time.
Just after our
Father, Nikola Tesla
arranged for Lucien
Porter to lead the
first group
of Rogue
Ciphers
out of
Skaneateles,
James
and
Mary Reed
left the herd
along with
a
handful
of others and
came
to the place
that the Monitors now call home. Bonnet Island
is a sanctuary for those of us that wish to remain
hidden from the rest of the world. There are other
reasons that we wish for privacy, but the primary
impetus for secrecy is a simple desire to remain
free of the machinations of DAEMON and others
like them.
The unknown breeds fear, and fear gives
birth to hatred. In the interest of building a better
relationship with others of our kind, I can speak
with some degree of disclosure.
We do, in fact, have a number of, shall we say
operatives, in positions near certain individuals of
influence. This has taken us years to accomplish,
and tremendous amounts of effort, but I assure
you it is for the most benevolent of purposes. We
simply wish to be able to safeguard Ciphers from
discovery by the nation at large.
I am sure that you have heard that we have
used this opportunity to garner vast amounts of
wealth and other benefits for ourselves. This
could not be further from the truth. I must admit
to a modest increase in assets, but there are certain
33
34
Partisans-Oriflamme
Theres a revolution coming. The Norms dont
know a damned thing about it, but its going to
smack them in the face once the shit hits the fan.
The Captain says that we need to fight, not hide
under our beds like some of the others. He says
that theres no point in having Talents if were not
going to use them. The quote one of my contacts
keeps throwing around is, They who can give up
essential liberty to obtain a little temporary safety,
deserve neither liberty nor safety. He says that
its one of the Captain Plattes favorite sayings,
and that its by Jefferson or Franklin or one of
those guys.
I guess the reason I signed up with Oriflamme
is that these guys seem hell-bent on sticking it to
the government jokers that like making Ciphers
disappear.
I mean, sure, I can kinda see the argument
behind the Bonnet people: fifth column and all
that. I can also respect what Reverend Cabots
followers talk about, the whole winning hearts
and minds bit and helping those in need. The
Oracles creep me out though with their talk about
their Three Tomorrows and stuff, but theyre
35
36
37
Samaritan Tenets
1. Ciphers are human. We are brothers and
sisters.
2. It is the role of Ciphers to act as shepherds
to the rest of humanity
3. Those who would oppress us are
misguided, not evil.
Attributes
38
Potential
Ranges from 1-10. Starting characters have a
default of 5.
Minimum of 1 Rank, maximum of 8 Ranks
per Attribute at Character Generation
You may sell off 1Rank in Potential for 2
Ranks of Forms.
Forms
Biokinesis, Clairvoyance, Psychokinesis,
Telepathy; Ranges from 1-10
Select 1 Form as your Primary Form, place 1
Rank in your Primary Form
Distribute 9 additional Ranks among your
four Forms. Max of 8 Ranks per Form.
Ranks in your Primary Form must equal or
exceed Ranks in other Forms.
You may sell off 2 Ranks of Forms for 1
Rank of Potential (Up to a maximum of 8
Potential)
Talents
Ranges from 1-5
Each Rank in the Primary Form generates 2
Ranks of Talents, to be placed into Talents
within that Form
Secondary Forms generate 1 Rank for each
Rank in that Form
Meridian and Apex Talents have prerequisites
that must be met before purchasing them.
39
40
Knowledge
The Knowledge Attribute represents not so
much a gauge of your intelligence, but an abstract
composite of everything you have learned through
life experience. Knowledge is the appropriate
Attribute when you are trying to access your
memory or put pieces of information together
coherently.
A Rank of 10 is a storehouse of information
and experience.
Use the Knowledge Attribute to determine
your Skill and Focus points.
Wits
The Wits Attribute is a measure of how quickly
you think on your feet as well as how well you
respond to rapidly changing circumstances. Use
the Wits Attribute when you have to find a course
of action quickly.
A Rank of 10 in Wits is rarely if ever surprised
by anything, and likely never loses an argument.
Use the Wits Attribute in conjunction with
Agility to determine your Reaction.
Use the Wits Attribute along with Willpower
to calculate your Mental Resistance.
Willpower
Willpower is the Attribute that determines
how steadfast, stubborn, and unshakeable you are.
Willpower is the appropriate Attribute when sheer
pig-headedness is the answer to the problem.
A Rank 10 Willpower is the proverbial
mountain. This person is always certain in their
actions and often accomplishes things through
raw determination.
Willpower is key to calculating both Physical
and Mental Resistances.
Derived Attributes
While the Basic Attributes are used in
conjunction with Skills and Focuses over the
course of a play session, the Derived Attributes
41
42
Skill Focuses
in
Skill
by using the
Skills
Skills are a reflection of how capable your
character is at a variety of tasks. There are 13
Skills available. Skills have a range of Ranks 1-10.
Rank 1: Passing familiarity with the theories
behind this Skill.
Rank 3: You are capable of performing the
most basic applications of this Skill under normal
circumstances.
A Skill Focus is
narrowly
defined
area of knowledge
nested within one
of the 13 Skills.
It represents a
more intensive
understanding
of a facet of the
larger topic.
You may be in
decent shape with a
solid grounding in
what your body is
capable of accomplishing.
This
is reflected with the
Athletics
Skill. Most athletes have a
specific area of expertise that gives them an
edge when engaging within their chosen area.
A swimmer may not be as skilled at climbing.
Conversely, an Olympic runner is not as good at
unarmed fighting as a student of the martial arts.
Focuses are not intended to cover a broad
swathe of areas within a Skill. For instance, if
you are generating a combat intensive character,
and have a decent Weaponry, Ranged Skill, a
Focus of Guns is too broad. Instead, Pistols,
Rifles, Shotguns, etc are choices that are more
appropriate.
On the other hand, we do not intend for
the Focuses to be too narrow. If you are an
Skills
Academics
The Skill of Academics covers your experience
with the building blocks of learning: researching,
writing, and even the Dewey Decimal System.
Academics reflects your familiarity with the
Humanities: English, History, Philosophy, etc.
Sample Focuses:
Art, Computer Usage, Geography, History,
Law, Literature, Occult, Philosophy, Politics,
Psychology, Religion, Research, Sociology,
Technical Writing
Athletics
Crafts
There is a certain amount of hand-eye
coordination and creativity involved with making
and fixing things with your hands. Crafts is the
Skill that reflects this and covers a range of things
from making log cabins to fixing that busted up
old Harley in the garage.
Sample Focuses:
Automotive, Carpentry, Computer Repair,
Cooking, Explosives, Jury-Rigging, Origami,
Painting, Pottery, Sewing, Sculpting, Watch
Repair
Investigation
Use the Investigation Skill when you need
to find clues or solve a puzzle. From dusting for
fingerprints to interrogation techniques to solving
a Rubiks Cube, Investigation is the right tool for
the job.
Sample Focuses:
Body Language, Cryptography, Interrogation,
Notice, Puzzles, Search, Urban Tracking
Medicine
Clandestine
Clandestine is the Skill that covers the sneaky
stuff. If there is anything you want to remain
unnoticed, be it an object, information, or your
identity, this is the Skill to use.
Sample Focuses:
Conceal, Deception, Disguise, Forgery,
Hacking, Lock-Picking, Pick Pockets, Security
Systems, Shadow, Sleight of Hand, Sneak, Urban
Survival
43
Performance
Use the Performance Skill whenever you want
or need to dive headfirst into creative expression.
This can be acting for stage or simply deceiving
people, or it can be as simple as mastering the
mouth-harp to impress your family back in the
hills.
Sample Focuses:
Acting, Bluff, Creative Writing, Dancing,
Drawing, Misdirection, Musical Instrument,
Painting, Public Speaking
Science
44
Vehicle
Since the dawn of time, mankind has worked
diligently to devise new ways to get from Point
A to Point B without having to walk. The Vehicle
Chapter Two: Character
Potential
Potential is what that defines how much
Ectenic Force your Cipher character can hold as
well as how much of it they can expend at once.
Potential is Ranked on a scale from 1-10 just
like the six Basic Attributes, and serves a similar
purpose. Potential is the governing trait for the
Cipher Patch and influences every aspect of that
which makes Ciphers unique.
Ranks of Potential determine your EF Pool.
Your character's Potential is also a measure of
how much of your Pool you may spend per Phase.
Potential directly influences how frequently you
are likely to evoke Chimerae and how easy you
pick up Aberrations.
A starting Cipher has a Potential of 5. This
is the average Potential for a Cipher in the PostShift world. You may sell off Ranks of Potential
for additional Ranks in the four Forms (and thus
Talents), but you may not increase your Potential
above 8 at Character Generation.
At Character Generation, you may sell your
Potential off for 2 Ranks of Forms down to a
Potential of 1 if you so desire.
EF Pool
Ectenic Force is the fuel for Cipher Talents. As
such, each Cipher can hold a finite amount within
their minds. The total amount of EF a Cipher may
hold at once is determined by his Potential. The
more adept you are at manipulating Ectenic Force,
the better you are at storing it within yourself.
A Cipher may hold four times their Potential
in EF at a time. Beginning characters start with a
full charge, and thus their beginning EF Pool is
(Potentialx4).
Ectenic Force returns at a rate equal to your
Potential for each hour spent resting.
35:172
45
Forms
46
Talents
After determining your starting Potential and
allocating Ranks to your Primary and
Secondary Forms, its time to find out what neat
things you can do with your mind powers.
Each Cipher Talent falls under the purview
of one of the four Forms. Within each Form, the
Talents are divided into three categories, which
are determined by the magnitude of each Talent.
Threshold Talents are the easiest to learn,
and in most cases are the first to develop when a
Cipher evidences.
Meridian Talents are more powerful than
Threshold Talents, and are harder to develop.
Beginning Ciphers can have some Ranks in
Meridian Talents.
Apex Talents are the most potent Talents
within each Form. Few Ciphers begin play with
Ranks in an Apex Talent, but it is possible.
Ectenic Force
Ectenic Force, also called EF or Juice, is the
unique energy generated in the brain of Ciphers.
Dr. David Paulsen, a biologist working for the
Cipher Project in the 1920s, first detected it and
coined the term.
EF has so far proven to be impossible to
reproduce through artificial means, leaving
47
Clairvoyance
Pyrokinesis
Scales
Every Talent is qualified by four factors, called
Scales. The four Scales are Potency, Target/Area,
Duration, and Range. While these terms do exist
within the Cipher communities, it is generally
49
50
Types Of Rolls
Basic rolls are activation rolls that are not
affected by a Resistance trait.
The Mark for a Basic Roll is
(Potential+Form+Talent).
Resisted rolls are activation rolls that have
a negative modifier applied to the Mark. This
negative modifier is generally an Attribute of the
individual or item the Cipher is targeting with their
Talent. Physical Resistance, Mental Resistance,
and Reaction are the most common modifiers for
a Resisted Roll
The Mark for a Resisted Roll is
(Potential+Form+Talent) Attribute
Universal Talent
All Ciphers have the ability to empty
themselves of Ectenic Force, making them
invisible to Ping and Tesla Technology.
Biokinesis
Biokinesis is the Form that contains Talents
that directly affect the human body, be it the
characters, another PC or NPC.
Biokinesis Pauli Effect
When a Biokinetic Talent initiates the Pauli
Effect, lesser lifeforms in the area begin to show
signs of strain. At 6EF, this may be as simple as the
color of flowers becoming less vibrant or insects
falling from the air. At higher EF levels, the Pauli
Effect is more dramatic, ramping up until birds
may drop from the sky, leaves fall from suddenly
dead branches, or even small and medium-sized
animals showing signs of distress possibly dying.
Null
51
List Of Talents
(T=Threshold, M=Meridian, A=Apex)
Null (T)
52
Universal Talent
Biokinesis
Clairvoyance
Psychokinesis
Telepathy
Cryokinesis
Brittle (A)
Drop Temperature (T)
Fogbank (M)
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Nearby plant life begins to
darken and wither.
7EF: (7 yards) Insects and birds are overcome
with a wave of vertigo, and are likely to stop
singing, chirping, etc.
8EF: (8 yards) Birds and insects are stunned,
falling from the sky or from their perches.
9EF: (9 yards) Nearby non-Ciphers feel
disoriented and slightly dizzy. Small mammals
are likely to fall unconscious as the Talent
elevates to this level of strength.
10EF: (10 yards) Non-Ciphers in the immediate
area are likely to fall unconscious for a few
minutes.
11+EF: (yards equal to strength of Talent
activation) Effects similar to the usage of
10EF, but the range is increased.
Health Scan
With the simple act of scrutinizing an
individual, the Cipher with this Talent can see
exactly how healthy a person is. Anything from
a sprained ankle to lung cancer is evident when
activating this Talent. Some Ciphers even claim
to be able to discern your weight with this Talent.
Base Effect
Potency: Full understanding of subjects state of
health
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: Instant
Range: LOS
Dominance Test: No
Roll: Basic
Pain Tolerance
The world that the Ciphers inhabit is a
dangerous one, and injury is common. Pain
Tolerance allows the person with this Talent to
block the pain of injury entirely, and thus prevent
any hampering of performance.
Base Effect
Potency: Ignore all wound penalties
Targets/Area: Self-Only
Duration: 6 Rounds
Range: Self
Scales
Potency: N/A
Targets/Area: NA
Duration: 6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
53
Second Wind
54
Snapshot
Duration: 1 Hour
Range: Self
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 hour
Range: N/A
Dominance Test: No
Basic/Resisted
Roll:
Resistance)
(Targets
Mental
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic
Dull Senses
Prerequisite: Enhance Senses
This Talent is feared by most Ciphers. While
it is one thing to be smacked in the face with an
invisible fist of telekinetic force and yet another to
have flame hurled at you, it is something entirely
different to have your sight stripped away. Since
a number of Talents require sight of your target to
activate, this Talent can strike terror into the most
confident of Ciphers.
Base Effect
Potency: Deadens 1 of the 5 senses. -3 to all
physical actions. ONE SENSE AT A TIME
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Mental Resistance)
Immunity
Prerequisite: Health Scan
There are hundreds of nasty things out there
waiting to harm you if you are not careful. Viruses,
toxins, poisons, nasty bacteria; all of these things
are silent invaders that can inconvenience,
incapacitate, even kill. With a thought, a Cipher
with this Talent can protect himself from one of
the myriad sicknesses and toxins that can cause
him harm.
This Talent can be helpful if a DAEMON team
with a loaded syringe of Morphine lies in wait to
drug and abduct an unwary Cipher.
Base Effect
55
56
Prerequisite: Snapshot
The Cipher activating this Talent can
temporarily gain the skills necessary to perform
physical actions outside of his normal training and
ability.
To use this Talent, the Cipher must witness an
individual performing the act he wishes to imitate.
Upon successful activation of Mimic, the Cipher
can gain prowess in the Skill he has just witnessed.
For this Talent to work, the person being
observed must have a higher Skill or Focus than
the Cipher.
Base Effect
Potency: +1 to Physical Skill or Focus (Must
observe a Skill that is superior in rank to the
Ciphers)
Targets/Area: Self-Only
Duration: 6 Rounds
Range: LOS
Scales
Potency: +1 to Physical Skill or Focus
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
Regeneration
Prerequisite: Second Wind
From Catholic Saints to Voodoo Houngans to
American televangelists, the ability to heal with a
touch is something that many have laid claim to
over the years. Regardless of the veracity of these
claims, certain Ciphers have the power to heal
injury and sickness with a touch.
Regeneration is an intense boost to the bodys
natural healing process. As such, active use of
Regeneration lasts for a period determined by the
Cipher when he activates the Talent.
Base Effect
Potency: +1 Health/Phase
Targets/Area: 1 Target
Duration: 1 Phase
Range: Self
Scales
Potency: +1 Health/Phase
Targets/Area: +1 Target
Duration: +1 Phase
Range: Touch
Dominance Test: No
Roll: Basic
Weaken
Prerequisite: Slow Metabolism
This Biokinetic Talent causes mild damage to
the subject. From exhaustion to a headache to a
general feeling of malaise, the Cipher activating
this Talent determines the thematic effect of this
Ability, but the effect is the same since the targets
Stun Trait is depleted.
Must make contact with an Unarmed Attack
to initiate.
Base Effect
Potency: Inflict 1 Stun Damage
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: +1 Stun Damage
Targets/Area: +1 Target
Duration: Instant
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)
Base Effect
Potency: -1 to a single Physical Attribute
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: -1 to the same Physical Attribute
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resist)
Seizure
Prerequisite: Weaken
With a touch, the Cipher activating this Talent
scrambles the neuro-electric patterns in the target,
causing the subject to convulse. This makes
taking all but the most simple of actions much
more difficult.
Base Effect
Potency: 1 to targets physical rolls
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: 1 to targets physical rolls
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Physical Resist)
Wound
Prerequisite: Regeneration
Direct and to the point, Wound allows the
Cipher to disrupt the cellular structure of their
target. With a touch, apply Health damage to the
person targeted by this Talent. The appearance
of this ability can make all but the strongest of
stomachs flip-flop as the skin around the affected
area begins to swell and blister as the cellular
damage takes effect.
57
CLAIRVOYANCE
58
THRESHOLD CLAIRVOYANCE
TALENTS
Danger Sense
Danger Sense, when active, alerts a Cipher
that something bad is about to happen. What it is
and where its coming from are not made clear,
but the Clairvoyant knows to take some sort of
defensive action.
*When Danger Sense is active, the GM cues
the player that something in the Range of the
Talent is likely to cause him harm.
Base Effect
Potency: *Special
Targets/Area: 10-yard Radius
Duration: 1 Round
Range: Self
Scales
Potency: N/A
Targets/Area: +10 yard Radius
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Identify Crux
The Talent Identify Crux allows you to
determine if there is a Crux in your immediate
vicinity. Once activated, any Crux within Line of
Resonance Tracking
Every living person has an energy field
surrounding and infusing him or her. Residual
traces are left behind whenever an object is
touched. A Clairvoyant with this Talent has the
ability to follow a persons trail as long as they
have an object that person has touched recently.
(Within the last 12 hours)
As long as the Clairvoyant is never more than
half a day behind their quarry, it can be difficult to
shake them.
Base Effect
Potency: Touched within 1 Hour
Targets/Area: 1 Person or Item
Duration: 1 Hour
Range: Sympathetic
Scales
Potency: +1 Hour (Maximum of 12 hours)
Targets/Area: N/A
Duration: +1 Hour
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
150:125
59
60
Prerequisite: Post-Cognition
Glimpse is a simple yet very useful Talent for
a Clairvoyant.
When the Talent is activated, the Cipher
concentrates upon a simple Yes/No question, the
result of which must occur within a number of
hours determined by the amount of Ectenic Force
spent at the time of activation. Upon successful
activation of the Talent, an image forms in the
Cipher's mind revealing the answer to the question.
When this Talent is used, the GM replies
truthfully with a Yes or No to the question
asked by the Cipher. Should the answer to the
question fall outside the time allotted at the
moment of activation, the GM informs the player
that the results are unclear.
Base Effect
Potency: 1 Yes/No Question
Targets/Area: Self
Duration: Instant
Range: Self
Scales
Potency: N/A
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Insight
Prerequisite: Post-Cognition
Clairvoyants have a reputation of being, to
put it mildly, eccentric due to their enhanced
perceptions of time and space. To some extent,
61
Prophecy
Prerequisite: Insight
Prophecy is one of the most potent Clairvoyant
Talents while at the same time being the most
ephemeral.
When a Cipher uses Prophecy, he experiences
a vision of things to come in the near future.
Frequently these visions relate to Cruxes and
Strings that the Cipher is likely to encounter, but
some Prophecies focus on other topics.
Prophecies are occasionally clear and concise,
giving a literal rendering of things to come. More
often however, they are dreamlike and heavily
laden with symbolism that the Cipher must
interpret.
When a Cipher activates the Prophecy Talent,
he falls into a brief trance, wherein the outside
world fades from his notice as the vision transfixes
him. The Cipher is unable to take any other action
while experiencing a Prophecy.
Base Effect
Potency: Helpful vision of things to come within
1 Day
Targets/Area: 1 Situation
Duration: 10 Minutes
Range: Self
Scales
Potency: +1 Day
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Remote Viewing
Prerequisite: Spatial Awareness
Remote Viewing allows the Cipher to ignore
distance and observe events happening at a far
away destination. These events are happening in
real-time, the same now that the Clairvoyant is
experiencing.
Base Effect
Potency: +1 Potency vs Veil
Targets/Area: 1 Location
Duration: 6 Round
Range: Sympathetic
Scales
Potency: +1 Potency vs Veil
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Subtract Potency of an
active Veil)
Psychokinesis
Psychokinesis has a variety of flavors, but
each Talent in the Form shares the trait of being
able to affect the physical world around them with
their mind.
Psychokinetic Talents are broken down by
type: Cyberkinesis, Cryokinesis, Pyrokinesis, and
63
64
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Small objects begin to twitch and
shake.
7EF: (7 yards) Any object weighing less than 5
lbs lifts a few inches into the air and hovers.
8EF: (8 yards) Objects less than 5 lbs begin
moving slowly about the area, while larger
objects (5-20lbs) begin to shake and lift a few
inches into the air.
9EF: (9 yards) Objects less than 20lbs begin to
move around the room more rapidly, while
things less than 100lbs rise and hover.
10EF: (10 yards) At this level of EF expenditure,
anything inanimate and not nailed down floats
a few inches into the air, while anything less
than 20lbs is virtually zipping around the area.
11+EF: (yards equal to strength of Talent
activation) Same as 10EF, but greater range.
Pyrokinesis Pauli Effect:
Pyrokinetic Talents are those that involve the
manipulation of fire and heat. The evidence that
a Pyrokinetic Talent is being used at a high EF
rating ranges from an increase in temperature in
the immediate area (less dramatically than at the
lower levels of the Talent, Increase Temperature),
to the spontaneous ignition of flammable material
around the person using Pyrokinetic Talents.
Pauli Effects
(Radius is in yards equal to EF strength of
Talent activation)
6EF: (6 yards) Temperature increases by (10
degrees F), enough to be noticeable, but no ill
effects.
7EF: (7 yards) Considerable rise in temperature
(20 degrees F). The Cipher activating the
Pyrokinetic Talent begins to sweat profusely.
8EF: (8 yards) Temperature increases by (30
degrees F). Objects in the immediate area are
now hot to the touch.
Cryokinesis
Drop Temperature
This Talent allows the Cipher to lower the
ambient temperature of an area. While it can be
used to great effect as a distraction, it does not
lower the temperature enough to do damage aside
Telekinesis
65
Fine Manipulation
Fine Manipulation is the Talent that gives a
Cipher the ability to use their Skills and Focuses
at a distance.
While Fine Manipulation does not have nearly
the power as Gross Manipulation, it can often be
more useful as it gives the user an invisible set of
hands they can use at range.
Fine Manipulation can, among many other
things, pull the trigger on a handgun, cook a meal,
or even play an instrument.
Successful activation of Fine Manipulation
allows a Cipher to use any (Skill+Focus)
combination they possess at a Range of Line-ofSight.
When making a Skill Roll using Fine
Manipulation, substitute the Ciphers Potential for
the appropriate Attribute normally used under the
circumstances.
If you are controlling more than a single item
at a time outside of combat, the Mark suffers an
138:23
Pyrokinesis
66
Increase Temperature
Roll: Basic
Pyrokinesis
Control Fire
Prerequisite: Increase Temperature
While Ciphers are unable to hurl fireballs
like a sorcerer out of a sword and sorcery novel,
Control Fire is the next best thing.
As long as the Pyrokinetic has an open flame
to work with, they cannot only increase the size
and intensity of the fire, they can move it about at
will.
More artistically inclined Ciphers have used
this Talent to create amazing fire-art, while others
have mastered the skill of moving fire from its
point of origin to their target.
Base Effect
Pyrokinesis
Fire Shield
Prerequisite: Increase Temperature
A Psychokinetic with a knack for fire can
develop the Talent of Fire Shield. A corona of
flames engulfs the target of the shield surrounding
and protecting them from physical harm without
burning them.
When activating Fire Shield, the target of the
Talent is immune from heat or fire effects and
damage equal to the Potency of the Shield.
Base Effect
Potency: +1 armor
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS
Scales
Potency: +1 Armor
Targets/Area: +1 Target
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic
67
Telekinesis
Gross Manipulation
68
Scales
Potency: x2lbs
Targets/Area: N/A
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Reaction)
Cryokinesis
Fogbank
Prerequisite: Drop Temperature
As the temperature lowers, ambient moisture
in the air condenses, causing fog to appear. With
this Meridian Talent, a Cryokinetic can generate
a fog to obscure the vision of observers and cloak
their activities.
Base Effect
Potency:
-1
to
Perception
Marks
(Wits+Investigation+Focus)
Targets/Area: 10 yard Radius
Duration: 6 Rounds
Range: LOS
Scales
Potency: -1 to Perception Marks
Targets/Area: +10 yard Radius
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Basic
Cryokinesis
Sculpt Ice
Prerequisite: Drop Temperature
Sculpt Ice is one of the most versatile tools in
a Psychokinetics arsenal.
Using Sculpt Ice, a Cipher can create nearly
any simple physical object from ambient moisture.
Should a Cryokinetic need a weapon or a particular
tool, Sculpt Ice can be invaluable.
Telekinesis
TK Shield
Prerequisite: Fine Manipulation
This Talent gives a tremendous amount of
protection from physical threats by soaking up
damage.
TK Shield is non-ablative. The effectiveness
of the Shield does not reduce with each successful
attack.
Base Effect
Potency: +1 Armor
Targets/Area: 1 Target
Duration: 1 Round
Range: LOS
Scales
Potency: +1 Armor
Targets/Area: +1 Target
Duration: +1 Round
Range: N/A
Dominance Test: No
Roll: Basic
Cyberkinesis
Use Machine
Base Effect
Potency: 1lb of ice
Targets/Area: 1 Item
Duration: 6 Rounds
Range: Touch
Scales
Potency: +1lb of ice
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
69
70
Cryokinesis
Brittle
Prerequisite: Fogbank OR Sculpt Ice
Deep cold can make objects fragile. With a
touch, a Cryokinetic can drop the temperature of
Pyrokinesis
Ignite
Prerequisite: Control Fire OR Fire Shield
Ignite allows a Cipher to set flammable
material alight at a distance. For some reason,
yet undetermined by researchers, Ignite does not
affect living matter. While it can very well be
used to set a hamburger patty or a corpse on fire, a
breathing cow or human is not affected.
Base Effect
Potency: Spontaneous creation of (0x1) or (1x0)
Flame
Targets/Area: 1 non-living Target
Duration: Instant
Range: LOS
Scales
Potency: +1 Size or Intensity
Targets/Area: +1 non-living Target
Duration: Instant
Range: N/A
Dominance Test: Yes
Roll: Basic
Telekinesis
TK Strike
Prerequisite: Gross Manipulation OR TK
Shield
TK Strike delivers an invisible blow of mental
force at a target that can cause damage ranging
from a mild slap to a bone-crushing blow.
This Psychokinetic Talent is a shaping of air
into a concussive force. As such, it indirectly
allows damaging of organic tissue.
Base Effect
Potency: 1 Stun Damage
Targets/Area: 1 Target
Duration: Instant
Range: LOS
Scales
Potency: +1 Stun Damage
Targets/Area: +1 Target
Duration: Instant
Range: N/A
Dominance Test: No
Roll: Basic/Resisted (Targets Reaction)
Telepathy
Blend
This Talent allows a Cipher to pass unnoticed.
It is not invisibility, nor is it a disguising of features
such as Mask. Rather, Blend is more a projection
of a field of You dont see me.
Since this is a Telepathic Talent, cameras and
electronic surveillance devices are not fooled by
its use.
Base Effect
Potency: -3 to Notice checks unless the user
attacks, at which point the effect fades.
Targets/Area: 1 Target Duration: 6 Rounds
Range: All within LOS
Scales
Potency: N/A
Targets/Area: +1 Target
71
Duration: +6 Rounds
Range: N/A
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance) If
there are multiple potential observers, use the
Highest Mental Resistance present.
Communicate
72
Dominance Test: No
Roll: Basic
Sense Emotion
Sense Emotion allows the Cipher to get an
emotional reading on a subject simply by being in
their presence.
Base Effect
Potency: Accurate reading of subjects emotional
state.
Targets/Area: 1 Target
Duration: 6 Rounds
Range: LOS
Scales
Potency: N/A
Targets/Area: N/A
Duration: +6 Rounds
Range: N/A
Dominance Test: No
Roll: Basic
Surface Scan
Using Surface Scan, a Telepath can read the
thoughts in the forefront of their targets mind. It
does not allow the Cipher to dig any deeper than
whatever their target happens to be thinking about
at the time the Talent is used.
Base Effect
Potency: Read surface thoughts of subject
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: N/A
Targets/Area: N/A
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Scales
Potency: +1 to any non-Physical Skill
Targets/Area: N/A
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Deep Scan
Prerequisite: Surface Scan
While Surface Scan can detect the current
thoughts of the subject, a Deep Scan can locate
those little bits of information that the subject
doesnt have on their mind at the time.
Deep Scan can uncover any Aberrations the
subject may have, and reveal the past influence of
another Telepath as in the case of Bodyjacking or
Twitch.
Deep Scan takes a full Round to perform after
any Dominance Test has been resolved.
Base Effect
Potency: 1 Fact
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: +1 Fact
Targets/Area: N/A
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Induce Emotion
Prerequisite: Sense Emotion
Induce Emotion allows the Cipher to inject a
single emotion upon their target.
At the GMs discretion, this Talent can give a
positive modifier to the Mark of a Skill Roll where
the persons emotional state comes into play.
Base Effect
Potency: 1 Emotion
Targets/Area: 1 Target
73
Duration: 6 Rounds
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +1 6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Mask
74
Prerequisite: Blend
Mask allows a Cipher to pass himself off as
someone else. The activation of Mask projects a
different likeness upon the users features.
As this is a Telepathic Talent, cameras and
electronic surveillance devices are not fooled by
the use of this Talent.
Base Effect
Potency: Target now appears as the person
envisioned by the Cipher activating this Talent.
Targets/Area: 1 Target
Duration: 6 Rounds
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: +6 Rounds
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance) If
there are multiple potential observers, use the
Highest Mental Resistance present.
Telepathic Shield
Prerequisite: Communicate
When activating Telepathic Shield, increase
the target's Mental Resistance by a factor equal to
the Potency of the Shield.
Base Effect
Potency: +1 Mental Resistance
Targets/Area: 1 Target
Duration: 1 Round
Range: Touch
Scales
Potency: +1 Mental Resistance
Targets/Area: +1 Target
Duration: +1 Round
Range: LOS
Dominance Test: Yes
Roll: Basic
Trigger
Prerequisite: Communicate
Trigger allows you to place a post-hypnotic
suggestion into someones mind that certain preset conditions will activate.
As with Twitch,
you may not
make
the
subject
perform
a n y
action
t h e y
would
b
e
strongly
opposed to
taking under
n o r m a l
circumstances.
You must be able to communicate the action as
well as the trigger to the subject in some manner,
be it verbally or with Communicate.
Base Effect
Potency: 1 Command
Targets/Area: 1 Target
Duration: Until defused
Range: Touch
Scales
Potency: 1 Command
Targets/Area: +1 Target
Duration: N/A
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Twitch
Prerequisite: Communicate
Twitch allows you to take momentary control
of your targets mind, just enough to make them
perform one action that is within their ability.
Twitch does not allow you to force them to
do something they are strongly opposed to doing.
For instance, you may not force your target to
kill themselves unless there are already suicidal
tendencies present.
Base Effect
Potency: 1 Command
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 Target
Duration: N/A
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Targets/Area: 1 Target
Duration: 1 Hour
Range: Touch
Scales
Potency: +1 Specific Memory
Targets/Area: N/A
Duration: +1 Hour (5 EF for Permanent)
Range: LOS
Dominance Test: Yes
Roll: Resisted (Targets Mental Resistance)
Bodyjacking
Prerequisite: Twitch
Bodyjacking allows a Cipher to control a
persons body by inserting their own consciousness
into the targets mind.
The target is fully aware of everything that is
happening, but is simply unable to do anything
about it.
Most Telepaths choose to use Alter Memories
once they are finished using this Talent.
Bodyjacking is one of the more useful Talents
at a Telepaths disposal, but there is one significant
limitation.
Since a non-Ciphers brain does not generate
Ectenic Force, the Cipher riding another persons
mind is unable to use any of their own Talents
while doing so unless the Ciphers host is also a
Cipher. If the Telepath finds himself in control of
another Ciphers mind, he may utilize their hosts
EF Pool as their own to fuel their Talents.
The Bodyjacker only has access to his own
Talents while riding another Cipher.
Of course, a Cipher with Telepathic Talents
is not likely to allow that to happen without a
fight. In most cases, the target will expend all of
his Ectenic Force in a Dominance Test before the
invading Cipher gains access.
In addition, any damage the host body incurs
while being bodyjacked is felt in the jackers
body as well. Any damage, either Stun or Health,
transfers to the invader as Stun damage.
75
76
Psychic Surgery
Prerequisite: Deep Scan
A Cipher can have his mind damaged in a
number of ways. Aberrations are common amongst
those with Talents, and certain Telepathic abilities
can alter the mind negatively.
Psychic Surgery allows a Cipher to enter
another persons mind mending breaks and
removing unwanted alterations.
Successful activation of Psychic Surgery
removes Ranks of one Aberration equal to the
Potency of the Talent activation. The subjects
Source Rating is lowered by 1 (to a minimum of
1).
In the case of a Critical, remove the Aberration
and no loss of Potential occurs.
In the case of a Fumble, the Aberration is
unaffected as is the subjects Rating, but the
Cipher performing the Psychic Surgery acquires 1
Rank in the same Aberration they were attempting
to mend.
Psychic Surgery takes 1 hour to perform per
activation.
Base Effect
Potency: Subtract 1 Rank from a chosen
Aberration
Targets/Area: 1 Target
Duration: Permanent
Range: Touch
Scales
Potency: -1 Rank from the chosen Aberration
Targets/Area: N/A
Duration: Permanent
Range: N/A
Dominance Test: No
Roll: Resisted (Targets Mental Resistance)
Static
Prerequisite: Alter Perception
Filling someones head with Static makes
it extraordinarily difficult to think clearly. All
Refinements
As a Cipher grows in power and experience,
his abilities broaden and in some cases become
more efficient.
In addition to adding more Talents to his
repertoire, or becoming more skilled in using his
pre-existing Forms and Talents, Refinements are
available to reflect this growing competency and
developed potential.
For each Potential Rating of 6 and higher, a
Cipher has the option of choosing a Refinement.
You may select only one Refinement for each
Rating of 6-10, for a total of 5 Refinements upon
reaching a Potential of 10.
Aside from Dual Primary, a Cipher may take a
particular Refinement multiple times, even for the
same Talent.
Dual Primary
The Cipher selects a second Form for which
they have developed an aptitude. This second
Primary acts in every way like their first, with all
of the bonuses inherent to a Primary Form.
However, this versatility comes at a steep
price. The character must choose one of the
remaining two Secondary and that Form is no
longer available to them in any capacity.
Affinity
Affinity affects the Scales of a Ciphers
Talents.
An Affinity Refinement increases the EF cap
for one Talent.
Whereas a Potential of Rank 6 is normally
restricted to boosting the Scales on any Talent
by 6 EF, the chosen Talent now has a cap of 7.
Coupled with the free Base Effect in a Primary
Form, this can become quite effective.
If taken multiple times for the same Talent,
this can become awe-inspiring. For a Talent that
falls within your Primary, this can allow Potency,
Targets, or Duration to skyrocket to an expenditure
of 16 EF instead of the normal ceiling of 10 that
is the normal cap for Ciphers with the highest
known Potential.
Someone with a Talent of this magnitude
needs to tread with caution, for the Pauli effect
77
Knack
Knacks are Refinements that apply to Talents
outside your Primary Form. When you choose a
Knack Refinement, you now get the Base Effect
of the selected Talent at no cost in Ectenic Force
as if it were within your Primary Form.
A Cipher may only take Knack once per Talent.
The Knack cannot be within your Primary Form.
78
Cells
First things first, youre not likely to make it
very long going it alone. I dont care if you have
enough juice to lift cars, or you can bodyjack with
the best of them, you wont last more than a few
months if you dont have someone to watch your
back.
Find some other Ciphers and hook up with
them. It doesnt matter if you dont like each
other, and it matters even less if one of you is a
Partisan and the others a Monitor. Its a matter
of survival, not a singles bar. You have to sleep
sometime, and the last thing you want is to wake
up in a DAEMON field office. Or dead.
Being in a Cell has a lot of things going for it.
Odds are good that a number of Ciphers you run
across are going to have different Talents than you,
and your ability to light shit on fire isnt going to
make that cop look the other way when your face
is plastered on the wall of the Post Office.
Being from different Doctrines can actually
be helpful. Ive seen Cells that were made up of
all Partisans, or Harbingers, or whatever. It never
ends well. You see, weve all had our lives turned
upside down, and the Doctrines give us something
to put some faith and hope into, just like religions.
What happens when you get a handful of likeminded zealots in the same room? Nothing good,
Ill tell you that. Three or four Monitors without
a voice of dissent will eventually get it into their
head to move up to DC and change things.
You remember that failed domestic terrorist
attack in San Diego last year? That was a Harbinger
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197:81
81
82
Clear!
One, the little girl pulled her knees to her chest, then eased into immobility, an island of
calm beside a tornado of commotion. The hospital gown with its faded brown teddy bears gaped
in the back, exposing the bumps of her spine, the curve of her ribs.
Doctors shouted orders, nurses rushed to the cabinets by the wall, and another child foamed
at the mouth, his body racked even as the heart monitor flat lined, his eyes bleeding, his tongue
bit through. Then he was immobile, just for a moment, before the call went out again.
Clear!
Two, the girl leaned forward, wincing as her IV pulled taut, picked a small scab from her
foot, then settled back again. Her arms were wrapped tightly about her knees and she began to
sway, forward, backwards, her white blonde hair lapping at her cheeks.
Once this cavernous room had been full of beds. Sixty children, ranging from three to ten, all
with teddy bear gowns, all with IVs. Now there were two. Soon there would be one.
Clear!
Three, the little girl continued her count, chewing on her hair. The doctor was getting
desperate; she could hear it in his voice. The boy had seemed promising. Andy, she reminded
herself, Andy, who could play the harmonica and sometimes read to her. No one else would call
him by name anymore. Hed be a number, just like the others.
The room was cold and goose bumps marked her skin, but she knew better than to try and
get a blanket. No one would hear her right now, they were all too busy. Lately shed be lucky to
get a blanket even if no one was dying. There werent as many doctors now, or nurses, and the
ones who were left didnt like to talk to her anymore. Theyd never been very talkative, they had
so much paperwork and there was all the testing to do, but now they seemed frightened of her.
It was so hard when you were five and scared of the dark and the nurses acted like you were
the monster.
She didnt think of fair, she didnt think of outside, but the older kids used to. She didnt
really remember outside, remember life before the hospital. Andy did. Hed tell her sometimes,
but hed get frustrated with her. She couldnt understand, shed never known.
Clear!
Four, her eyes kept trying to look at the Doctors face, but she watched Andy instead. The
Doctor scared her, Andy never could. Yesterday, shed lit a fire by thinking it into being and they
almost werent able to get it out. Shed tossed a ball through the plasterboard wall without using
her hands. They still werent happy. She didnt know how to make them happy.
The bed beside her suddenly shook, its wheels thrumming against the floor. Andy had
whipped his head around to stare back at her, his eyes dark holes in his head, his hands twisting
into something else. Then he snarled at the doctors and grabbed for them and there were needles
then, where his fingers should be. The straps held him tight, but they were starting to fray.
A man pushed his way up from the back, one of the ones in a uniform, and pulled a gun.
In the emptiness of the room, the three shots echoed for what seemed like hours. Andy flopped
back, half boy, half surgical room nightmare, his eyes oozing from his face like molasses. She
turned back to her knees and yawned. She hadnt cried for anyone in weeks, but they still kept
leaving her.
Words flew about her head now, words spoken and unspoken, uttered only in the doctors
and nurses minds: Chimera. Ectoplasm. Failure. Rejection. The only mind she couldnt
hear at all was the Doctors and part of her was pleased. She didnt want to know what he
thought, what he wanted to do.
They covered Andys body and wheeled him from the room, the equipment that had once
beeped and hummed with all the life in him, now silent, was unplugged and covered, placed
against the far wall with all the other lifeless machines. In the quiet those machines left behind,
the last sound, the faint crackle of electricity, was so much stronger. She pulled her hair from her
mouth and tried to keep her eyes on her knees. She thought of the playground instead. It was all
brick and concrete, just a few swings, most of them broken, and a slide that burned her legs in
the summer, but it was outside as far as she knew and occasionally youd hear laughter there
she stopped thinking of it then. There was no one to laugh with anymore.
Hmmm, the Doctor was next to her now and the voices were fading, the spoken ones. She
could still hear the thoughts of the other doctors and she wanted them to go away. They didnt
think nice things about her. She didnt want to know what their plans were. She didnt want to
know. She scrunched her eyes tight and began to sway again. Forward, then back, forward, then
back.
The voices stopped. She hoped they would forever.
Well now, wheres the file for this one.
Her eyes eased open and she froze, a little statue on the bed. Before her was the tank, its
metal a vague green from the patina of time, the oval windows scratched, nearly frosted in
places. It gave off a scent of ozone and blood, its engine wheezing with age as the lights flickered
and dimmed. Shed heard of a man called Tesla, shed even heard the term Tesla Tech, but she
had no idea what any of it meant. To her, Tesla was the man of her nightmares, a shadowy mesh
of tentacles and pain, and his machines were the way that pain entered her world.
From inside the tank, a faint glow washed over the end of her bed and she pulled her feet
closer, keeping them from the green-white light. The fluid within pulsed and surged, responding
to her mind, feeding from her fears. As she watched, a face began to form; male, cold, familiar.
Now, lets get this started. Its almost dinner time, isnt it? She looked to her side then,
at the Doctor, the flesh and bone counterpart to the image now fading from the tank. He stared
at her for a moment, and then hooked her IV to the tank. The green liquid poured into the line,
working its way through the tube to her body. It was cold and hot all at once.
How are you doing today, dear?
Three
Three: System
Basic Task Resolution
86
Example:
Your character Chuck has been framed by
DAEMON for a series of local homicides. He
finds himself fleeing local law enforcement
across the rooftops. He knows he did not do
what he is accused of, and if he is apprehended,
he will likely be transferred into the not so
gentle care of Veritas. Chuck cannot afford to
be caught.
Unfortunately, Chuck has run out of rooftop,
and the police officers are drawing their
weapons and yelling for him to halt.
A quick glance down shows that if Chuck
falls off the roof, he is going to be a big smear in
the alley below, but he decides to risk it anyway.
Eyeing the next rooftop, he steps back and
prepares to jump for it.
Making the jump is going to require all of
Chucks Strength and Athletic ability. It is a
good thing Chuck is also good at Jumping.
Chucks Strength Attribute is a 6, a little
better than average. His Athletics Skill is a 4,
reflecting the fact that Chuck is a semi- active
guy. He also has 3 Ranks in the Jumping Focus.
6+4+3=13. That's not too bad. Chucks
Mark gives him a better than even chance of
making the jump without killing himself in the
process.
Chucks player tosses the dice and gets a 7
and a 5, for a total of 12.He makes his Mark. A
narrow escape, but he makes it. Chuck lands on
Doubles
Sometimes the stars align just right and
whatever action you are attempting has spectacular
results. Other times, it can seem as if the fates are
just messing with you.
If on any roll, both dice come up with the same
number, the result is out of the ordinary. Where the
doubles fall in relation to your Mark determines if
it is good or bad for you.
Critical Success
A Critical Success (or Critical) happens
anytime you roll doubles and the total is equal to
or less than your Mark.
Dramatically, this means that you performed
your action with such accuracy and panache that
you look like you could do it in your sleep. GMs
may also adjudicate some additional bonus for a
dramatic Critical.
In combat, a Critical means that you have
hit a vital area. Double the total damage before
applying it.
Additionally, any Talent activation roll that
comes up as a Critical costs the character no
Ectenic Force. You are also allowed to double the
2s & 20s
While other doubles reflect results that are out
of the ordinary, 2s and 20s are the stuff of legend.
2s
On a roll of 2 (Double 1s), not only did the
character do something truly amazing, but the
action bordered on godlike. With a 2, a character
87
88
Combat
shot on a moving target at extreme range on a
dark, foggy night with sweat pouring into your
eyes.
Rounds And Phases
Time in Cipher is broken down into three
distinct varieties: Rounds, Phases, and Dramatic.
89
Combat Reference
90
Order Of Combat
91
Types Of Actions
In Cipher, there are two basic types of actions:
Simple Actions and Complex Actions.
A Simple Action is something that takes
little to no skill to perform. Reloading a weapon,
moving up to your Movement, opening a door,
and standing up, these are all examples of Simple
Actions.
A Complex Action is an action that takes a
little more focus and effort. You may only take
one (1) Complex Action per Interval.
Making an Attack, activating a Talent,
Sprinting, making a Defensive Action, these are
all Complex Actions.
Complex Actions
92
(Agility+Weaponry, Melee+Focus+Weapon
Accuracy Bonus) - Targets Reaction (or Dodge/
Block if applicable) defines your Mark on 2d10.
Regardless of what weapon you are wielding,
Melee Attacks do an amount of damage equal to
the weapons Damage Rating + your Strength
Modifier. The weapon being used determines
whether you are dealing damage in Stun or Health.
Dual Wielding Melee Weapons
Should you choose to try and attack someone
with two melee weapons at the same time, the
attack takes a single Complex Action and is
resolved in a single roll with+1 Damage and 1
Accuracy being applied to the Mark of the primary
weapon.
The player can determine which of the two
weapons is the primary weapon, but must declare
it before rolling.
Telekinesis And Melee
When using the Fine Manipulation Talent
to attack someone, the same rules apply as if
you were using your hands instead of your
Psychokinetic abilities. The only difference is
that you have the option of wielding more than 2
weapons simultaneously.
When using Psychokinetic Talents to attack
someone with a weapon, the attacker receives a
+1Damage/-1Accuracy modifier for each weapon
used in the attack.
The attack takes a single Complex Action and
is resolved in a single roll, per normal rules.
Substitute Potential for Agility when making
the Skill Roll to Attack or Block.
Disarm
Many things your enemies point at you are
capable of causing pain and injury, and it is not
always an option to run and hide. In times like
these, you might want to try a Disarm.
A Disarm action is an attempt to remove an
item from an opponents grasp. In most cases, this
iv:140
93
94
Ranged Attacks
If you are smart, you are going to try to take
out your opponent without getting close enough
for him to crack your skull open with that crowbar
he is lugging around. This is where a Ranged
Attack comes in handy.
Ranged Weapons
This includes firearms, bows, crossbows, and
the like. Weapons that are designed to be thrown
(javelin, shuriken, throwing knives) are covered
by the Throwing Things rules.
(Agility+Weaponry,
Ranged+Focus)
+
Weapon Accuracy Bonus - Targets Reaction (or
Dodge/Block if applicable) defines your Mark on
2d10.
Damage from a Ranged Weapon is equal
to the Damage Rating listed for that particular
weapon. Your Strength Modifier does not add to
the damage dealt at range with bows, crossbows,
and firearms.
95
96
Defensive Actions
Sometimes your normal Reaction just is not
enough to take the edge off your opponents skills.
In cases where it is vital that you are not hit, you
are going to do everything you can to avoid it.
That is where Defensive Actions come to bear.
Once your Initiative has come around, and
you have had the opportunity to take your first
Complex Action, you may begin taking Defensive
Actions.
Unlike standard Complex Actions, Defensive
Actions allow you to jump ahead and act before
your Interval is completed.
You may take a Defensive Action in any Phase
where you have not yet taken a Complex Action.
Taking a Defensive Action resets your
Interval, so if you have a Reaction of 3, once you
Chapter Three: System
Block
If you are particularly skilled with a certain
type of weapon and happen to have one at hand,
you may choose to Block instead of Dodge.
When Blocking, first you have to have a Focus
in the weapon you are using. Second, you must
have said weapon available and ready to use.
Subtract your Focus for that weapon from the
attackers Mark instead of your Reaction.
When Blocking multiple attacks in the same
Phase, subtract 1 from each successive attack roll
made against you in that Phase.
Dominance Tests
Dominance Tests are considered Defensive
Actions with one difference, you may engage in a
Dominance Test even if you have already taken a
Complex Action that Phase.
You may perform no other Action of any kind
while engaged in a Dominance Test. It takes too
much concentration to keep someone from brainburning you to do anything else.
Reinforcing Shields
A Cipher may reinforce an existing TK Shield,
Fire Shield, or Telepathic Shield as a Defensive
Action.
Sprint
Sprinting allows you to move double your
normal Movement rate for a phase and costs a
Complex Action to perform.
Talent Activation
Activating a Talent is always a Complex
Action.
Other Actions
The GM may adjudicate any action with
sufficient impact upon the game to be a Complex
Action.
97
Simple Actions
Basic Movement
You may move your Movement Rating in feet
each Phase as a Simple Action.
Ready/Reload Weapon
Almost any weapon may be readied for use or
reloaded in a single Phase as a Simple Action.
Speaking
One sentence may be spoken as a Simple
Action. Some players may be tempted to try to
dive into complex on-the-fly planning using this
action. GMs are fully within their rights to smack
said player with the rulebook if they try to give a
State of the Union Address in a single Phase.
Use this Simple Action for Get down! or
Dont touch it! types of communication.
98
Other Actions
If an action is something that does not require
a Skill roll, GMs should adjudicate it as a Simple
Action in most cases.
Injury
This being the imperfect world that it is,
odds are decent that there will come a time when
you will be injured to one degree or another. All
characters in Cipher have two damage tracks.
These are means of assessing your general well
being at any given moment.
Damage Types
Stun
The first damage track is Stun. Stun is
determined by doubling your rank, and represents
not only how much endurance you have, but also
how much of a beating you can take.
If you find yourself on the wrong end of
a punch, kick, baseball bat, or anything else
Health
Whereas Stun is a measure of how tired or
banged up you are, Health represents how alive
you are. The more Health Damage you have
taken, the closer you are to a meet and greet with
the Reaper.
Health works similarly to Stun in that you
mark off the appropriate amount of Health Points
when you are injured. The difference being that
for Health damage to be lost, the wound has to be
more serious than a headbutt.
Firearms, blades, extreme heat and cold, and of
course certain Talents can cause Health Damage.
This is not the entire list of things that can
cause a loss of Health, but it gets you in the
ballpark. As a rule of thumb, if it something that
can cause blood loss it is likely a Health Wound.
If your Stun is depleted and you take additional
Stun Damage, this is applied as Health Damage.
Optional Rule: Bleeding Out. If you wish to
add this additional level of realism to your game,
this is how we do it.
Once you receive a Health Wound, you begin
to lose 1 Stun for every Round (10 seconds) until
you get the bleeding stopped by a successful
Medicine check.
This can make a game of Cipher even more
lethal that it already is, but definitely adds to a
sense of realism.
Firearms
Firearms in the Cipher are treated a little
differently than other types of damage causing
items. Whereas other weapons do either Stun or
Health damage when they make contact, Firearms
inflict damage in both tracks simultaneously.
The Damage Rating of a firearm is listed
by the amount of Health Damage it does upon
impact. The Stun damage is equal to the Damage
Rating +1.
This does indeed make firearms extremely
lethal, and that is the intent. The ripping and tearing
99
100
Unconciousness
101
102
Range: LOS
Presuming the Cipher activating this Talent
is not a Telepathic Primary; by spending 1 point
of Ectenic Force he is able to increase his Mental
Resistance by 1. He can do this for one person
(himself or an ally), and it lasts for 1 Round (10
Phases). To do so, he must touch the person he is
Shielding.
For 1 additional point of EF, he can increase
the Mental Resistance bump by 1, or he can add
an additional person to the Shield, increase its
Duration to 2 Rounds, or make the Range Line
of Sight and obviate the need to make physical
contact.
1 EF allows you to adjust one Scale at a time.
You may adjust a single Scale by an increment
equal to the Ectenic Force spent. If you choose
to adjust multiple Scales, you must divide the EF
spent between them. As long as the Scaling of
increments is equal to the additional EF spent, you
can mix and match to your hearts content.
In some cases, you may not adjust a particular
Scale. In these cases, the Scale will be marked as
N/A. The Range Scale is a bit different in that
there are only a handful of increments and you
must buy up the Scales in order. The available
Ranges are listed under Range in the Scales
section of each Talent.
Self is the most basic Range, but mot Talents
start at the next step, Touch. To Scale from Self to
Touch is 1 EF, from Touch to Line-of-Sight (LOS)
costs 1 EF, and to Scale from LOS to Sympathetic
costs one more. You must Scale Ranges in order.
Dominance Tests
It is unlikely that most Ciphers will allow
someone to affect them with a Talent without
being asked first. In most cases, you have to rely
on your Reaction, various Shields, and luck to
avoid being successfully targeted. There are other
instances where you may not be the target of the
Talent, but you want to prevent the other Cipher
from activating it anyway.
103
104
Example
Frankie is trying to Deep Scan Johnny.
Frankies (Potential+Telepathy+Deep Scan) is
a 13.
Subtracting Johnnys Mental Resistance of
3, Frankies Mark is now 10.
Frankie picks up his 2d10 and rolls an 8.
SUCCESSor is it?
Since Johnny has at least 1 Deep Scan, he
can initiate a Dominance Test and try to keep
Frankie out of his head.
Regardless of whether of not Johnny has
acted this Phase, he has the option of spending
Ectenic Force to adjust Frankies roll. Since
he really does not want anyone poking around
inside his head, he decides to spend 3 points of
EF, making Frankies result an 11, and thus a
failure.
Next Phase, Frankie can choose to spend
1 or more EF to put the result back within the
range of success, but then again Johnny has the
option to adjust it back out again..
Should the Test continue to the point where
one or more of the combatants are Pushing into
his Stun or Health, make Chimera & Aberration
Checks as normal.
Ending a Dominance Test is as easy as one
person not being able to continue, or choosing to
cede victory to their opponent.
Aberrations
105
106
Situational Aberrations
Post Traumatic Stress - Anxiety disorder, which
results from a traumatic experience that
focuses on a specific incident.
Delusion of Reference - The person believes
that insignificant remarks, events, or objects
personal meaning or significance. I.e. A
person may believe they are receiving special
messages from newspaper headlines.
Delusion of Control - This is a belief that
an external force controls one's thoughts,
feelings, impulses, or behavior.
Separation Anxiety - Excessive levels of anxiety
due to separation from specific people or
places.
Social Anxiety - Anxiety of public scrutiny.
Obsessive compulsive Repetitive obsessions
(intrusive or distressing thoughts or images)
compulsive urges to perform specific acts/
rituals).
Phobias
By far the most common type of Situational
Aberration, Phobias are easily defined as the
irrational fear of a specific situation or thing.
The very small selection of Phobias below
is only a handful of what awaits you should you
develop a Phobia as your Situational Aberration.
Achluophobia Fear of darkness.
Agoraphobia -Anxiety about escape of place or
situation that is difficult or embarrassing.
Androphobia Fear of men.
Brontophobia- Fear of thunder and lightning
Cleptophobia- Fear of stealing.
General Aberrations
Atypical Depressions Symptoms include
excessive comfort eating or sleeping, a leaden
quality in the limbs, weight gain, and passive
anti-social behavior.
107
108
Exposure
With the Psychokinetic disciplines of
Pyrokinesis and Cryokinesis, it becomes
vital to understand exactly how exposure to
certain conditions can affect you.
Drugs
There are a wide variety of drugs and chemicals
that you may run across in the World of Cipher.
Anything from over-the-counter medication to
street drugs to that nasty concoction the DAEMON
agents like to inject you with before they toss you
into their van and speed away.
Every drug has three different factors attached
to it: Effect, Toxicity, and Period.
The Effect of any drug or substance introduced
into your system; be it ingested, injected, inhaled,
or applied dermally; is a description of what it
does to you. In most cases, this will be defined
in game terms, as in -2 to all actions or-1 to all
Wits rolls. However, some drugs have a more
dramatic Effect, which will require more in the
way of role-playing on the part of the player and
the GM than any dice rolling.
The Toxicity of any particular drug ranges
from 3-20, with the low end of the range being
something very easily shaken off, and the high
end representing a substance that is likely to affect
even the hardiest of individuals.
To determine if a particular drug, toxin, or
other substance will take effect on you, the GM
takes the Toxicity of the drug and subtracts the
individuals Physical Resistance to get the Mark.
Make a roll of 2d10. If the roll is equal to or less
than the target, the Effect is applied.
(Toxicity-Physical Resistance)
Period is the increment of time that the
drugs Effect has an influence upon you. Period is
extremely variable. Some street drugs only affect
the user for as little as 15 minutes per dosage,
while hospital strength substances can have a
Period of up to a day.
Every drug has a Side Effect: a secondary
Effect that occurs after the Period of the drug has
expired. Each Side Effect is different, and some
can occur while the user is experiencing the Effect
of the drug while others experience the Side Effect
once the Period has expired.
109
110
Object Durability
When playing Cipher, it is frequently necessary
to know how much damage an inanimate object
can take, and how much damage it deals when
used as a weapon.
While living creatures have two damage tracks
(Health and Stun), inanimate objects have a single
track: Durability.
Durability serves a dual role with a single
number. The Durability Rating of an object is its
Damage Track, and half of its Durability (rounded
up) is the Damage Rating when using the object
as a weapon.
Sample Objects
1-Glass Window
2-Wooden 2x4
3-Wooden Chair
4-1 thick Aluminum
5-Wooden Door
6-Brick
10-Manhole Cover
11-Lamppost
12-Metal Door
Weaponry
111
112
Bows
Recurve: Standard long bow style
Compound: The break point on these modern
bows allows for very low strain aiming and the
use of lighter composite arrows propelled by
high draw weights
Crossbow, 150lbs Draw: Compact easy to load
and carry
Crossbow, 200lbs Draw: Hope you sprung for the
foot pull attachment there muscles!
The range for bows assumes a direct line of
sight, or a shot taken from minor elevation above
the target. If many archers are present and firing in
unison, flights of arrows can target an area at triple
the maximum range.
Firearms
Firearms are a familiar part of American
culture. As such, we offer a wide variety of
pistols, rifles, and the like. There is also a listing
for Military weaponry, which have been included
so you can properly outfit your DAEMON and
military NPCs. It should be very difficult for any
Cipher without the proper connections to acquire
military grade weaponry.
Pistols
Ruger 22 MK-4: More of a target pistol than a
combat weapon this accurate pistol leaves much
to be desired in damage potential
H&R 930: The H&R 930 is more likely to be
found in a farmers closet than a gun store, good
for snakes not so much for people.
Glock 25: Using an automatic equivalent of
the .38 caliber round the higher capacity and
improved accuracy put this weapon well above
the 38 special including price.
38 Special: A classic; cheap, readily available and
easy to use. Also the Saturday night special is
easy to pocket.
Beretta M9: Harkening back to the good old days
of action movies. The M9 is everything a 9mm
113
Weapons List
Melee
Punch
Kick
Headbutt
Brass Knuckles
Wooden Bat
Aluminum Bat
Pocket Knife
Survival Knife
Machete
Hatchet
Fire Axe
Short Sword
Long Sword
Damage
Accuracy
+0
Str mod S
-1
Str mod+1 S
-1
Str mod+1 S
+0
Str mod+1 S
+1
Str mod+1 S
+1
Str mod+2 S
+0
Str mod H
+0
Str mod+1 H
+0
Str mod+2 H
+0
Str mod +1 H & P
-1
Str mod+2 H & P
+1
Str mod+2 H
+1
Str mod+3 H
Conceal
NA
NA
NA
+2
-1
-2
+3
+0
-1
-1
NA
-2
NA
Thrown
Rock - 8oz
Small Throwing Knife
Large Throwing Knife
Throwing Axe
Javelin
114
Bows
Recurve
40lbs Draw
60lbs Draw
Compound
50lbs Draw
75lbs Draw
Crossbow
150lbs Draw
200lbs Draw
Range
Accuracy
Price
Free
Free
Free
$20.00
$25.00
$40.00
$10.00
$50.00
$30.00
$20.00
$50.00
$200.00
$400.00
Range
Str x4 in yrds
Str x3 in yrds
Str x2 in yrds
Str x2 in yrds
Str x5 in yrds
Damage
Conceal
Improvised Melee
Broken Bottle
Crow Bar
2x4x4
Pool Que
Jumper cables w/battery
Garden shears
Chain Saw
Tamping bar
Claw hammer
Sledge Hammer
Post hole digger
Frying Pan
Accuracy
Damage
+0
Str mod S
+0
Str mod H
+0
Str mod +1 H
-1
Str mod +2 H
+1
Str mod +2 H & P
Price
20/40/60
20/40/60
+0
+0
Str mod +1 H
Str mod +2 H
NA
NA
$200.00
$300.00
20/40/60
20/40/60
+1
+1
Str mod +2 H
Str mod +3 H
NA
NA
$200.00
$400.00
40/80/120
40/80/120
+1
+1
NA
NA
$300.00
$500.00
Pistols
Ruger 22 MK-4
H&R 930
Glock 25
38 Special
Beretta - M9
Glock 26
S&W 357 Mag
Medusa
USPSA P16
Beretta - Px4 Storm
S&W 1911A
Glock 36
S&W 44 Mag
Desert Eagle
S&W Model 500ES
Rifles
Henry Golden Boy
Ruger 10/22 Exotic
Remington M798
Savage 114U Ultra
Winchester 300 Short Mag
Ruger M77
416 Weatherby
Action
Semi-Auto
Revolver
Semi-Auto
Revolver
Semi-Auto
Semi-Auto
Revolver
Revolver
Semi-Auto
Semi-Auto
Semi-Auto
Semi-Auto
Revolver
Semi-Auto
Revolver
Action
Lever
Semi-Auto
Bolt
Bolt
Bolt
Bolt
Bolt
Caliber
.22
.22
.380
.38
9mm
9mm
.357 Mag
.38/.380/.357/9mm
.40
.40
.45
.45
.44 Mag
.50
.50
Caliber
.22
.22
.243
.270
.300
.350
.400
Cap
10
9
9+1
6
14+1
9+1
6
6
12+1
9+1
9+1
5+1
6
8+1
5
Cap
15
20
4+1
4+1
4+1
3+1
3+1
Accuracy
+0
+0
+0
+0
-2
-1
-2
-3
+0
-2
-3
+1
Range
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
5/15/25
10/25/50
10/25/50
5/15/25
Range
25/50/150
25/50/150
50/150/300
50/150/300
75/225/450
100/250/500
100/250/500
Damage
Str mod H
Str mod +2 H or S
Str mod +2 S
Str mod +1 S
6S&3H
Str mod +2 H
6H
Str mod +4 H or S
Str mod +1 H or S
Str mod +5 S
Str mod +3 H or S
Str mod +1 S
Conceal
+1
+2
+0
-1
NA
Conceal
NA
NA
NA
NA
NA
NA
NA
NA
-1
NA
NA
NA
Price
Free
$40.00
$5.00
Free - $250.00
$20.00
$45.00
$200.00
$75.00
$25.00
$50.00
$50.00
$30.00
Price
Free
$20.00
$40.00
$20.00
$100.00
Non-Lethal
Stun Gun
Accuracy
-1
Accuracy
+1
+1
+0
+0
+0
+0
+1
+0
+0
+0
+0
+0
+1
+0
-1
Damage
1H&1S
1H&1S
2H&1S
2H&1S
2H&2S
2H&2S
2H&3S
2 H & 1/2/3 S
3H&3S
3H&3S
3H&4S
3H&4S
3H&3S
4H&4S
4H&4S
Conceal
+0
+1
+1
+2
-1
+2
+0
+1
-1
+2
+0
+1
-3
-3
+0
Price
$250.00
$150.00
$550.00
$200.00
$650.00
$650.00
$350.00
$400.00
$2,000.00
$850.00
$550.00
$1,000.00
$400.00
$1,200.00
$1,200.00
Accuracy
+2
+2
+2
+2
+2
+2
+2
Damage
1H&1S
1H&1S
4H&4S
5H&4S
6H&4S
7H&5S
8H&5S
Conceal
NA
NA
NA
NA
NA
NA
NA
Price
$200.00
$300.00
$500.00
$600.00
$800.00
$900.00
$2,000.00
Damage Conceal
10 S
+2
Price
$100.00
Action
Pump
Breach
Pump
Pump
Over Under
Pump
Pump
Gauge
.410
.410
.20
.16
.12
.12
.10
Action
Pump
Breach
Pump
Pump
Over Under
Pump
Pump
Gauge
.410
.410
.20
.16
.12
.12
.10
Action
Pump
Pump
Pump
Cap
4+1
1
4+1
4+1
2
4+1
4+1
Cap
4+1
1
4+1
4+1
2
4+1
4+1
Gauge
.20
.12
.10
Damage
Conceal
Cap
4+1
4+1
4+1
25yrds
5H&6S
+2
NA
1 Kilo TNT
20yrds
4H&5S
-2
NA
1 Kilo Simtex
30yrds
6H&7S
+0
NA
Radius
Range
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50
10/25/50
Accuracy
+0
+0
+0
+0
+0
+0
+0
Range
25/50/100
25/50/100
25/50/100
25yrds
4H&5S
Fragmentation Grenade
15yrds
Concussion Grenade
20yrds
Flash Bang
15yrds
10 S
50yrd cone
6H&7S
Intensity of Event
1,1
2
3
4
5
2 ,2
3 ,3
4 ,4
Conceal
NA
NA
NA
NA
NA
NA
NA
Damage
3H&4S
5H&6S
6H&7S
Conceal
NA
NA
NA
Range
Conceal
Price
$200.00
$150.00
$350.00
$500.00
$550.00
$550.00
$600.00
Price
$200.00
$150.00
$350.00
$500.00
$550.00
$550.00
$600.00
Price
$350.00
$550.00
$600.00
Price
Str x5 in yrds
+1
regional
3H&4S
7/3/2 L
Str x5 in yrds
+1
NA
5H&6S
2/1/0/0 L
Str x5 in yrds
+1
NA
Str x5 in yrds
+0
NA
-2
NA
NA
8/6/5/4/3/2/1/0 L
NA
Conceal
NA
NA
NA
NA
NA
NA
NA
NA
Size of Event
Damage
2/2/1 H & 2/1/1 S
2/2/1 H & 2/1/1 S
3/2/2 H & 3/2/2 S
4/3/2 H & 4/3/2 S
5/3/2 H & 5/3/2 S
5/3/2 H & 5/3/2 S
6/4/2 H & 6/4/2 S
Damage
2H&3S
2H&3S
3H&4S
4H&5S
5H&6S
5H&6S
6H&7S
Accuracy
+1
+1
+1
Stick of Dynamite
Claymore
Accuracy
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
+0/+1/+2
Price
1 Kilo C-4
Explosive Devices
Range
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25
5/15/25
Example Events
Pocket lighter
0,1
Setaline torch
3,1
Bon fire
2,3
Flame thrower
3,2
Large lava flow
5,5
5,2
Venting LN 2
Gamma rad stream
5,0
Electric wall socket
3,0
Lightning Strike
4,3
115
Engine Structure
2
2
2
2
2
2
2
2
2
3
3
3
3
4
3
4
Exposure
Temperature Duration Damage
130F
1Hr
2H
120F
1Hr
3S
110F
1Hr
1S
70F +/- 30F
-----0
30F
1hr
1S
20F
1hr
2S
10F
1hr
1H
0F
1hr
2H
5 ,5
15:112
Assault Rifles
Action
M-4 Carbine
Cap
Range
Damage
Conceal
Price
30
50/100/200
Accuracy
+1
4H&4S
NA
NA
M-16
5.56x45mm Nato
30
100/300/500
+2
4H&4S
NA
NA
AK-47
7.62x39mm Nato
30/40/75
100/300/500
+1
5H&5S
NA
NA
QBZ-95
5.8x42mm DBP87
30/70
100/200/400
+2
3H&3S
NA
NA
FN SCAR-H
7.62x51mm Nato
30
100/300/500
+1
5H&5S
NA
NA
SMG's
Action
Caliber
Cap
Range
Accuracy
Damage
Conceal
Price
Uzi 9mm
9mm
30
10/20/30
-1
2H&2S
-1
NA
Mac 10
.45 ACP
30
30/60/90
-2
3H&4S
NA
NA
3 rnd Burst
9mm
20
10/15/25
-1
2H&2S
+1
NA
FN P-90
5.7x28mm
50
25/75/150
+0
4H&2S-P
NA
NA
H&K MP5
10mm
15/30
25/50/100
+0
4H&3S
NA
NA
Beretta 93R
Sniper
Action
Cartridge
Cap
Range
Accuracy
Damage
Conceal
Price
M40
Bolt
7.62x51mm Nato
5+1
250/500/1000
+3
6H&6S-P
NA
NA
M24
Bolt
7.62x51mm Nato
200/400/800
+2
6H&6S-P
NA
NA
Barrett M82
Bolt
10+1
500/1000/2000
+2
8H&8S-P
NA
NA
Auto Shotgun
116
Cartridge
5.56x45mm Nato
Action
Gauge
Cap
Range
Accuracy
Damage
Conceal
Price
SPAS12
.12
9/20
10/20/30
+0/+1/+2
NA
NA
.12
9/20
10/20/30
+0/+1/+2
NA
NA
.12
9/20
25/50/100
+1
5H&6S-P
NA
NA
.12
9/20
25/50/100
+1
4H&5S-E
NA
NA
Shotgun
Remington Model 1100: A basic small game
shotgun, not much to see hear move along.
Mossberg Bantum: Little Timmys first shotty,
great for close range varmint killing.
Weatherby PA-08: Great for a variety of game
birds and skeet shooting.
Mossberg BPS Hunter III: As useful as any other
pump shotgun, except for the rarity of the
ammunition. Most people dont find a need for a
middle gauge between 12 and 20.
Winchester Model 101: Mostly used for skeet and
target shooting the over under design leaves
allot to be desired in combat.
Mossberg BPS HC: This is the likely what
most people think of when they hear the word
shotgun, its great at close range spontaneous
limb removal.
Mossberg BPS Hunter: Like the 16 gauge this
behemoth is hard to find ammo for but your
SMGs
Uzi 9mm: Compact
and simple, with a
clip nearly twice the
117
118
Explosives
Explosives are incredibly deadly and
dangerous. The rules for explosive however, are
simple and straightforward. The Damage Rating
for an explosive device or substance is the Radius,
in 5-yard increments that the explosion will affect.
The actual Damage inflicted by the explosion
drops by one for every 5-yard increment beyond
ground zero.
Explosive Compounds
1 Kilo C-4: Stable, powerful and comes in preportioned little sticks so even an idiot can use it.
1 Kilo TNT: Loose grainy powder with a distinctive
odor even the human nose can pick up, doesnt
help that a small spark could make your day
pretty bad either
1 kilo Simtex: Cheap and easy to find on the black
market it is also nigh undetectable which makes
it quite popular with rebels and extremists. Get
caught with it, be sure your affairs are in order.
Explosive Devices
Stick of Dynamite: From cowboys to crooks sticks
of dynamite are a favorite; a lot of boom in a little
package, keep it out the sun and temperatures
exceeding 80 degrees. Safety tip if it starts to
sweat..run!
Fragmentation Grenade: Looks like a small
pineapple but instead of being a tasty treat its a
deathapple killing and maiming all who would
try to get at its fruity center
Concussion Grenade: Best in tight spaces as it
uses the concussive force of the explosion to
liquefy the targets innards rather then pesky bits
of flying metal
Flash Bang: Not technically a grenade it flashes
7 million candela and Bangs at 170dbs which
blinds for 20 seconds and deafens for 60.
Claymore: Front towards enemy!
Example
Vehicles
Experence Points
Gaining Experience Points
Structure
A car's Structure rating is treated as armor
for the occupants of the vehicle. Additionally all
occupants are considered under partial cover. All
attempts to attack a person inside of a vehicle have
a 1 imposed on the Mark to Attack.
Shooting Tires
Imposes a -1 to the Mark before any velocity
and environmental penalties, and applies a -2
penalty to the agility of the vehicle for each tire
damaged.
Shooting The Engine
Before affecting the Engine Structure, you
must overcome the vehicles Structure.
When the engine takes its Structure rating
in damage, the vehicle will continue to run for a
number of minutes equal to its Engine Structure.
Each additional increment of damage shaves a
minute off.
Vehicle Agility
A vehicle enjoys its full Agility score as long as
it is not exceeding its safe operating speed. Once
you exceed the safe operating speed, subtract 1
from the vehicles Agility for every 20 mph over
the safe speed.
Environmental Conditions
These will largely be left up to the GM's
discretion, but here are some examples. Moderate
rain or light fog imposes a (1) penalty to the
119
Skill Focus:
New Rank x 10
Potential:
New Rank x 50
Form:
New Rank x 25
Threshold Talent: New Rank x 10
Meridian Talent: New Rank x 15
Apex Talent:
New Rank x 20
120
It was amazing what went through your brain when gunfire was punching through the
walls beside you and all you could smell was smoke. As Willem spun and wasted the last
of his ammo through the shattered window beside him, he saw Kristin spin as well, a round
biting through her throat. Seeing her fall was bad enough, her hands clutching her neck to
hold in the rapidly leaving blood, but the way the blood sizzled against the far wall brought
him close to panic.
Then a hand grabbed his shoulder and yanked him back away from the window. Maggie
had him in her grasp, her grip as surprisingly strong as always. Troy tried to cover for them,
but ended up just taking the last volley of rounds before the back wall exploded into flame.
Theyd taken shelter in the house while under fire and neither he nor Maggie had a clue
where to run. Of their six opponents, three were down, but the other half had been more than
enough for them. Cornered like rats, unable to get out from under the hail of bullets, theyd
been sitting ducks for a Rogue with a taste for flame.
Something in the building went up into flames with an animalistic roar and a wall
collapsed, fed by someones Talents outside. Maggie and Willem turned a corner in the
abandoned house and a half scrapped kitchen spread before them. The first doorknob burned
his hand and led to a dead end, a pantry by the looks of it, but Willem smiled grimly as he
yanked the two of them inside just before the roof collapsed. The old house still had plenty
of stone in it. If they had a chance, it would be here.
They alternated shifts, focusing all they had on keeping the temperature down in the air,
resting when they could, fervently wishing with whatever scraps of their mind werent busy
that the ceiling in here would hold. Through it all, their hands found each other, their eyes. It
shouldnt have happened like this, they shouldnt be there, in that situation. But at least they
were together.
Hed tried to stop her when he saw the blood beginning to leak from her ears, but she
shook her head and closed her eyes. The air was thin and smoky, the ice they were using to
block the bottom of the door unable to withstand the assault from the other side. The stones
in the walls were beginning to crack, the heat rising. He didnt know what was left to fuel
the fire anymore; it had to be purely the work of whatever Rogue was on the outside. Maggie
began to seize and his scream couldnt get past the tightness in his throat. As she slumped
to the floor, he pulled her close, her name on his lips, but her eyes snapped open, bright red
and near sightless from the exploded capillaries. Over the fire, he couldnt hear her whisper
his name, but he could read it on her lips, lips he kissed one last time. Then her hand reached
back and touched a wall and the old stones, weakened by the heat, exploded outwards, her
telekinetic punch giving him a route to freedom as she shuddered once more and died in his
arms. Shed always wanted to be able to do that, to punch through stone, shed never been
able to before. He yelled with the unfairness of it all, with the pain, but the smoke ate the
sound, killed his breath and even that last act was denied him.
He crawled as far as he could with what energy he had left, his lungs burning and heaving.
The sun was rising, but his eyes were on the old house hed left behind. There was no sign
of the people who had ambushed them, so Willem sat and watched the place burn, everyone
he loved cremated inside.
* * *
Samantha smiled at the little boy she was walking down the hall, her hand on his shoulder
as she eased his fear, her mind stroking his with a soothing, motherly touch. The boy smiled
back, the first one hed given since hed arrived, and then took his place at the table, eyes
eagerly dancing over the toys and crayons waiting for him. The social worker was already
waiting, her pen and clipboard at the ready. Soon theyd know the real cause of his broken
arm and hopefully theyd be able to help.
Samantha loved her job, it was more than a paycheck, it was a reason to get up in the
morning. Of course, recently shed also had Brian, but his Cell was active at the moment
and she hadnt seen him in over a week. Work was wonderful for that, too; it kept fear from
snapping too closely at her ankles.
Behind her desk again, she began entering in data, something she could do by rote as she
tried to get her mind back on her job. In the three years since Brians group had freed her
from the DAEMON compound, shed held quite a few jobs. This one was the best by far.
She could help people here, with or without her Talents. That day three months ago when
shed looked up to see Brian smiling down at her had been a shock. Shed gone through three
identities by that point, changing the color of her eyes and hair, losing the last of that weight
shed gained while in hiding, making herself into someone new. Hed liked what hed seen
and shed felt the same. It was also soliberating, being with someone who understood, who
had many of the same Talents as she.
But theyd fought the last time they were together, he wanted her to be more active, to
help more, his group needed a Reader. That, he couldnt understand. He didnt know the fear
that came with escaping from DAEMON, the things shed seen done to those whod been
brought back. He tried to understand, she had to give him that, but he was so fearless, so
brave, and she, well, she just wasnt.
There was a commotion out in the common area and Samantha was on her feet, easing
around the corner, her eyes wide. There was a man screaming, his arms flapping wildly, his
speech slurred, demanding to see his girlfriend, his anger palpable even without the use of
her Talents. Samantha glanced around the room quickly; her fear dying as she realized this
wasnt an Agent coming for her, she, at least, was safe. In the corner, crying, was a young
woman with two thoroughly blackened eyes and a split lip, a volunteer holding her close as
two other volunteers, big and competent, came in the room and began trying to talk the man
down. Samanthas brow creased and she turned back to the man just as he began to reach
into his coat.
He tried to fight her, his mind instinctively attempting to shut her out, but she blew past
his defenses, putting all she had into it. His hand shuddered and shot out straight, his fingers
uncurling from the grip of the nasty looking gun. The gun flew across the room, landing on
the carpet with a thump and a bounce and the two volunteers were on him, taking him to the
floor. Within minutes, it was all over.
Samantha? It was Natalie, from the front desk, Are you ok? You look really shaken.
Samantha smiled, elated through her tiredness, Yeah, that was justintense.
Natalie frowned, You sure? You know, you could take an early day, youve got the time
coming. You work more than anyone else here.
Samantha shook her head, still smiling, No, Ive got a lot to get done. And I said I would
help you with the old filing cabinets, get the things cleaned out, remember? I couldnt ditch
out on you.
Natalies frown deepened, I hate those damn things, all down in the basement with the
spiders. Its the creepiest place Ive ever been.
Oh, Ive seen worse, Samantha surprised herself by laughing, the sound chiming
through the room, drawing appreciative looks from those she worked with. She was beautiful
when she laughed.
* * *
Willem found the back door unlocked and slipped inside, twitching the curtains a little
farther closed. The house was isolated from the others, its back looking out over the woods;
there was little risk of being seen, but it paid to be cautious. Once inside, he dropped his coat
over the chair and headed straight for the fridge.
The apple juice was nearly ice cold and he drank straight from the pitcher, ignoring the
mess as it streamed over his face, soaking his soot covered shirt. When it was all gone, he
held the cold glass to his singed face and rested for a moment, leaning against the counter.
Hed watched the house for awhile from the woods after leaving the fire, there hadnt been
any movement, but to be sure, he checked each room, carefully, methodically, even searching
for hidden spaces and secret doors. Hed seen what Rogues could do when they got the drop
on you.
Once he knew he was alone, he stripped off his clothes and threw them in the washer,
setting it for a quick load. Naked, he checked the house at his leisure. The books were mostly
pop-psychology and self-help, with some bodice ripper romances thrown in for good measure.
All the clothing was of a small woman, mostly business casual. Pictures were everywhere and
he took some time with the albums, snickering from time to time at the elaborate scrapbooks
she had set up. There, his suspicions were confirmed. A picture of a woman at a work party
was surrounded by other pictures of her with her co-workers and her boyfriend, apparently.
It looked to be some sort of office type arrangement, a charity maybe by the name, which
meant she most likely held regular office hours. It was just after lunch now; he had some time
before she came home.
Stacking the scrapbooks back on the table, he headed for the shower, setting the
temperature low at first. The lukewarm water eased the burning in his skin and as quickly as
he could bear it, he raised the temperature to scalding hot before resting his head against the
tiles and giving in to his tears.
When the water began to run cold, he shut it down and dried his eyes and the rest of
himself thoroughly before switching the laundry to the dryer. He ate a sandwich, filled the
sink with cold water, and watched some TV, chuckling sarcastically as he realized daytime
programming was just as bad as he remembered it. Once he was dressed again, everything
clean and in place, he set himself up on the couch, shoes nearby, and let himself drift into
much needed sleep.
Samantha pulled into her driveway and settled back for a moment to just look at her
house, a smile on her face. Shed had to stay late with all the excitement of the day and then,
of course, the filing cabinets, but the man had been taken away by the cops and no one had
even looked twice at her. Even without the gun he had enough warrants out for his arrest to
deal with twenty men, let alone one, and his pervasive drug and alcohol habits covered for
the way shed made him throw the gun away. She was wiped, but she was happy. A shower
first, she decided, and then shed try Brians phone. If he was still active, he wouldnt be able
to answer, but shed be able to hear his voice on the line, even if it was a recorded message
all of three words long.
She took a long moment on the front porch. There was the mail to gather, then the plants
to water. She was so pleased with her home, the neat white paint contrasting the dark blue
shutters. It wasnt hers, she rented it with cash, but the old lady down the road seemed to
be happy just to have someone in the old farmhouse, someone who loved it. She never
questioned why her tenant didnt use a check. Of course, Samantha suspected the woman
was charging her more than she would charge someone else, but that was the hassle of being
free and it was a worthwhile price to pay. Sometimes she longed for cable or the internet,
but the first one required a checking account and the second one created too much of a trail.
Samantha sent the thoughts scurrying with a shake of her head and swept some leaves from
her porch. It didnt pay to think of the things she couldnt have. She needed to enjoy what
she had while she had it, she reminded herself, she never knew when she would have to pack
up and leave again.
Still, this place was the best she had been in, Samantha thought for the hundredth time
as she turned and looked out over the fields of wildflowers that surrounded her home. This
would be a place she would remember for a long, long time.
Once inside, she hung up her keys, kicked off her shoes, and began flipping through her
mail before she even really looked around, the sight of junk mail bringing a frown to her face
even as she dumped it in the waiting trash can. How did those damn car dealerships always
find out she was living somewhere. And why did they always misspell her name, no matter
how simple a name she chose. The sight of a pair of mens black shoes by her couch stopped
her for a moment, the frown deepening before easing at her second thought: was Brian here?
Then an arm came around her throat, forcing her back to arch, and there was a sharp sting in
her upper arm and the world began to blur.
Willem watched Samantha swim back to consciousness, her arms trying to rise up against
the torn towels that held her to the chair. Even as she struggled, she thought enough to try
and meet his eyes, try and use her Talents, but panic turned to despair as she realized there
was nothing there to use. Her eyes darted around the room, she was tied securely to her own
kitchen chairs, but aside from that, nothing was out of place, it was still her same, beautiful
little home, her nest now no longer safe and secure.
Willem raised the old fashioned syringe up before her eyes, shaking the last of the glowing
liquid down to its tip, then dropped it back in its case, Worth all the paperwork it took to get
it, Id say.
Samantha choked back sobs and nearly gagged on the cloth that filled her mouth.
Whoa, whoa, calm down. Here, he reached and pulled the napkin free, you dont need
the warnings about screams and all that, Im sure.
Samantha shook her head and he sat across from her on the kitchen table, taking a brief
moment to run his fingers around her bindings, checking the knots, freeing her skin where the
cloth had pulled it tight. Once he was settled, he reached to the other chair beside him and
picked up the top scrapbook from the pile, Thank you for all this, by the way, youve made
this portion of my job a lot easier.
Samantha finally gave into the sobs, it was her present to Brian, some pictures from when
the two of them had met his friends down by the river to go camping, all carefully arranged.
She knew it was risky, knew it was stupid, but shed done it anyway. She figured theyd burn
the pictures together once theyd gone through them and laughed at the memories. Willem
waited patiently until she pulled herself together, then offered her a drink of water, a straw
considerately placed in the glass. She shook her head, a useless act of defiance.
Willem shrugged and drank it himself, then just settled back and watched her for a while.
He didnt look like the Agents she remembered; there was no suit, just a t-shirt and jeans, no
gun, just a glass of water. But there was that look in his eye, that disgust. When he leaned
forward, elbows on the table, she flinched and nearly screamed.
Its important to me that you understand this, Samantha, so listen carefully. I came here
for intelligence, to bring you back and get what you knew. So we can do this the easy way,
or the hard way. Answer me carefully: wheres Brian?
Her brain worked overtime, Montana. He was meeting some friends there.
She tried to resist but with the shot, the inhibitor, she was almost helpless. Willem shook
his head as he scanned just the top level of her thoughts, Strike one. Lets try again. Wheres
Brian?
She knew lying was useless, but she also knew the inhibitor wouldnt last long. If she
could stall him here, just a few more minutes, then maybe she could do something, Canada,
hes in Canada. They had to get away before
Strike two, Samantha. I dont want to be mean with this. Ill try once again. Wheres
Brian?
She fought him with all she had, but she couldnt get him out of her head, couldnt push
him at all. He just stared at her as she tried, easily holding his position, easily waiting her out,
finally she let out a single sob and let her head fall back, thinking she could feel him like a
hand on her brain, I dont know. He hasnt called.
There we go, honesty. Honesty is good. You have his number in your cell, I take it?
She nodded, feeling him leave, her own Talents still slumbering.
Good. Now, heres the next part. I know hes near here. I know because I killed a few
of his people last night. And they killed some of mine. They killed the only woman I have
ever trusted and cared for. Do you know what that feels like, Samantha, do you know how
that hurts?
She screamed out in pain, then, not from anything physical, but as the anguish of his loss
burrowed into her mind, into her soul. Willem stood, shaking slightly, and wiped his arm
across his mouth, waiting for her to be able to hear his words again.
Next part. You made the list, Samantha, not my list, though youre on that, too. Youre
expendable now, since we have the information I came for, he leaned on the kitchen counter,
not even looking at her, One of your boyfriends people was very fond of fire, Samantha,
they think they burned us alive. They didnt. They burned our dead, though, until nothing
was left of her but ashes and grease.
Willem reached a hand into the sink full of water, then looked back at Samantha over his
shoulder, I think the irony here is appropriate.
His hand emerged, cased in ice, a brutal dagger, clear and sharp, built up from his fingers.
Four
Four: Gamemaster
Crafting Stories
128
190:66
129
The Doctrines
Bonnet Island
130
Organization
131
132
Geography
Bonnet Island lies off the coast of the Carolinas.
It is a small island, approximately 10 miles in
diameter with only the center of the island cleared
to make way for the community of Monitors that
call the island home.
Its only navigable cove is narrow and difficult
to find due to the irregular cliff formations on the
eastern side of the island. The water surrounding
the island in all other directions is littered with
rocks and coral, making it lethal to approach
without thorough knowledge of the coastline.
There are a small number of Monitors tasked
with the job of ensuring that Bonnet Island stays
off of maps and erased from as many satellite
images as possible.
Any person leaving Bonnet Island for an
extended period has the location wiped from their
mind. If they are expected to return, someone
from Bonnet Island will guide them to a nearby
location where they are met and led home.
Secrets
The Monitors of Bonnet Island have more
secrets than the rest of the Rogue Doctrines
combined, and there just is not the room to detail
the lot of them here. Covered here is a pair of the
most potentially damning.
The Big Lie
It is a poorly kept secret that the Monitors
maintain their autonomy through the manipulation
of men and women in the halls of political and
financial power. Anyone that believes Bonnet
Island exists knows that they have their hands
shoved up the backsides of a number of highly
influential people across the United States. What
no one outside of the most powerful members
of the Bonnet Island community is aware of is
exactly how deeply they have inserted themselves
into DAEMON.
Doctor Elijah Constantine is one of the highestranking individuals within the Aegis branch of
DAEMON. He heads the Research department of
the agency. Those that have heard tales of him,
think him to be a monster of the worst kind. Those
that have met him know he is all that and more.
DAEMONs Research Division has been
responsible for some of the worst atrocities
perpetrated upon Ciphers since their appearance
nearly a century ago. His imagination when it
comes to devising new ways to test and stretch
the capabilities of the human and Cipher brain is
limitless. Unfortunately, he is a complete sociopath
with no sympathy, empathy, or compassion in his
blackened soul, and Bonnet Island owns him.
Though they would never admit it, the Reeds
and their inner circle have a vested interest in the
pursuit of more advanced Telepathic abilities. As
Aegis unlocks more powerful Talents, Bonnet
Islands grip on the flow of money and influence
has the opportunity to tighten.
Dr. Constantine is unaware that Melanie, his
mistress of the last two years, is the granddaughter
of James and Mary Reed, and a potent Telepath.
She has been keeping an eye on Constantine,
gathering information on Aegis and implanting
ideas into his mind concerning his research.
This isnt to say that the Reeds are solely
to blame for the horrors of Aegis Research, Dr.
Constantine is responsible for the lions share of
what goes on, but occasionally he needs a bit of
prodding.
The Breeding Program
Bonnet Island is an isolated community, not
merely in the geographic sense. Over the years,
the Reeds have spent a great deal of effort ensuring
that the most potent Telepaths are married to
others like them.
What this means is that they are running out of
breeding stock. While some Telepaths may think
of themselves as having a third eye, none of them
wants that to become a literal truth.
133
134
Physical Resistance: 2
Strength Modifier: 1
Movement: 4
Health: 12
Stun: 8
Important Skills
Academics: 8 (History: 4, Philosophy: 3)
Athletics:
Clandestine: 6 (Deception: 5)
Crafts: 3 (Sewing: 3, Knitting: 4)
Investigation: 5 (Body Language: 3,
Interrogation: 4, Notice: 5)
Medicine: 2
Nature:
Performance: 6 (Bluff: 2, Misdirection: 4, Public
Speaking: 3)
Science:
Social: 7 (Charm: 4)
Vehicle:
Weaponry, Melee:
Weaponry, Ranged:
Potential: 9
EF Pool: 36
Biokinesis:
Clairvoyance: 4
(T) Identify Crux: 4
(T)Post-Cognition: 3
(M)Locate Crux: 3
Psychokinesis:
Telepathy: 9
(T) Blend: 4
(T) Communicate: 5
(T) Sense Emotion: 4
(T) Surface Scan: 5
(M) Alter Perception: 3
(M) Deep Scan: 5
(M) Induce Emotion: 5
(M)Tp Shield: 5
(M) Trigger: 4
(A) Alter Memories: 4
(A) Induce Aberration: 4
Refinements
Knack: Identify Crux
135
136
EF Pool: 24
Biokinesis: 4
(T) Pain Tolerance: 4
(M) Boost Physical Attribute: 4
Clairvoyance:
Psychokinesis:
Telepathy: 7
(T) Blend: 3
(T) Communicate: 4
(T) Surface Scan: 3
(M) Alter Perception: 3
(M) Deep Scan: 1
(M) Induce Emotion: 2
(M) Telepathic Shield: 3
(M) Trigger: 2
(A) Static: 1
Refinements
Affinity: Telepathic Shield (+1)
Aberrations
General- Histrionic Disorder
Situational- Claustrophobia (1)
137
138
139
Aberrations
None
Sister Odella
The men and women that live and work with
Reverend Cabots traveling revival have their own
personal guardian angel. Sister Odella Harper is a
big woman weighing less than the Reverend, but
still closing in on three hundred pounds. Her size
is the least of the ways in which Sister Odella is
the largest presence in the community that travels
with Cabot as he spreads the Good Word. Odella
sings louder, laughs harder, and prays with more
passion than anyone else that makes the revival
his home.
She is more often than not seen moving in
Reverend Cabots wake, ensuring that the things
the Reverend needs done are accomplished
140
141
142
Oriflamme
The Oriflamme was the historical standard
used by the King of France in the late 14th and
early 15th centuries. Its name comes from the
Latin aurea flamme and translates to golden
flame.
When unfurled on the battlefield, it signified
the Kings declaration that no quarter would be
given nor asked. To see this flag rise above the
encroaching army sent a strong message that there
would be blood before surrender. During the time
of its usage, it became known as the Oriflamme
of Death.
143
144
Attributes
Strength: 6
Agility: 5
Vitality: 6
Knowledge: 6
Wits: 8
Willpower: 9
Reaction: 3
Mental Resistance: 6
Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 15
Stun: 12
Important Skills
Academics: 6 (History: 4, Literature: 1,
Philosophy: 1, Politics: 2)
Athletics: 6 (Climbing: 2, Running: 1,
Swimming: 2, Unarmed Combat: 2)
Clandestine: 8
Crafts:
Investigation: 5 (Body Language: 2,
Interrogation: 4, Notice: 2)
Medicine: 2 (First Aid: 2)
Nature: 4 (Ride Horse: 2, Survival: 4)
Performance: 2 (Public Speaking: 3)
Science:
Social: 4 (Intimidate: 4, Public Speaking: 3)
Vehicle: 5 (Car: 2, Motorcycle: 1, Helicopter: 2,
Plane (Prop): 1,
Plane (Military): 2)
Weaponry, Melee: 4 (Knife: 2,
Improvised: 2)
Weaponry, Ranged: 6 (Pistol: 3, Rifle: 3,
Shotgun: 2, Smg: 3)
Potential: 9
EF Pool: 36
Biokinesis: 5
(T) Pain Tolerance: 2
(T) Second Wind: 1
Clairvoyance:
Psychokinesis: 9
(T) Fine Manipulation: 4
(M) Gross Manipulation: 3
(M) Tk Shield: 5
(A) Tk Strike: 4
Telepathy:
Refinements
Dual Specialty (Biokinesis)
Prohibited Form (Telepathy)
Affinity: Tk Shield (+3)
Aberrations
General- Melancholic Depression
General- Borderline Personality Disorder
Situational- Delusion Of Control
100:142
145
146
147
148
Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 14
Stun: 14
Important Skills
Academics: 4 (Computer Usage: 4, Psychology:
3)
Athletics: 3 (Running: 2, Sports: 3, Unarmed
Combat: 3)
Clandestine: 4 (Conceal: 1, Deception: 1,
Disguise: 2, Hacking: 3, Security Systems: 3,
Urban Survival: 2)
Crafts: 2
Investigation: 4 (Notice: 2,
Urban Tracking: 2)
Medicine: 3 (First Aid: 2,
Pharmaceuticals: 2)
Nature: 3 (Direction Sense: 1,
Wilderness Survival: 2)
Performance:
Science:
Social: 4 (Computer Programming: 3,
Electronics: 1)
Vehicle: 5 (Car: 1, Helicopter: 2, Motorcycle: 2)
Weaponry, Melee: 5
Weaponry, Ranged: 6 (Pistol: 3, Rifle: 2)
Potential: 7
EF Pool: 28
Biokinesis:
Clairvoyance:
Psychokinesis: 5
(T) Access Data: 4
(M) Break/Repair Machine: 3
(M) Use Machine: 3
Telepathy: 8
(T) Blend: 3
(T) Communicate: 4
(T) Ping: 3
(T) Sense Emotion: 4
(T) Surface Scan: 4
(M) Alter Perception: 3
(M) Deep Scan: 3
149
150
151
Knowledge: 4
Wits: 5
Willpower: 5
Reaction: 2
Mental Resistance: 3
Physical Resistance: 5
Strength Modifier: 3
Movement: 8
Health: 12
Stun: 14
Important Skills
Academics:
Athletics: 5 (Swimming: 3, Unarmed Combat:
4)
Clandestine: 3
Crafts:
Investigation: 2 (Notice: 3)
152
Medicine:
Nature:7 (Animals: 2, Direction Sense: 4,
Foraging: 3, Stealth: 4, Tracking: 2, Wilderness
Survival: 5)
Performance:2 (Bluff: 4)
Science:
Social: 3 (Intimidation: 4)
Vehicle: 3 (Boat: 4, Car:2, Truck: 2)
Weaponry, Melee: 6 (Chain: 1, Club: 3,
Improvised: 4)
Weaponry, Ranged: 6 (Bow: 4, Pistol: 1, Rifle:
4, Shotgun: 3)
Potential: 6
EF Pool: 24
Biokinesis (Primary): 6
(T) Pain Tolerance: 5
(T) Slow Metabolism: 3
(M) Boost Physical Attribute: 4
(M) Weaken: 2
Clairvoyance:
Psychokinesis: 3
(T) Drop Temperature: 3
(M) Fogbank: 3
Telepathy: 3
Refinements
Affinity: Pain Tolerance (+1)
Aberrations
None
50:124
153
154
155
156
Daniel
The creature that calls itself Daniel wears
the face of the Cipher that gave it birth, Lucien
Porter. There are ways to tell the Bogeyman
from the original. For one, Daniel has not aged
a day since its transformation from Chimera into
Bogeyman sometime in the 1950s. The biggest
clue however, is that Lucien, known for a short
time as the Prophet, did not have triple-jointed
fingers or a smooth patch on his stomach where a
navel should be.
Despite the fact that many Ciphers would
attempt to kill it as soon as they realized what it
was Daniel tries to be as good a man as it can be
without actually being human. It has picked up the
torch that the Prophet lit so long ago.
Daniel had spent decades wandering after the
accidental murder of its parent, awash with grief
and self-loathing. Only the onset of the visions
of the Three Tomorrows galvanized Daniel into
taking action.
Social: 4 (Charm: 2)
Vehicle: 1
Weaponry, Melee: 2
Weaponry, Ranged: 2
Potential: 9
EF Pool: 36
Biokinesis: 3
*Drain: 5
(T) Health Scan: 3
(T) Second Wind: 4
(M) Immunity: 5
(M) Regeneration: 1
Clairvoyance: 9
(T) Identify Crux: 5
(T) Post-Cognition: 4
(T) Resonance Tracking: 3
(M) Glimpse: 4
(M) Insight: 3
(M) Locate Crux: 5
(M) Veil: 3
(A) Interpret Crux: 4
(A) Prophecy: 5
Psychokinesis: 5
(T) Increase Temperature: 4
(M) Control Fire: 4
(M) Fire Shield: 3
(A) Ignite: 3
Telepathy: 2
*Create Chimerae: 5
Refinements
Affinity: Locate Crux (+2)
Affinity: Interpret Crux (+2)
Aberrations
None
157
Isabel Greco
When Rogue Cells are visited by a
wandering Oracle bearing prophecies
directly from Daniel, the messenger is
more often than not typical of the Oracle
stereotype: cryptic, spacey, and not a little
197:99
158
(T) Post-Cognition: 3
(M) Combat Sense: 2
(M) Insight: 3
(M) Locate Crux: 3
(M) Spatial Awareness: 2
(A) Interpret Crux: 2
(A) Prophecy: 1
Psychokinesis: 5
(T) Fine Manipulation: 3
(M) Tk Shield: 4
(A) Tk Strike: 3
Telepathy:
Refinements
Affinity: Combat Sense (+1)
Knack: Tk Strike
Aberrations
General- Antisocial Disorder
159
Directive Theta
Nullify all threat to National Security posed
by so-called Rogue Ciphers.
The Mu Directive
Most DAEMON operatives are only aware
of the first five Directives, but the Agency has
an additional Directive that is only divulged
to those in the highest levels of DAEMONs
administration. The rationale behind this secrecy is
a fear of appearing hypocritical while persecuting
the Oracles and other so-called Doctrines for
espousing a belief in the Three Tomorrows.
The Mu Directive demands utilization of
DAEMON Clairvoyants and other agency
resources to forestall the possible Apocalyptic
future anticipated by numerous DAEMON agents.
Aegis
160
Mandate
161
162
Important Skills
Academics: 10 (Computer Usage: 3, History:
2, Politics: 2, Research: 5, Sociology: 5)
Athletics: 2
Clandestine: 3 (Conceal: 2, Deception: 1)
Crafts: 3
Investigation:
7
(Cryptography:
1,
Interrogation: 3, Notice: 4, Puzzles: 3)
Medicine: 9 (First Aid: 5, Forensic Medicine:
2, Obstetrics: 3, Pharmaceuticals: 3, Surgery: 3)
Nature:
Performance: 3 (Public Speaking: 3)
Science: 9 (Biology: 5, Chemistry: 3)
Social: 6 (Charm: 3)
Vehicle: 2
Weaponry, Melee:
Weaponry, Ranged: 2 (Pistol: 1)
Doctor Elijah Constantine
The Research Division of Aegis has seen its
fair share of unethical scientists move through its
ranks. From the former Nazi scientists of Operation
Paperclip to the men moved to DAEMON after
the US Armys LSD experiments, Aegis has never
been at a loss when it came to finding men with
certain qualities; men who are willing to place
the quest for knowledge over the well being
their fellow humans. Doctor Elijah Constantine
is perhaps the greatest monster ever to head the
Research Division of Aegis.
Constantine, while only in his forties, has a
presence that commands subservience. While he
is not a Cipher, the razorblade rasp of his voice
and the cold look in his eyes can instill fear in
even the most potent of Ciphers. Curt, blunt, and
harsh, his manner can never be said to contain
warmth or compassion of any sort. The only place
where he allows himself to relax is when he is with
his mistress, Melanie. She alone is aware of the
intense passion the doctor feels for his work. To
all others, he is an unchallengeable god of granite
and iron will.
163
164
165
166
Physical Resistance: 4
Strength Modifier: 2
Movement: 6
Health: 15
Stun: 14
Important Skills
Academics: 6 (History: 3, Law: 2, Philosophy:
3, Psychology: 2, Research: 2)
Athletics: 5 (Running: 2, Swimming: 1,
Unarmed Combat: 3)
Crafts:
Clandestine: 5
Investigation: 6 (Interrogation: 2, Notice: 3,
Puzzles: 3)
Medicine: 3 (First Aid: 1)
Nature: 5 (Direction Sense: 1,
Wilderness Survival: 2)
Performance:
Science:
Social: 4 (Intimidate:4)
Vehicle: 5
Weaponry, Melee: 4 (Knife: 2)
Weaponry, Ranged: 7 (Pistol: 3, Rifle: 3, Smg:
2)
Janus
Janus is the name that Rogue Ciphers have
given a Veritas Agent that is now more urban
legend than reality. It is said that Janus, named
for the two-headed Roman god, is a highly skilled
mole that inserts himself (or herself) into Rogue
Cells with the ultimate goal of selling them out
to DAEMON. The captures of more than half a
dozen Cells have been attributed to this Agent.
Whether or not Janus is real, the idea of him is
enough to add to the paranoia most Rogue Ciphers
already live with on a daily basis.
As Janus can take a number of different roles
in a story, his Attributes, Skills, and Talents have
been left for the GameMaster to develop as the
story requires.
Tesla Tech
During Nikola Teslas stay with the Cipher
Project, and later DAEMON, he made tremendous
advances in understanding the Cipher condition.
At no other time before or since has there been
greater leaps in understanding Cipher Talents and
applying them outside of the human body. Tesla
is the sole person to have created devices based
upon Cipher abilities.
While researching the unique energy
generated by Ciphers called Ectenic Force, Tesla
engineered more than a score of instruments that
mimicked Talents. The key hurdle DAEMON still
experiences is that after Tesla died in 1943, no
one has been able to produce any new devices.
Despite the best efforts of some of the greatest
minds of the twentieth century, there have been
no improvements upon Teslas originals. The
best DAEMON has been able to do is to replicate
the devices exactly as Tesla first fashioned them,
following the blueprints left over from the original
designs.
This is not to say that Tesla Technology has
become obsolete. Nothing could be farther from
the truth. There are currently close to a dozen
Tesla Tech devices that Veritas agents regularly
take into the field, and Aegis puts a number of
the instruments into use on a daily basis on their
Campuses.
Tesla Tech has a unique appearance in todays
world of diminutive wireless telephones and sleek,
palm-sized computers.
Built primarily in the 1930s, Tesla Tech is
bulky and reminiscent of the early days of science
fiction. The TK Gun, called The Thumper by
present day Veritas Agents, looks as if it belongs
in the prop closet of the Flash Gordon serials from
the 1940s, while the Cognitive Bridge is an 800lb
metallic desk connected by think cables to a pair
of bulky silver helmets with an array of antennas
on top of them.
167
168
169
Dampening Panels
170
The Sealed
Pastor Dwayne Frye lives in a hate and delusion
filled world of his own creation. Unfortunately, he
is not alone. His passion and charisma has drawn
over a thousand people to share in his fevered
vision.
Secrets
The Two Witnesses
Revelation Chapter 11 talks of two witnesses
who will proclaim Gods message on the streets
of Jerusalem. Frye is convinced he is to be one
of these witnesses from a passage from that same
portion of the Bible. If anyone tries to harm
them, fire comes from their mouths and devours
their enemies. This is how anyone who wants to
harm them must die.
The truly frightening aspect of this fantasy is
that Frye has been having visions of one of the
Three Tomorrows: specifically that of Apocalypse.
He is utterly certain that it is by the hands of the
Two Witnesses that the Apocalypse as designed
by God will come to pass.
Pastor Frye has been sensing certain events
that will lead to Armageddon and sending his
followers out to ensure that events unfold match
his visions. This has brought him into more
frequent conflict with Rogue Cipher Cells and
DAEMON.
In addition to working towards ensuring
that Gods planned Apocalypse takes place on
schedule, Frye is searching for the second Witness.
Already, he has murdered a pair of candidates that
did not feel as he did about the coming End of
Days.
The Prodigal Deacon
Goals
Pastor Fryes Church of the Sealed has one
singular goal: to lessen the impact of the Antichrist
by preventing his soldiers, the Damned, from
making the world ready for his arrival.
Under the banner of salvation, the Sealed
practice murder, kidnapping, and brainwashing
upon those Ciphers that have chosen to reject
Pastor Fryes teachings.
171
172
173
Organization
174
175
176
(T) Snapshot: 3
(M) Boost Physical Attribute: 4
(M) Mimic: 3
(A) Drain Physical Attribute: 4
Clairvoyance: 3
(T) Danger Sense: 4
(M) Combat Sense: 3
(M) Spatial Awareness: 2
Psychokinesis:
Telepathy:
Refinements
Knack: Combat Sense
Knack: Danger Sense
Aberrations
General- Antisocial Disorder
The
Harrowers
197:64
177
178
Organization
Those without Talents
that are brought into the Inner
Circle are called Initiates.
Once an Initiate has been
Chapter Four: Gamemaster
179
180
Secrets
False Advertising
Despite the multitude of lies that are told to
the followers of Marianne and Victor, perhaps the
most treacherous falsehood is perpetrated upon
Ciphers.
Ciphers Worldwide
While the default setting for Cipher is the
United States, Ciphers can and do exist in other
places around the globe. Some First and Second
World nations have programs for the training
and management of Ciphers within their borders.
Most Third World nations have no such programs.
United Kingdom
Shortly after the Allies managed to secure
victory in World War II, the United Kingdom
established a sister program to DAEMON.
A handful of the German scientists that were
appropriated by England, the United States and
others were set to work designing a program
that would be able to monitor, apprehend, and
put to use those Ciphers that found themselves
evidencing on British soil.
The United States sent members of DAEMON
to assist in establishing the British program. As
such, it has a number of similarities to its American
counterpart.
The Metaphysical Security Service, dubbed
Pendragon, falls under the purview of the Joint
Intelligence Committee and deploys Governmenttrained Ciphers to MI5 and MI6 to assist in
domestic and international operations. Naturally,
181
Pendragon
operates
outside of the more
visible departments of
the government, with
only the Prime Minister
and a handful of top
officials being aware of
its existence.
Pendragon has one
significant advantage
over DAEMON. The
vast amount of Closed
Circuit Televisions in the UK, reported to be one
for every fourteen citizens, allows Pendragon to be
more effective at tracking Rogue Ciphers within
the UKs borders. This benefit, added to the Tesla
Tech purchased from the United States, makes the
United Kingdoms Cipher program more effective
than DAEMON despite its relatively small size.
Russia
182
Other Locations
There are most certainly other Cipher programs
in existence in countries not mentioned above.
Ectovores
Chimerae
Chimerae are born from the darkest recesses
of a Ciphers mind when he Pushes his Talents
beyond his normal boundaries. In most cases, this
means the Chimera takes the form drawn from his
Aberrations, but the creature can also mold itself
from some painful memory of the Ciphers past.
Each Chimerae takes only one form, unlike
their more mature cousins the Bogeymen and
Eidolons. An individual Chimeras shape is
locked into place by their Cipher Parents fears at
the moment of its creation. A Chimera is always
born with two particular Talents: the ability that
was being Pushed at the time of its birth and Drain
which is what allows them to survive from day to
day. The creature also possesses a small array of
Talents that allow it to act out the horror-form it
holds until it is time to move forward into its next
evolutionary stage.
183
184
New Talent
Biokinesis: Drain
Once a Chimerae makes contact with a Cipher
or any other being containing Ectenic Force, it
automatically attempts to activate its Drain Talent.
If successful, the Chimerae takes an amount
of EF from its victim and replenishes its own pool
with the stolen energy.
Base Effect
Potency: Remove 5EF from victim and add 5EF
to the Chimera
Targets/Area: 1 Target
Duration: Instant
Range: Touch
Cost: Drain has no cost in EF.
Scales
Drain may not be Scaled.
Dominance Test: No
Roll: Resisted (Targets Physical Resistance)
The other 2 Talents possessed by any one
Chimerae work exactly as they do for Ciphers and
are determined as follows:
Talent #4 is the Talent that was being used at
the moment the Chimerae was birthed.
(If this is one of the 3 Inherent Talents, roll on
the charts below twice.)
Talent #5 is determined by rolling a d10 twice.
The first d10 tells you what Form the random
Talent is from.
1-3: Biokinesis
4-6: Psychokinesis
185
186
7-9: Telepathy
10: Clairvoyance
Once you have determined which Form the
random Talent is from, roll the second d10 to
determine which specific Talent the Chimerae has.
Biokinesis
1: Seizure
2: Drain Mental
3: Drain Physical
4: Boost Physical
5:Regeneration
6: Wound
7: Mimic
8: Second Wind
9: Slow Metabolism
10: Stun
Clairvoyance
1: Danger Sense
2: Combat Sense
3: Resonance Tracking
4: Danger Sense
5: Spatial Awareness
6: Resonance Tracking
7: Danger Sense
8: Combat Sense
9: Resonance Tracking
10: Spatial Awareness
Psychokinesis
1: Brittle
2: Ignite
3: Tk Strike
4: Control Fire
5: Fine Manipulation
6: Fogbank
7: Tk Shield
8: Use Machine
9: Break Machine
10: Gross Manipulation
Telepathy
1: Bodyjacking
2: Induce Aberration
3: Static
4: Alter Perception
5: Alter Memories
6: Induce Emotion
7: Mask
8: Telepathic Shield
9: Twitch
10: Communicate
Bogeymen
The Bogeyman is feared, not for savage
ferocity like Chimerae, but for its preternatural
resemblance to the Cipher that gave birth to it.
Once a Bogeyman assumes the form of its creator,
it is nearly impossible to discern it from the
original.
There are some subtle differences, such as toolarge eyes, the odd lack of a blink reflex, or a subtle
off-ness in skin pigmentation. In some Bogeymen,
the mouth is just a bit too large, or the teeth too
sharp. However, a strange gait or nervous tic is
rarely enough for most people to give a second
glance. It is because of this natural camouflage
that Bogeymen remain largely undetected.
Apply
a
3
modifier
to
any
(Wits+Investigation+Notice) Roll to recognize a
Bogeyman.
This stage of a Chimeras development seems
to be focused entirely upon understanding humans
and their cultures.
In some cases Bogeymen, if left unmolested,
are quite content to be the strange, quiet man or
woman in the corner of an all night diner simply
watching the other patrons go about their lives.
That guy sitting at the bus stop all day, never
seeming to take a bus anywhere, or the girl with
the strange makeup sitting in the corner of the
club and staring at people without saying a word.
We pass people like this every day, all day. Any
one of them could be a Bogeyman.
For most of this stage of development, a
Bogeyman is content to sit and observe, learning
about humanity and its activities while slowly and
subtly searching for its next meal. When a Cipher
does come near, a Bogeyman will sense the
New Talent
Telepathy: Create Chimerae
A Bogeyman May Call Upon Its Own Ectenic
Force To Conjure Forth A Chimera Of Its Own
Making.
The Chimera May Take Any Form The
Bogeyman Desires And May Have Any Talent
That The Bogeyman Itself Has Access To.
Base Effect
*Potency: Create A Single Chimerae. The 2
Additional Talents The Chimerae Possesses
Can Be Any That The Bogeyman Itself Has
Access To.
Targets/Area: N/A
Duration: 1 Round To Form, Chimerae Is
Permanent Until Destroyed.
Range: Up To 10 Yards Away.
Cost: 1 Ef
Scales
*Potency: +1 Chimerae
Targets/Area: N/A
Duration: N/A
Range: N/A
Dominance Test: No
Roll: basic
*While a Bogeyman may create as many
Chimerae as it desires, it may only control a
number of Chimerae equal to its own Potential
Rank. Any additional creatures are free to act
of their own
volition.
T h e
Bogeyman
chooses
whether
or
not
to assert
dominion
over a particular
Chimera at the
time it is
created.
187
188
Eidolons
An Eidolon is the mature form of the Chimera,
a being comprised entirely of Ectenic Force.
Eidolons are a tremendous threat to even the
most seasoned of Rogue Cells, and it often takes
189
190
The Incident
Catastrophe On The Horizon
Running along a few hundred miles of the
Mississippi River in the area where Missouri,
Arkansas, and Tennessee meet, is a weak spot in
the tectonic plate that lies beneath North America.
The New Madrid Fault has loomed as a
potential disaster in the minds of seismologists
for years. The last earthquake emanating from the
fault, in 1811-1812, shattered huge tracts of land
in the area, with the tremors being felt as far away
as New England where bells in Boston rang from
the quake.
In the near future, Mother Nature will turn her
attention to the heartland of America and remind
her children why she is to be feared.
A quake is destined to hit that will cause
billions of dollars of damage and cost thousands
of lives in St. Louis and Memphis as well as a
number of smaller towns in-between. While the
attention of the nation and the world turns to the
United States, scientists announce that the quake
is but the first of many. The quakes yet to come are
predicted to surpass the first by leaps and bounds.
The quakes are expected to annihilate a large
portion of the Midwest, and have no small effect
throughout all of North America.
final
The
Cruxes
and
Strings
are
converging,
and
which
of the Three
To m o r r o w s
that comes to
pass will be
determined by
the events that
have lead to
this moment in
history.
Apocalypse
This Is How The World Ends
A man by the name of Edward Eddie
McDowell will be the beat of a Butterflys Wings
that initiates a chain of events resulting in the
downfall of western civilization.
Eddie was one of DAEMONs Psychokinetics,
specifically a Special Agent with Veritas. With
dozens of others, he was selected to participate
in Doctor Constantines Ectoplasm experiments.
The experiments performed on Eddie culminated
in his achieving a vast increase in his Potential. In
addition to Eddies leap in power, he also showed
signs of the unfortunate side effect of an increased
susceptibility to Aberrations that was prevalent in
subjects of Constantines experiments.
For a while, Eddie was able to hold it together.
Careful monitoring of his Ectenic Force prevented
him from building up too many cracks in his
psyche. That is until he and the rest of his Field
Office encountered a Cell of Rogue Ciphers with
an unusually impressive control over their Talents.
The confrontation left Eddie as the sole survivor
of his office and boiling over with Aberrations
from the Pushing required to escape with his life.
Eddie never checked in with his DAEMON
superiors. Instead, he fell off the radar, wandering
191
192
193
Gestalt Talents
Manipulate Time
194
Prerequisite:
Biokinesis
(5)
AND
Clairvoyance (5)
Some Ciphers that have developed an aptitude
for manipulating the Forms of Biokinesis and
Clairvoyance have found that, with effort, they
can temporarily impede or hasten the flow of
subjective time for individual human beings.
Duration Scaling is objective as the flow of
time in the surrounding area continues to move
forward at its regular pace.
Base Effect
Potency: Increase/Decrease Reaction Attribute
by (+/-) 1
Targets/Area: 1 Person
Duration: 1 Round
Range: LOS
Scales
Potency: N/A
Targets/Area: +1 Person
Duration: +1 Round
Range: N/A
Dominance Test: Yes
Roll: Basic/Resisted (Targets Physical
Resistance)
Teleportation
Prerequisite:
Biokinesis
(5)
AND
Psychokinesis (5)
Teleportation is available to those Ciphers
that have managed to develop more than a
basic command of the Forms of Biokinesis and
Psychokinesis.
This Talent allows instantaneous transport
from one location to another without crossing the
intervening space. The Cipher with this Talent
is extraordinarily difficult to pin down, however
there are limitations on this Talent: Line of Sight
only and a high EF cost.
Scales
Potency: +1 Stun Damage (If the scaled Potency
of Surge equals or exceeds the Potential of
Target, the targeted Ciphers active Talents are
turned off prematurely.)
Targets/Area: +1 Target
Duration: N/A
Range: N/A
Dominance Test: Yes
Roll: Resisted (Targets Reaction)
Annihilate
Prerequisite:
Clairvoyance
(5) AND
Psychokinesis (5)
With command of both the ability to
manipulate Time and Space through Clairvoyant
Talents and the control over inanimate material
that defines Psychokinesis, comes the ability to
literally rip non-living objects from their position
in Time and Space.
With but a touch, a Cipher in possession of
this Gestalt Talent can remove a small amount of
matter permanently.
Annihilate does not work on living tissue.
Base Effect
Potency: Permanently remove material from the
time/space continuum.
Targets/Area: 1 square foot
Duration: Instant
Range: Touch
Scales
Potency: N/A
Targets/Area: +1 square foot
Duration: N/A
Range: N/A
Dominance Test: No
Roll: Resisted (Objects Durability)
Projection
Prerequisite:Clairvoyance (5) AND Telepathy
(5)
Ciphers that have achieved some degree of
competence with both Clairvoyance and Telepathy
195
196
Dystopia
This Is For Your Own Good
The chain of events that led to the Dystopian
Tomorrow once again figured Edward Eddie
McDowell as a key player. In this instance
however, his role is known only to a handful of
people, those who proved to be the true momentum
behind the bleak future that came to be.
In this possible Tomorrow, Eddies Field Office
never ran afoul of the Cell that were destined to
decimate them on the road to Apocalypse. Eddie
never had to Push beyond his limits to survive,
thus avoiding the onslaught of Aberrations that
15:159
197
198
199
Armor: 8
Durability: 30
Reaction: 2*
*While the Wits Attribute of the operator may
vary, the Proxy has a limited responsiveness.
Ecto-Batteries: 4 (80 EF)*
*Operation of the Proxy expends 1 unit of
Ectenic Force per hour. Use of additional Tesla
Technology depletes the Ecto-Batteries further.
Embedded Tesla Technology
Pinger
Thumper
Normalizer
Scrambler
Sap Cloth
200
Balance
Crisis Averted
Edward McDowell plays a small but pivotal
role in the Tomorrow of Balance. Strangely
enough, for Balance to come about in this version
of the Three Tomorrows, Eddies Field Office
must die in a violent confrontation with a Cell of
potent Ciphers. This sends McDowell over the
201
202
An Uneasy Peace
With the dissolution of DAEMON, a new
government body has taken on the role of
researching Cipher Talents and assisting in the
reintegration of Ciphers into the community. The
Bureau of Cipher Relations, or BCR, is under the
purview of the Department of the Interior with
a special Congressional committee in charge of
oversight. No one wants a repeat of the horrors
inflicted upon Ciphers during the years that
DAEMON was handling things.
For the most part, Ciphers have become a
part of everyday life in the United States. Their
Talents are put to use performing jobs that are too
dangerous or impractical for normals to handle.
A Special Forces division of the Army has also
been created for Ciphers that wish to serve their
country. While all Talents have proven useful in
a military capacity, Remote Viewing, Healing,
and the various types of Psychokinesis are highly
valued by the officers of the Psych Battalion as
they have come to be known.
Many Ciphers have established private
businesses. From entertainment to security, those
that had previously been forced to live on the run
were now valued members of society.
Perhaps the visible and popular Ciphers
are those that have formed troubleshooting
businesses. Hailed as modern day superheroes,
the troubleshooters act to keep humanity safe
from those Ciphers that refuse to come under the
Rule of Law. The renegade Ciphers have been
dubbed super-villains by the media, adding to
the immense fascination the public has for Ciphers
in general.
In addition to the so-called Super-Villain
Menace, Chimerae and Bogeymen still lurk in
the darkness, waiting to strike against the Ciphers
themselves.
All is not paparazzi and keys to the city for
the Ciphers though. While most of the population
follows the doings of Ciphers with rapt attention,
the presence of a Cipher nearby can cause a kneejerk reaction reminiscent of the Civil Rights
movements of the late 1960s.
People that can be the most vocal in their
support of Ciphers feel uncomfortable when one
moves in next door, and the thought of their son or
daughter dating one chills their blood.
Radical hate groups have sprung up. These
new brand of racists have frequent rallies in major
cities, attempting to entice people to join in the
demonization of Americas newest citizens.
All in all, the Prophets, and later Daniels,
dream of attaining Balance has come true. Ciphers
enjoy the same civil rights as those without Talents,
203
D.A.E.
Paul E Holmes
181:90
WASHINGTON, D.C.
MON
All in all, I was surprised it didnt hurt that much. Id felt worse; things that made me want
to scream and rage and run. This sensation just imparted a strange clarity that first and foremost
told me I was in shock.
Man, he aint goin down, the guy was chuckling as he shook his head, completing the image
of stereotypical gang-banger. My instincts had warned me about him when he first approached,
but stupid me, I hadnt wanted to seem racist. Liberalism looses again.
Yeah, the other one, the one with the gun said, as he took aim, guess he was tough.
My mind went into high gear as my hand clutched my stomach, the warmth seeping through
my fingers reminding me that I was in deep trouble. For a moment, I drew a blank, and then I
remembered working with my patients, sharing my calm, spreading it like a blanket.
This time, I spread fear, smearing it across the world like a coat of thick, black paint.
The mans eyes widened, his hand started to shake, his friend took a step back. I pushed more
of myself into it and the fear became palpable and mingled with the scent of urine.
I told you, I dont have any money, was that me? I soundedcruel.
There was almost no sound, just a faint pop, and the man in front of me crumbled, half his
head missing, his gun clattering against the pavement. Another faint pop, closer this time, and the
other man fell as well, his hoodie flopping over his face, sparing me the sight. Joan stepped into
my line of vision, lowering her silenced gun, her hand reaching and pressing her jacket into my
side, forcing the pain to flash even harder and I lost the hold I had on the fear. The world snapped
back to normal, the rain-damp parking lot glimmering one more moment before the lot lights
went out, the highway sounds from above and behind us reaching my ears again.
Joan pushed the jacket even harder and pulled my hands back into place, her face an inhuman
mask in the darkness. I remembered what I was doing, held myself tight as she pulled her belt
free from its loops then wrapped it tight around me. She was so thin; it barely fit my stomach, the
blood on her hands making it difficult to work the buckle.
The clerk must be spooked, she glanced at the now dark gas station, then helped me with
an efficient gentleness into the car, her lips pressing together so tightly for a moment they turned
white, We need to get you fixed up.
She pulled gloves from the back, slipping them on with practiced ease before efficiently
emptying the pockets of the two men dead before us. The little baggie with its white rocks, she
tossed to the ground before grinding them beneath her heel, leaving them to dissolve in the rain.
The cash she pocketed, shoving it into the pocket next to the holster I hadnt even known she
was wearing.
I shifted and moaned, the pain suddenly flaring up, red and vicious. She glanced at me, her
hand deep in the last pocket, and for the briefest moment I saw a furrowing of her brow, the
hyper clarity of before serving me well, then she was a mask again, rushing to look at what she
had found. It was a single sheet of paper, the ink smeared from the junkies sweat and the rain.
Well shit, it was the first time I had heard her swear, What a coincidence.
She slammed the car door closed as she stood and rushed to the drivers side, sliding into
her seat, reaching over me to buckle me into place, You must stay awake, just for maybe fifteen
minutes. You must. Do you understand? If you begin to slip, the car sprung into life, the world
was growing streaky, I will stick a finger into your wound.
You wouldnt, my voice was croaky, far away. I shook my head to clear it and moaned
from the pain of the motion.
You dont know that, Dr. Anthony, do you?
The acceleration made me vaguely ill, but I was more awake again, more aware, Call me
Michael, please.
You do not know that, Michael.
I almost made it without passing out, then she poked me, the finger sliding around the jacket
and driving into the wound, and the pain became, for a moment, a living, clawing beast, and I
yelled and everything was in focus again. She had a flyer in her other hand as she drove, glancing
at the map in the lights from the dash. I recognized it as the last item she had pulled from my
muggers pocket.
Where... I had to lick my lips and cough, then my voice came back, Where are we going?
The Reverends church is set up here, just a few more minutes, we hit a bump and I choked
back a scream, It is very close, I justah, there.
The rain had stopped and here, in the middle of farmland, fog had replaced it, dancing through
her headlights and revealing a strange apparition. There, standing by the road, mud almost over
his fine, white dress shoes, stood a massive man in a white suit, his hands draped over his round
belly, his head covered by an equally surreal white hat. To either side of him stood two muscular
men, one who could have been a cousin to the two who had tried to mug me, one who could have
been an extra in a Nazi movie.
Joan pulled the car in close and swung herself out into the night, dashing around to my side
to get that door open as well. The two piles of muscles were with her already, reaching in to me
with surprising gentleness, lifting me carefully into the night.
Ah, Joan, the man in whites Southern accent seemed a perfect compliment to his suit,
Daniels Oracles told me youd be coming. This is Dr. Anthony, I see. Gut shot?
Joan nodded and the world was fading, He needs help immediately, Reverend. I am sure you
know his importance.
We all need help, Joan, and I heal everyone, its what I do, his rumbling voice became my
world, filling my mind, Dr. Anthony, youre going to be just fine. Just fine
I came to in a room of diffused light and the soft sound of singing. It only took a moment
to resolve into someones front parlor, the white curtains in the windows softening the midday
sun, the singing from a woman who rocked in the chair beside me. Outside of the singing and
the rocking, she looked like a PTA mother whose children were grown, down to the pearls at her
neck and the sensible, yet fashionable shoes on her feet.
As I struggled to sit, she rose to her feet, straightened her slacks, and reached out a hand,
pulling me upright. I was sore, but the ferocious beast of pain was gone, and a quick glance
revealed unblemished skin across my stomach. And a six pack. Apparently, the near starvation
diet Id been on had done me some good.
Here you go, the woman smiled as she disturbed my self-examination, her hand holding a
white button-up shirt, still folded on the cardboard from the store, Its good to see you up. Ill
let the Reverend know, hell want to talk to you.
Where am I? the shirt was a tad too big, but easily the nicest thing Id worn in a few
months. It felt good to slide it on, familiar. I blushed as she handed me a new pair of slacks, I
hadnt even realized they were gone. Even worse was realizing someone had put a new pair of
boxers on me as well.
Kansas, a small farm near Gardner. The Reverends church is here to do a little revival
and this farmhouse was loaned to us for the duration, she laughed at my look of confusion
and patted my shoulder and straightened my collar, The Reverend is another one of those big
names among Ciphers. He moves from place to place, rescuing those who are running, saving
those about to get caught, healing all who need. We follow him, help him, and through him, help
ourselves. Doing the most good, as it were.
She stepped back as I stood, then motioned to the outside world, Lunch is being served
outside, on some tables. Get yourself a plate and Ill see about letting the Reverend know youre
awake.
Im sorry, I couldnt help but smile at her, her familiarity, a warm wind from my old life,
I didnt get your name.
Im Mrs. Donaldson, Im a clairvoyant. Now go get some food.
The lawn had maybe ten tables set on it, some of them folding card tables, one a true picnic
table, some obviously meant for more indoor use. There were maybe twenty, twenty-five people
milling about, laughing, and trading friendly jabs, with plates full of food from the porch where
a serious spread was set up. I knew my stomach was fine, but somehow, the idea of eating didnt
seem too appealing.
Finding Joan was easy, I just looked for the place where no one else would go. They barely
looked at her, in fact, inscribing a circle of isolation around her. She sat on an old log, her hands
dangling loosely between her knees, her head bowed in the sun, her blonde hair aflame with the
light. Still, she was the only familiar thing there and I needed that familiarity.
I had almost reached her when Mrs. Donaldson passed me on the left and a hand took hold
of my right arm. I turned to see and there was the Reverend, the sunlight bouncing off his white
suit with an almost blinding brilliance.
Dr. Anthony! His voice was a booming force as he engulfed my hand in his, pumping it up
and down, I was startin to worry you might never wake up.
Out of the corner of my eye, I saw Mrs. Donaldson hand a cup of coffee to Joan, then smile
and walk away.
Now, the Reverends voice was lower now, the instrument reigned in, creating a sense of
intimacy even here on the lawn surrounded by people, Dont worry about Joan. There was an
incident a year or so back. Some people have trouble forgiving, thats all, trouble with blaming.
Theyll learn, youll see, theyll learn. Thats why theyre here. We all need to learn.
Learn what? I let myself be led to a table, a plate was already waiting for me and my
stomach surprised me by letting out a distinct growl.
The Reverend laughed, a big bass drum that drew eyes and smiles from all around us, Learn
our place in the world, our destiny, our mission.
I looked back to Joan, sipping her coffee slowly, a eerie reflection of where Id been just a
day or two before. I could feel the hatred whirling around her and I frowned myself, And what
about her, what about her place?
The Reverends eyes grew sad for a moment and his head shook ponderously, Hopefully,
there wont be a place for her in the future. And hopefully, shell learn a new place. Just like all
of us.
Five
Five:Appendices
Sample Npcs
Journalist
Strength: 5, Agility: 4, Vitality: 4, Knowledge:
7, Wits: 7, Willpower: 7, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 2, Movement: 5, Health: 12, Stun: 10
Important Skills
210
Clergy
Strength: 4, Agility: 4, Vitality: 5, Knowledge:
7, Wits: 7, Willpower: 8, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 1, Movement: 4, Health: 13, Stun: 10
Important Skills
Academics: 6 (Law: 1, Psychology: 2,
Religion: 3, Research: 3), Athletics: 4 (Run: 2,
Sports: 1), Crafts: 5 (Handyman: 3), Clandestine:
2, Investigation: 4 (Notice: 2), Medicine: 4 (First
Aid: 2), Performance: 5 (Oration: 3,
Doctor
Strength: 5, Agility: 6, Vitality: 5, Knowledge:
7, Wits: 6, Willpower: 7, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 3, Strength
Modifier: 2, Movement: 5, Health: 12, Stun: 10
Important Skills
Academics: 6 (Research: 4, Writing: 4),
Athletics: 4 (Run: 4), Investigation: 4, Medicine:
6 (Diagnose: 4, First Aid: 4, Pharmacology: 3,
Surgery: 1), Performance: 3, Science: 6 (Biology:
4, Chemistry: 4), Social: 5 (Charm: 2), Vehicle: 3
Cop
Strength: 6, Agility: 7, Vitality: 5, Knowledge:
6, Wits: 6, Willpower: 5, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 10, Stun: 10
Important Skills
Academics: 4 (Law: 2), Athletics: 6 (Run:
2, Unarmed Combat: 2), Clandestine: 5 (Urban
Stealth: 3), Investigation: 4 (Notice: 2, Search: 3),
Medicine: 3 (First Aid: 2), Social: 4 (Intimidate:
3, Streetwise: 3), Vehicle: 3 (Car: 2), Weaponry,
Melee: 4, Weaponry, Ranged: 4 (Pistol: 3)
Private Investigator
Strength: 5, Agility: 5, Vitality: 5, Knowledge:
6, Wits: 7, Willpower: 7, Reaction: 2, Mental
Police Detective
Strength: 6, Agility: 5, Vitality: 5, Knowledge:
6, Wits: 6, Willpower: 7, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 12, Stun: 10
Important Skills
Academics: 4 (Law: 4), Athletics: 5 (Run: 3,
Unarmed Combat: 3), Clandestine: 4 (Shadowing:
3), Investigation: 6 (Interrogation: 3, Notice:
4, Search: 3, Urban Tracking: 3), Medicine: 3
(First Aid: 2), Science: 2 (Forensics: 2), Social: 5
(Gangs: 3, Intimidation: 4, Streetwise: 4), Vehicle:
4, Weaponry, Melee: 3, Weaponry, Ranged: 5
(Pistol: 3, Rifle: 2, Shotgun: 1)
Swat Officer
Strength: 6, Agility: 6, Vitality: 6, Knowledge:
5, Wits: 6, Willpower: 6, Reaction: 2, Mental
Resistance: 4, Physical Resistance: 4, Strength
Modifier: 2, Movement: 6, Health: 12, Stun: 12
Important Skills
Academics: 4 (Law: 2, Psychology: 1),
Athletics: 6 (Run: 3, Throw: 2, , Unarmed
Combat: 3), Clandestine: 5 (Urban Stealth: 2),
Investigation: 3 (Notice: 4), Medicine: 3 (First
Aid: 2), Nature: 3, Social: 4 (Intimidate: 2),
Soldier
Strength:
5, Agility: 6,
Vitality:
7,
Knowledge:
5,
Wits:
5,
Willpower:
6,
Reaction:
2,
Mental
Resistance: 4,
Physical Resistance: 4, Strength Modifier: 2,
Movement: 6, Health: 13, Stun: 14
Important Skills
Academics: 2, Athletics: 6 (Run: 3, Throw: 2,
Unarmed Combat: 2), Crafts: 4 (Weapon
Maintenance: 1), Clandestine: 2 (Urban Stealth:
3), Investigation: 4 (Notice: 4), Medicine: 2 (First
Aid: 2), Nature: 4 (Survival: 2, Wilderness Stealth:
3), Science: 2, Social: 2 (Intimidate 1), Vehicle:
3, Weaponry, Melee: 4 (Bayonet: 2), Weaponry,
Ranged: 5 (Rifle: 4, Pistol: 1, Heavy Weapon: 1)
Social Worker
Strength: 4, Agility: 5, Vitality: 6, Knowledge:
6, Wits: 7, Willpower: 7, Reaction: 2, Mental
Resistance: 5, Physical Resistance: 3, Strength
Modifier: 1, Movement: 5, Health: 13, Stun: 12
Important Skills
Academics: 5 (Law: 1, Psychology: 2),
Athletics: 3 (Run: 3, Unarmed Combat: 1), Crafts:
4 (Handyman: 3), Clandestine: 3 (Shadowing: 3, ,
Urban Stealth: 2), Investigation: 6 (Interrogate: 2,
Notice: 3), Medicine: 5 (First Aid: 3), Performance:
3 (Oration: 3), Social: 6 (Charm: 3), Vehicle: 3,
Weaponry, Ranged: 3 (Pistol: 1)
211
A Quick Scenario
Loose Ends
212
Hooks:
Signs Of Betrayal
A Partisan discovers Bonnet Islands
involvement with Dr. Constantine. Considering
Oriflammes Tenets concerning DAEMON, what
is Captain Platte or any of his followers likely to
do about this?
Bonnet Island is an important ally in the war
against DAEMON, but from all appearances they
are sleeping with the enemy.
The Arranged Marriage
A small Cell of Ciphers has come to the
island, and discovers that the Telepath in their Cell
has been chosen to be paired off with one of the
teenage girls from the community.
The problem is not only does the Cell plan on
moving on, but also its obvious she doesnt want
to be forced into a marriage with someone she
hardly knows. To further complicate things, the
girl wants the leave Bonnet Island badly enough
that she is willing to go to any extent to do so.
A New Crusade
Due to a number of high-profile encounters
with DAEMON, the Crusaders conclude that the
Cell is a danger to Reverend Cabot and his work.
The resources at the disposal of the Samaritans
are such that the PCs will have a hard time finding
any sort of sanctuary while the Crusaders harry
them across the country.
The Absent Oracle
An Oracle appears one evening, and following
the revival service, approaches Reverend Cabot.
A member of the Cell overhears the two men
conversing and learns that Daniel has apparently
disappeared from his safehouse.
The Reverend assures the Oracle that he will
put his every resource to the task of assisting in
the search. What strikes the PCs as odd is that the
The Insurrection
One of Captain Plattes closest aides is
uncomfortably aware of just how off the
reservation Platte has gone, and has decided to
do something about it for the sake of Oriflamme
and Ciphers as a whole. The aide knows the fierce
loyalty Platte commands from his followers, and
is forced to go outside to find a solution.
Plattes aide contacts the Cell and asks them
to assist in the removal of the dangerous
commander before something goes horribly
wrong.
Rock And A Hard Place
The DAEMON sleeper inside Oriflammes
Command Center finally slips and is caught
red-handed delivering vital information to his
DAEMON controllers. While he is convinced
of his own innocence, he is not ready to allow
himself to be placed in front of a firing squad. He
manages an escape from Platte and his Command
Team and goes on the run.
The Cell bumps into the Sleeper and he relates
his story to them, convincingly pleading his
innocence. Unfortunately, the characters have now
been placed squarely between Plattes vengeance
and the mailed fist of Veritas as they descend to
retrieve their operative.
Stepping Into The Breach
The Cell becomes aware that a certain
United States Senator is a very potent Crux for
the Three Tomorrows. Unfortunately, a trio of
renegade Oracles (the Haruspices) is planning on
assassinating him to eliminate what they believe
to be one of the shackles of destiny. DAEMON
is planning on allowing this to happen as they
have misread the event as a Crux that will help to
prevent the Apocalypse.
79:42
213
214
Creating Chimerae
All Chimerae have the following traits:
Attributes
Strength: 7
Knowledge: 3
Health: 10
Agility: 7
Wits: 3
Stun: 14
Vitality: 7
Willpower: 3
Reaction: 2
Strength Modifier: 2
Mental Resistance: 2
Movement: 7
Physical Resistance: 5
Skills
(Other Skills Or Foci May Be Accrued If The
Chimera Has Access To Kinesthetic Reflexes)
Athletics: 5
Unarmed Combat: 5
Clandestine: 5
Stealth: 5
Investigation: 2
Notice: 5
Weaponry, Melee: 5
Weaponry, Ranged: 5
Potential: 5
Ectenic Force: *6 (At Birth)
*Chimerae Consume 1 Unit Of Ectenic Force
Per Day To Maintain Their Existence.
Should The Chimerae Ever Drop To 0 In
Its Ef Pool, It Immediately Disperses Into
Nothingness.
Forms:
If A Chimerae Has A Talent Within A Form,
Consider That Form To Have A Rank Of (5)
Talents:
All Chimerae Have 5 Talents: 3 That Are
Common To All Chimerae, And 2 That Are
215
New Talent
Biokinesis: Drain
216
New Talent
Creating Eidolons
7: Mask
8: Telepathic Shield
9: Twitch
10: Communicate
Creating Bogeymen
217
Psychokinesis: 7
Telepathy: 7
Blend (5)
Ping (5)
*Create Chimerae (5)
**Possession (5)
***Ectenic Ghost (Special)
The Blend And Ping Talents Are Considered
To Be Always On As They Are With Chimerae
And Bogeymen.
* Eidolons May Control As Many Chimerae
As They Like, Even Taking Control Of
Independent Chimerae If They Desire.
To Take Control Of An Independent
Chimera, Make A Successful Roll Using
Chimerae)
(Potential+Telepathy+Create
(Chimeras Mental Resistance)
**New Talent
Telepathy: Possession
218
Index
Symbols
2s 87
Campus 8
20s 88
Cell 8
Cells 79
Aberration 7, 105
Chimera 8, 20
Derived Attributes 40
Agility 40
Clandestine 43
Aiming 95
Apex Talent 46
Cold. SeeExposure
Combat 89
Armor 101
Combat Reference 90
Athletics 43
Attack 92
Attribute 38
Crafts 43
Ectenic Force 8, 18
Autofire 95
B
Balance 8, 16
Cryokinesis 8, 48
Cyberkinesis 8, 48
Ecto-Battery 166
Ecto-Mask 167
Ecto-Skeleton 167
EF. SeeEctenic Force
Effects Of Aberrations 106
EF Pool 45
Eidolon 8
Eidolons 186
Creating 186
DAEMON 8, 22
Damage Type 98
Bows 112
Breaking A Grapple 93
Daniel 15
Death 101
Burstfire 95
Defensive Action 96
Electricity. SeeExposure
Experience Points
Gaining 117
Spending 118
Explosives 116
Exposure 108
219
F
Falling 110
Fatigue 109
Firearms 94
Fire Damage 108
Focus Points 40, 42
Form 8
Forms 46, 47
Fumble 87
G
General Aberration 107
Gestalt Talents 192
Grappling 92
H
Harbinger 8, 21, 31
Harmonization 201
Harrowers 8, 24, 175
220
Health 41, 99
Heat. SeeExpsoure
Human Body As A Weapon 112
I
Inanimate Objects 111
Index 217
Initiative 91
Instinctive Mind 176
Interval 91
Investigation 43
List Of Talents 52
Logical Mind 176
Mark 86
Medicine 43
Melee Attacks 93
Mental Resistance 41
Meridian Talent 46
L
Line of Sight 50
Pyrokinesis 9, 48
R
Radiation. SeeExposure
Monitor 9, 33
Ranged Attacks 94
Movement 41
Reaction 41, 88
Recovering Stun 99
Nature 43
Reinforcing Shields 97
Normalizer 197
Resisted roll 50
Rogue Cipher 9
Oracle 9
Refinement 77
Round 91
Samaritan 9, 36
Partisan 9, 35
Patrons, The 11
Pauli Effect 9, 19, 50, 104
Pendragon 179
Performance 44
Period. SeeDrugs
Phantom Security, Inc. 172
KRE 180
Stun 98
Money 78
Physical Resistance 41
Health 100
Phase 91
Knowledge 40
Pushing
Throwing 94
Pinger 166
Potency 49
Primary Form 46
Prophet, The 9
Proteus Movement 9, 21, 31
Proteus Movement, The 146
Proxy 197
Psychokinesis 9, 18, 48
Sanctuary 9
Sap Cloth 198
Scale 49
Scaling 102
Science 44
Scrambler 198
Sealed, The 24, 168
Secondary Form 46
Self 50
Seneschal Device 198
Shooting The Engine 117
Side Effect. SeeDrugs
Simple Action 92
Simultaneous Talents 102
Situational Aberration 107
Skaneateles, New York 11
Skill 42
Skill Focus 42
Skill Points 42
Slate Corporation 9, 24, 171
Social 44
Sprint 97
Strength 40
U
Unarmed 92
Unarmed Combat. SeeAthletics
Unconciousness 101
Strength Modifier 41
String 9, 18
Vehicle 117
Structure 117
Stun 41, 98
Sympathetic 50
Talent 9, 18
Weaponry
Melee Skill 44
Ranged Skill 44
Weapons List 114
Willpower 40
Wits 40
Telepathy 9, 19, 48
221
Tenets
Harbinger 32
Monitor 34
Oracle 35
Partisan 36
Samaritan 38
Tesla Tech 165. SeeTesla Technology
Advanced 197
Tesla Technology 9
Three Tomorrows 9, 16
Three Tomorrows, The 194
Threshold Talent 46
Throwing
Distance 94
Things 94
Thumper 166
Touch 50
Toxicity. SeeDrugs
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