Cipher - Core Rulebook (bmg0002).pdf

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Core Rulebook

THE UNITED STATES OF AMERICA DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

5 Main Street, Bldg. 5 Washington, D.C 00000 August 14, 2010

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 we’ll likely never have. While certainly entertaining, these mediums don’t 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, I’ve found roleplaying games to be a great resource.

D.A.E.

MON

Now, don’t think I’m 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 don’t think there’s 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. That’s why I’ve 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.

THE UNITED STATES OF AMERICA DEPARTMENT OF ALTERNATIVE ENERGY MONITORING Whether that conclusion is glory or tragedy matter little because, either way, it is going to be memorable drama-laden experience. Cipher, the book you hold in your hands, gives your character POWER and turns him loose into a dangerous world. What will you do with that power? Will you fulfill your own selfish needs or will you pursue altruism? Will you try to hide your talents in denial of your nature? What will you do if other take notice (and they will) of what you can do? How far will you go to chase your goals? To hide your secrets? To be the person you want to be? With that I challenge you to take this game beyond power fantasy. Broken Meme have given you all the tools you need to do so: great antagonists, a detailed world, and all sorts of abilities you can use to get yourself in trouble. GMs, challenge the very core values of your players at every opportunity. Make them decide. Make them take sides. Players, don’t just let yourself be challenged. Invite the challenge by putting your characters in situations where they are going to have to make the best choice out of terrible options. It can be harsh. It can be cruel. It can be absolutely brutal. And you’ll love every minute of it, I promise. Cipher gives you power and sets you on a journey down a thorny path. If by the end of that journey your character’s perceptions of the world and himself haven’t drastically changed then you’ve missed out on the greatest opportunity this game gives you. Don’t let it pass you by.

D.A.E.

MON

So I ask again: What would you do with power?

Lucias Meyer Spooky Outhouse Productions LM:bc

WASHINGTON, D.C.

iii

THE UNITED STATES OF AMERICA DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

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.

THE UNITED STATES OF AMERICA DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

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.

v

Once I had been a noted doctor in my field. You wouldn’t see me on TV; you wouldn’t

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 you’d feel a burst of relief. I even looked the part, young enough for energy, old enough for experience. I had glasses, but they weren’t bifocals; I had an office, but it was in a small, private hospital, not the frightening one you’d 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 couldn’t 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 didn’t work and on my face was a beard that still itched. My clothes were from some church basement, my shoes had a hole, I didn’t even have any socks, and if things didn’t work out, I’d be one of those people you read about in the papers that just…disappeared. I was desperate. That scrap of paper was my only hope. The first time I’d called, someone had answered. She’d listened. She’d told me what to do and I’d done it. I didn’t have any other choice. I knew how lucky I’d been in the past to make it this far, to avoid capture, I’d 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, they’d approach me. Do what they said and they’d get me somewhere safe.

They were too late. I knew that the moment I saw the three men in impeccable navy blue suits walk through the door with its buzzing “Open” sign and the remnants of a hand painted logo proclaiming the place to be “Lucky’s”. Everyone in that diner did. They all focused on their meals, on their cleaning. Those three screamed GOVERNMENT just by being and no one here wanted any of what they had. They came right to me and sat down, one beside me, one across, one in the booth behind. They waved over the waitress and ordered and I just stared at my coffee. They even chitchatted with each other while they waited for their food and I just stared at my coffee. They talked football scores and I just stared at my coffee. When the food came and eggs and hashbrowns appeared in front of me, I stared at that, my stomach too clenched to rumble. “Dr. Anthony? Your food is going to get cold and we won’t be eating again for awhile.” I looked at him in shock and felt his contempt ringing in my brain, mingling with a bemused sense of patience. Damn it, this was not the time I wanted my gift to work. I clenched my jaw and grabbed the ketchup, using it to hide the shaking in my hands. “So who are you? FBI? NSA? Or do I just call you Agents?” I spoke to the older guy beside me and ketchup slopped everywhere and the other two customers headed for the door, their jackets already on and their bills already paid. They didn’t need anything beyond normal intuition to know they wanted the hell out of here. “’Agents’ is good enough. In fact, I’m Agent John, across from you is Agent Paul, and behind you is Agent Ringo,” Agent Ringo, seated behind me with his arm across the back of the seat, his hand brushing my shoulder, snorted and shook his head, “Agent George is in the car and he won’t like waiting for long. Eat your food; it’s been awhile since you had a full, hot meal, our records say at least two days. We’ll transport you when you’re done.” I continued to stare at the food, uncertainty turning my once ravenous stomach into a solid knot. The agents waited, the patience burning away with every ticking second. “Dr. Anthony? You’re making this difficult for yourself,” his voice had dropped, his hand was tapping the side of the cup, his ring clinking against the porcelain almost covering the words, “Unless you want the drugs, and I assure you that you don’t, you’ll do as your told. Be a good boy and eat.” And that was it. Agent John sipped his coffee, then started on his pancakes. Agent Paul lit a cigarette. I couldn’t really see what Agent Ringo did. They just went back to who might make it to the Superbowl and let me try to eat. The food was ashes against my tongue, gravel in my throat. I had never been so scared. So angry. These jagoffs had screwed my career, screwed my life, and they were laying bets on a football game? The door chimed again, one of those electric buzzers that was barely clinging to life, and a trucker walked in, his cap pulled low over his face, hands in the pockets of his heavy coat, and everything changed. The agent behind me, Agent Ringo, grew very still, his eyes locked on the trucker, the trucker’s locked on him. I could feel the tension between them, an eerie hum nothing like electricity, more frightening. The agent across from me, Agent Paul, glanced at the waitress and she took a deep breath and crumbled, the slap of her body hitting the floor echoed by another slap from inside

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 who’d 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 I’d dealt with before. Then the wounded trucker fell and the old man ratcheted back the shotgun and fired. John’s hand exploded in a spray of blood and his gun flew off to the side, clattering on the tile floor…I clung to the wall, John’s blood warm on my face, and Paul grimaced…the 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 John’s 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 diner’s logo and that ironic “Lucky’s” 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 girl’s 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

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ipher is set in the America you live in, one year from today. The things you learned in school are unchanged. The Pop, Rock, and HipHop artists playing on your radio right now are the same. The masses still shop at Wal-Mart, eat at McDonalds, and watch Pixar movies with their kids. The United States remains on a paranoid, wartime footing following the events of 9/11/2001, and the media is still fascinated by celebrities caught cheating on their spouses. The difference is that a hidden history flows beneath and around us, and has since the early Twentieth Century. History is gaining momentum and soon it will be thrust from the shadow and into the light.

As a character in the world of Cipher, you play a human gifted with psychic abilities. You can achieve wondrous things with your mind alone, but there is a price. You are forced to live your life on the run; the only people you can trust are those like you, Ciphers. You have the power to be a hero or even a savior; if, that is, you can avoid becoming prey.

Welcome You

to the

World

of

Cipher.

are able to see tomorrow, but can you survive today?

Chapter One: Introduction

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

Cipher is a game filled with fear, wonder, and paranoia. Your character is one of a small handful of humans with special abilities, but it can be more of a curse than a blessing. There are government agents constantly on the lookout for you, and they are willing to drug you, kidnap you, threaten your family, and even kill you for not following their rules. On top of that is the constant fear of Pushing your abilities too far, and giving birth to monsters from your darkest nightmares. Chimerae have no morals or desires beyond feeding on the mental energy that makes you special, leaving you as nothing more than an empty husk. Other things hide in dark corners of the world, strange humanoid beings that wear the faces of Ciphers. Their true purpose is unknown, their actions frequently attributed to the unfortunate Ciphers whose faces they wear.

There is also the Cipher legend of the Eidolons, beings of pure mental energy capable of hiding away inside your brain and stealing your free will. A Cipher’s existence is difficult and fraught with danger, but there is a glimmer of hope amidst the peril. Many years ago, a Cipher called the Prophet foretold a future where Ciphers and their human cousins would live together in peace. All you have to do is walk the fine line between being hunted with pitchforks for being different and causing utter destruction with your abilities.

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 mental disorder caused by the stress put on the mind by excessive usage of Cipher Talents.

Chapter One: Introduction

7

- 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]

8

Cryokinesis - A type of Psychokinesis governing

the slowing down of matter on a molecular level to lower its temperature. Cyberkinesis - A type of Psychokinesis governing the movement of current through semiconductors to manipulate electronic devices. DAEMON - The Department of Alternative Energy MONitoring. A clandestine US government agency with a mandate to understand and control Ciphers. Director, The - The individual in charge of DAEMON Doctrine - A set of values concerning the Cipher Condition espoused by a well-known Rogue Cipher. There are currently five Doctrines: Bonnet Island, Boundless Faith Ministries Oriflamme, Proteus, and the Way of the Prophet. Dominance Test - A battle of wills between two Ciphers using similar Talents. Dystopia - One of the Three Tomorrows. Dystopia is the potential Orwellian future where Ciphers are hunted like animals and forced to live as slaves. Ectenic Force - Also called EF or Juice. A unique energy generated only in the brains of Ciphers. Ectenic Force cannot be reproduced in a laboratory and is only detectable or quantifiable through the usage of Talents and Tesla Tech. Ectovore - A creature that drains Ectenic Force from Ciphers to use as sustenance. Chimerae, Bogeymen, and Eidolons are Ectovores. Eidolon - An Ectovore. A being made entirely of Ectenic Force with the ability to hide in the minds of Ciphers. Believed to be an urban legend. Form - A collection of Talents with a similar way of affecting the environment. There are four known Forms: Biokinesis, Clairvoyance, Psychokinesis, and Telepathy, Harbinger - A Rogue Cipher who follows the Proteus Doctrine. Harrowers - An organization that uses Chimerae to chase, capture, and torture Ciphers for some unknown purpose.

Chapter One: Introduction

Juice -

Slang term for Ectenic Force. Monitor - A Rogue Cipher who follows the Bonnet Island Doctrine. Oracle - A Rogue Cipher who follows the Way of the Prophet. Oriflamme [Doctrine] - Paramilitary organization comprised mainly of Rogue Ciphers and divided into small cells of operatives. Home to the Partisans. The Oriflamme Doctrine focuses primarily on opposing DAEMON through the aggressive use of Cipher Talents. Partisan - A Rogue Cipher who follows the Oriflamme Doctrine. Pauli Effect - Environmental by-product of high intensity Talent activation. The Prophet - Semi-mythical figure from the 1950s-1960s. A Rogue Cipher who foresaw the Three Tomorrows. Spiritual leader of the Oracles. Proteus Movement [Doctrine] - A Doctrine that values the elevation of Ciphers above normal humans. Psychokinesis [Form] - Collection of Talents that involves the manipulation of inorganic matter. One of four Talent Forms. Pushing - The tapping of physical resources to fuel Talents once a Cipher depletes his Ectenic Force. Pushing can cause the birth of Chimerae or the onset of Aberrations. Pyrokinesis - A type of Psychokinesis that involves the excitation of matter on a molecular level to increase temperature, ignite fires, and control them. Rogue Cipher - A Cipher who has chosen to live outside of DAEMON. Samaritan - A Rogue Cipher who follows the tenets of Boundless Faith Ministries. Sanctuary - A temporary haven for Rogue Ciphers provided by Boundless Faith Ministries. Sealed - A radical Christian sect that is aware of Ciphers and believes them to be evil and a sign of the imminent Apocalypse. Slate Corporation - A corporation owned by a descendant of one of the Patrons. The Slate

Corporation uses Ciphers as a private security force as well for industrial espionage. String - A series of related Cruxes. Talent - A specific Cipher ability. Telekinesis - A type of Psychokinesis that involves the movement of matter at a distance. Telepathy [Form] - A collection of Talents involving the manipulation of human minds. One of four Talent Forms. Tesla Technology - Devices developed by Nikola Tesla that allow the detection and simulation of Talents. No true advancements have been made in this technology since the death of Tesla. The Three Tomorrows - The three possible futures of humanity as foreseen by The Prophet. The Three Tomorrows are Apocalypse, Balance, and Dystopia. Veritas [DAEMON] - A division of DAEMON tasked with the acquisition of newly evidenced Ciphers, the capture or elimination of Rogue Ciphers, and the prevention of Cipher-related crimes. Way of the Prophet [Doctrine] - The Doctrine that studies the words of the Prophet and advocates working to resolve Cruxes in favor of Balance.

Chapter One: Introduction

131:346

9

The World Of Cipher 10

C

iphers have been with us since the early part of the Twentieth Century. There are large portions of their history that are sketchy, vague, or just missing due to both DAEMON’s mandate of secrecy and every Cipher’s desire to remain hidden from a populace that could react with fear and hatred. There are however, some facts that are common knowledge or at least well seeded folklore. The following timeline incorporates those facts and myths considered common knowledge by the Rogue Cipher community.

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

in the very early years of the Twentieth Century. The fact that the exact cause of the drastic change in humanity is untraceable has lead to a variety of theories. Some believe that the Talents are nothing more than an evolutionary leap, citing Occam’s razor as the foundation for their argument. A small but steadfast camp inside the various Cipher communities looks to the skies and claim alien intervention. Others ascribe the Cipher condition as a new twist in God’s ineffable plan, a movement towards the End of Days. On the other hand, there are those who see the Devil’s hand in all of it. In the end, it is all guesswork. No one really knows.

Born In Fire Regardless of the actual moment in time when mankind’s genetic code changed to give birth to these new abilities, everyone knows when the first actual known Talent is believed to have evidenced.

Chapter One: Introduction

Boyd County, Kentucky. June 30, 1921... A 13-year-old boy named Lucien Porter evidences the first verifiable mental power when he becomes angry and sets fire to his parents and the family residence with his mind, killing everyone but himself and the family dog. For a short period, Lucien is a ward of the state, and spends the next six months in a series of orphanages and foster homes. After numerous incidents involving apparent arson, the boy falls into the care of a research project put together by a coalition of shadowy industrialists. A cabal of four uber-rich industrialists, Walter Rasmussen, Joseph Milton, Alexander Slate, and William Colbert, known collectively as the Patrons, provides funding for the project. They spare no expense in acquiring the best minds and equipment the early twentieth century has to offer. Though his abilities seem to be unique at first, within months of Lucien becoming part of the project, more and more adolescents with strange abilities begin to appear across the country. These children are soon scooped up by agents of the project and brought in for study. The project is dubbed Cipher due to the unanswered questions concerning the origin and workings of the never before seen abilities. By the end of the 1920s, there are nearly two hundred subjects in the Cipher Project with new Talents appearing almost every month.

The Age Of Discovery When Lucian Porter evidences the ability to start and control fires with his mind, researchers are baffled as to how to begin researching the phenomenon. Unfortunately, the Patrons see no real progress in understanding the new phenomenon despite the fact that their retainers are able to locate dozens more of the Talented young people over the first few years of the project. The Patrons’ pet researchers are able to classify the abilities into four broad categories they label

Forms: Biokinesis, powers that affect the human body directly; Psychokinesis, abilities that give the user control over inanimate matter; Telepathy, control over the human mind; and Clairvoyance, the augmentation of human senses to cross the boundaries of time and space and manipulate causality. The researchers theorize that these powers, or Talents as they began to call them, involve the generation and usage of some hitherto unknown form of energy. One researcher, David Paulsen, coins the phrase Ectenic Force. The term, references the energy supposedly created by mediums and spiritualists of the late nineteenth century allowing them contact with the spirit world. It is initially meant as a joke, but the name sticks.

Alternating Currents Skaneateles, New York. March 1927... The Patrons bring Nikola Tesla to the Cipher Project. The Project provides generous funding for Tesla’s 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.

Chapter One: Introduction

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

The American people elect Franklin Delano Roosevelt as President of the United States. Shortly before President Hoover departs office, MacArthur uses DAEMON agents to remove knowledge of the Project from the President’s mind. MacArthur keeps the new President in the dark concerning the existence of Ciphers and his own plans to weaponize them. A twenty-four year old Lucien becomes fast friends with Tesla. He begins as the chief subject for Tesla’s research and rapidly grows into Tesla’s primary lab assistant. 1935 Roosevelt becomes aware of DAEMON, and while he has sympathy for MacArthur’s goals, he forces MacArthur to step down as Army Chief of Staff, replacing him with General Malin Craig. DAEMON begins eugenics programs using Ciphers in an attempt to enhance the potency and variety of Talents. Lucien begins to have debilitating headaches, often accompanied by nosebleeds and inadvertent

Pauli Effects, the strange environmental side effects of more potent Talent activation. 1937 Japan invades China... Roosevelt begins increasing the funding for DAEMON, telling General Craig he wants results “right-damn-now”. All Ciphers over the age of fourteen begin combat and espionage training. England, with the assistance of DAEMON, begins to develop its own Cipher program called Pendragon. 1938 Nazi Germany invades Austria. President Roosevelt gives General Craig the permission to deploy Ciphers as intelligence agents in Europe and Hong Kong. Tesla is unhappy with the developments, being a fierce opponent of warfare and having strong personal connections with some of the Ciphers, frequently referring to them as his “children”. 1939 Nazi Germany invades Poland, and General Craig steps down as Chief of Staff of the United States Army. General George Marshall is his replacement Marshall and Tesla immediately begin to butt heads over the ultimate future of DAEMON and the Ciphers. Lucien naturally sides with Tesla, and many Ciphers in the project start to make things difficult for DAEMON administrators. Lucien has what the medics on staff refer to as a “fit”. Reports state that Lucien flew into a rage, destroying his apartments on the DAEMON Campus, and scrawling incomprehensible words and phrases on the walls in his own blood. The Project heads use heavy sedation to keep Lucien under control.

Chapter One: Introduction

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

bringing them to one of the Aegis-run Campuses to begin re-education and training. DAEMON gives Veritas the authority to eliminate any Cipher unwilling to cooperate. Marshall argues that this is the best way, as any “unchecked” Ciphers pose a threat to national security.

The Fabulous 50’S After the end of World War Two, and the following Korean War, the United States moves into a period of economic prosperity and social conservatism. Operation Paperclip tries to fill the void left by Tesla’s death by introducing a number of former Nazi scientists to the ranks of DAEMON’S researchers. DAEMON continues as a “Black Book” Project making small advances in the control of Talents, but there are no further refinements of Tesla Tech. No one seems to be able to advance the effectiveness of Nikola’s ingenious devices. The culture of paranoia that accompanies the Red Scare of the early Fifties escalates to a fever pitch. The top brass of the US Military begin to get jittery as word of a Soviet Cipher program begins to make the rounds of US intelligence services.

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.

Chapter One: Introduction

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The first Tomorrow he describes is Orwellian in nature with the governments of the world and the US in particular becoming autocratic in their handling of people with mental abilities. The second is apocalyptic with an indeterminate catastrophe arising from the existence of Ciphers in the world. The third is a delicate balance where those with mental abilities and those without live in a precarious, but peaceful world. The speaker tells those gathered, “They call us Ciphers, a code to be figured out, an enigma in the pages of history.” “We are no mystery. Our reason for existing is clear. We are the key to humanity’s future. We shall unlock the new age, and it is our actions that will determine if we will live in peace, tremble under the boot of oppression, or die in the fires of destiny.”

People Are Strange 14

During the Sixties, Ciphers begin forming communities where they can attempt to protect themselves from DAEMON. Groups of Ciphers began racing Veritas agents to people with newly awakened Talents, occasionally coming into conflict with them. Signposts of the Prophets teachings begin to come true, but as with most prophecies, many of them are indecipherable until after the fact. 1969 The Prophet disappears. No one has any recollection of what might have happened. Oddly, no one seems to remember his name or appearance. All anyone remembers is that the Prophet had been among them, and he left them his foretellings of the Three Tomorrows.

The Last Forty Years After the disappearance of the Prophet, the Cipher community begins to fragment without the tribal glue his presence provided. While Bonnet Island and the Reeds had existed before this point, their offer of a safe haven to those that meet their criteria starts to sound increasingly more appealing. Their outlook on the world and the Ciphers’ place in it becomes more sympathetic as the United States moves through the era of Vietnam and Nixon. Their philosophy of controlling powerful men from behind the scenes finds a home in the new cynicism of America. Sometime in the 70’s, Captain Platte manages his legendary escape from a DAEMON Campus and begins gathering those Ciphers with a bone to pick with the government program. He and his followers travel under the flag of Oriflamme.

Chapter One: Introduction

In the early 80’s, Reverend Cabot begins his Boundless Faith Ministries. Seemingly as a counterpoint to Platte’s Oriflamme Doctrine, Reverend Cabot begins to teach Ciphers that the best use of their abilities is in aiding others, be they Cipher or not. No one really knows when Jim Dancer began pushing the boundaries of his Talents, but it is in the spring of 1992 that Rogue Ciphers become aware of his presence. Tales of his confrontation with Reverend Cabot during a tent revival in southern Missouri start to circulate, and within weeks, there are dozens of Ciphers seeking him out to follow his plan to speed up the evolution of Ciphers and make them the dominant species on the planet. Not every Cipher lays aside the Three Tomorrows and the Prophet’s teachings. A scattered few maintain that the Three Tomorrows are fast approaching and they pore over every scrap of information and story they can find, desperately attempting to get a glimpse of what the Prophet claimed to have witnessed.

July 2002: The Shift During the first part of July, Samaritans begin to see a tide of newly evidenced Ciphers appearing. Boundless Faith Ministries had always been able to manage the small number of lost sheep in need of assistance, but when the numbers begin to multiply, Reverend Cabot and his associates are hard pressed to keep up. Captain Platte’s spies within DAEMON and the Bonnet Island’s Monitors within the halls of power start hearing chatter about a massive deluge of evidencing Ciphers. No one truly knows Jim Dancer’s thoughts as the Cipher population suddenly swells from one in a quarter million to one in twenty-five thousand, but whispers circulate that he might have had something to do with it.

Regardless, the sudden swelling of the Cipher Population from around 1,000 to 12,000 (in the United States alone) changes everything. Where previously, every Cipher in memory evidenced their Talents during puberty, now people of all ages are discovering that they can do amazing things by simply concentrating. Some already evidenced Ciphers claim to experience an increase in potency at this time. Not a single Clairvoyant has a glimmer that the Shift was about to happen, by all signs there was not a single Prophecy concerning it. Since that time, the frequency of newly evidencing Ciphers has remained at approximately one in twenty-five thousand. The increasing number of people with Talents is beginning to put a strain on the veils of secrecy that DAEMON and the Doctrines have managed to keep for decades. Before too long, something will have to give.

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 Prophet’s 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 Prophet’s journals, the implications are staggering.

Chapter One: Introduction

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The Three Tomorrows

T

he World as we know it is about to change. The Shift has made it impossible for Ciphers to remain hidden for much longer. Despite the best efforts of DAEMON and its counterparts around the world, we are about to take a bite of the Tree of Knowledge and nothing will ever be the same. The question is what the future will look like once Ciphers are thrust into the light. The Prophet claimed to have seen only three possibilities. His glimpses of the time yet to come have guided Ciphers for the last few decades. If we believe the words of the Prophet and his spiritual successor Daniel, we will be living in one of the Three Tomorrows before much longer.

Apocalypse 16

Picture in your mind all of those Australian movies you have seen where gasoline and other amenities are in short supply, and mankind’s worst traits blossom in an environment lacking any real civilization. Recall one of those books that tell of a handful of people surviving in the hollow shell of what used to be a major metropolis. The Prophet was unspecific as to what form the Apocalypse would take, but it is certain that this Tomorrow will be an age of Chaos run amok. Governments will collapse. Cities will become burned out shells or empty monuments to humanity’s former accomplishments. Brother will turn on brother, and survival of the fittest will be the law of the land. DAEMON has collected a database of the Prophet’s teachings over the years since his disappearance, and their primary goal is attempting to avert the Apocalypse at any cost. This goal, the Mu Directive, is known only at the highest levels of DAEMON’s administration as the Prophet and his teachings are officially anathema within the halls of DAEMON.

Unfortunately, their efforts may well bring about a different and to some, darker, Tomorrow.

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 Prophet’s 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

Chapter One: Introduction

current rate of Cipher evidencing continues, there will come a time when Ciphers will live everywhere, from the largest of cities to the tiniest of villages. With their Talents, Ciphers can do much to advance mankind. The trick is going to be finding the best of human nature and cultivating it. Fear is the enemy, and Ciphers must not allow it to rule their actions.

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 butterfly’s 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.

Chapter One: Introduction

17

On the other hand, a Crux can be as small as a Chimera devouring the Cipher that gave it life. If that Cipher survives, he may play a role in preventing Apocalypse. Of course, his death may be necessary to forestall it. Cruxes create ripples in space and time that sensitive Clairvoyants can sense. Certain Talents allow Ciphers to determine if something is in indeed a Crux, while others allow that same Cipher to track down a nearby Crux and even identify which of the Three Tomorrows upon which it has an influence. However, it is not always clear which direction that particular Crux needs to fall. Most of us are aware of Cruxes and their bearing on the future. The Oracles in particular make it their life’s work to track down Cruxes and ensure that events occur as they should.

Strings

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More often than not, Cruxes appear in a series, centering on a particular place or individual. These Cruxes form a sort of connect-the-dots that lead towards or away from a particular Tomorrow. Such a series of Cruxes are referred to as Strings. Many Rogue Cipher Cells, especially those containing Oracles, focus their energy following a single String in the hopes of seeing it to a satisfactory conclusion. There are times when two or more Strings converge. This happens with alarming frequency as the Three Tomorrows come knocking on our door. Ciphers have begun calling these convergences Tangles as individual Cells may have different goals concerning the outcome of the String they happen to be following. It becomes particularly difficult when a certain Tangle has no clear beneficial outcome. One resolution may prevent Apocalypse while advancing Dystopia at the same time or vice versa.

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 DAEMON’s 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

Chapter One: Introduction

common. Each Psychokinetic Talent can affect inanimate matter with Ectenic Force. Ciphers with these Talents can control heat and cold, move objects, and even manipulate electronic devices with their mind. Telepathy is in many ways the classic Cipher Form. All Talents classified as Telepathy have an effect on the human mind in one way or another. Reading thoughts, controlling minds, and locating other Ciphers are just a sample of things possible with Telepathy.

The Pauli Effect Another aspect of Talent usage and Ectenic Force is what was once called Bleed Off. The modern term for Bleed Off is the Pauli Effect named after Austrian physicist Wolfgang Pauli’s joking reference to unexplained equipment failure in the presence of certain individuals. When one of us uses his Talents at a high level of intensity, the large amount of Ectenic Force being emitted can have secondary environmental effects that increase greatly as more and more Ectenic Force is generated and emitted. Most Pauli Effects reflect the Talent being used. For example, when a Pyrokinetic Talent is activated at a high intensity, the temperature around the Cipher increases noticeably even at times to the point of flammable material spontaneously combusting. However, for some indefinable reason, Telepathic Pauli Effects have a strong destructive effect on nearby electrical devices.

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.

If a Cipher opts to Push past their reserves, he can draw upon their physical well-being to continue channeling Ectenic Force. At first, Pushing does little more than exhaust the Cipher, tiring him dramatically. Should a Cipher continue, physical damage begins to appear as the Cipher Pushes his body past its natural limits. Should a Cipher Push himself too far, damage to the psyche is possible, causing the onset of mental disorders or the birthing of Chimera. For some unknown reason, the Pushing of Clairvoyant Talents has an increased risk of acquiring Aberrations than other abilities.

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

Chapter One: Introduction

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Eidolons, all things that consume Ectenic Force as sustenance. Chimerae

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Perhaps the biggest threat to Ciphers comes from within. When a Cipher, from desperation, hubris, or simple stupidity Pushes past his EF Pool and begins taking physical damage he runs the risk of birthing a monster from his deepest fears. Chimerae, the most feral of the Ectovores, are these monsters. Chimerae are horror forms created from pure Ectenic Force. They take on a solid body drawn from a Cipher’s Aberrations and most deep-seated fears. From classic monsters such as vampires, ghosts and like, to more abstract embodiments like eyeball-eating clouds of green vapor and swarms of locust with a taste for sexual predation, Chimerae are without limits as to the forms they can take. A Chimera can even appear to be your kindly Aunt Sophie. In addition to their ability to damage us physically and psychologically, Chimerae feed on Ectenic Force. Their vampiric nature makes them a very real threat to any Cipher, especially the poor soul that Pushed too hard and drained his juice too low, giving birth to the terror in the first place.

Since any Cipher may Push beyond their normal boundaries by exchanging their health and life energy for more Ectenic Force, a Chimera will continue to feed on its victim until it depletes every last ounce of life to feed its appetite. Bogeymen As if Government agents, psychotic religious zealots, and mind-eating monsters were not enough to keep a Cipher nervous about what is around the next corner; a subtler and perhaps sinister creature lurks in the shadows, hiding not only its presence but its purpose as well, and it wears a familiar face. There are things we have given the name Bogeymen that lurk in the corner booths and balcony seats of humanity. They are the almostperfect replicas of Ciphers, right down to the ability to activate Talents. The only thing physically separating them from the original Cipher is a slight oddness to their features. Too sharp teeth, unblinking eyes, a strange rolling gait, webbed fingers: these are examples of some of the oddities these creatures exhibit and the only way to tell a Bogeyman from the original by simple observation. There is perhaps a connection of some sort between Chimerae and Bogeymen as they both feed on the Ectenic Force of Ciphers. What makes

Chapter One: Introduction

Bogeymen more of a threat is their advanced intelligence and a handful of Talents that are unique to Ectovores. No one seems to know what they are or what they want. Unlike Chimerae, Bogeymen do not always attack or try to feed off of Ciphers. Members of various Doctrines have reported having brief but perplexing conversations with Bogeymen that did not result in physical conflict. It possible that the best course of action is to leave them sitting quietly in the corner and allow them do whatever is it they do. Eidolons Rumors circulate among the Rogues from time to time of an even more bizarre being, a creature of pure and unformed Ectenic Force with boundless energy and near limitless access to the Forms and their Talents. The worst part, the rumors say, is that this type of Ectovore, called Eidolons, can live in the mind of a Cipher undetected. Most of us feel these stories are just bullshit, stories evolved from the constant fear and paranoia Rogue Ciphers have to endure on a day-to-day basis. There is nothing to the myth of the Eidolons. Really.

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.

Harbingers are Ciphers that follow the teachings

of Jim Dancer and his Proteus Movement. Proteus espouses a belief that Ciphers are the next evolutionary step for humanity and that as such, Ciphers carry a greater value than their unTalented human cousins do. Most Harbingers see the mass of humanity as expendable in the Movement’s quest for further evolution. Some Harbingers have found themselves placed on a Most Wanted List by DAEMON due to their indiscretions, and many Cells find themselves spending a great deal of time reining in their Harbinger allies. Monitors follow the path set forth by James and Mary Reed from their hidden sanctuary known as Bonnet Island. The Reeds and their followers are of the opinion that Ciphers are only truly in danger when their actions are visible. Monitors tend to be those gifted with Telepathic Talents and who have a desire to act from behind the scenes, pulling the strings on the rich and powerful. Oracles are those Ciphers that have found their calling in manipulating Cruxes and Strings away from Dystopia and Apocalypse and towards Balance. Following the Way of the Prophet, most Oracles have at least some Clairvoyant ability. Some Ciphers with Biokinetic or Psychokinetic Talents take on bodyguard roles, protecting the Seers who place their own sanity at risk to untangle the Three Tomorrows. The mysterious Daniel is the figurehead of the Oracles. His taking on of the Prophet’s mantle and teachings has had a great deal of impact on the Rogue Cipher community. Since his appearance just a few years ago, many Rogue Ciphers have flocked to the Way of the Prophet. Partisans are the more militant among the Rogue Ciphers. Led by Captain William Platte, a former Veritas agent, Partisans are members of a Cipher paramilitary force dubbed Oriflamme. Members of Oriflamme see DAEMON as the greatest threat to the future of all Ciphers and

Chapter One: Introduction

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spend a great deal of time finding ways to make life difficult for DAEMON and its agents. Samaritans are Ciphers that heed the words of Reverend Vance Cabot and his Boundless Faith Ministries. Cabot teaches that Ciphers have had a great responsibility thrust upon them with their Talents. Ciphers, he says, are the shepherds of humanity. We are to guide mankind into a new and brighter future of understanding and brotherhood This does not mean that Samaritans are all peace and love. Cabot regularly sends Cells in search of newly evidenced Ciphers to bring them into the fold before DAEMON gets their hands on them. Frequently these rescue missions require the ability for a Samaritan to handle himself in tight situations.

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

responsibility of the American military. Afterwards, it became a weaponization effort in response to Germany and Japan’s aggressions in the ‘30s. Over the years, DAEMON has evolved into an agency divided into two branches. Each Division has different mandates concerning Ciphers and their abilities. As far as most of Congress and the public are aware, the Department of Alternative Energy MONitoring is at the forefront of research into alternative energies such as solar, wind, fusion, and water. A small amount of their budget does in fact go towards research in those directions to maintain the façade, but a vast majority of the funds and manpower are devoted to the research and control of Ciphers.

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

Chapter One: Introduction

18:154

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Veritas to remove the threat posed by volatile Rogue Ciphers. The DAEMON directives state that all citizens with Talents are under the authority of the United States Government through DAEMON. It is an unfortunate fact that some of us do not know this yet. Ciphers evidence every day, and with a disturbing frequency since 2002. It is the job of Veritas to collect them before they bring harm to themselves or others. An untrained Cipher has the potential to cause a vast amount of damage with their new abilities. There are also the Cipher criminals to consider; terrorists that use their Talents to fulfill selfish desires. Veritas is there for the nation and its people.

The Sealed

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Revelations Chapter 14 “And I looked, and, lo, a Lamb stood on the Mount Sion, and with him an hundred and forty-four thousand, having his Father’s name written on their foreheads…these are they which follow the Lamb whithersoever he goeth…and in their mouths was found no guile: for they are without fault before the Throne of God.” A number of modern faiths have based their beliefs upon this particular passage from the Bible, and most are normal, everyday people. The Sealed however, are anything but normal. Pastor Dwayne Frye leads a congregation of about 500 souls that are aware of the existence of Ciphers. The congregation of the Sealed follows Frye’s teachings that Ciphers are abominations before the sight of the Lord and must be destroyed. The Sealed are feverishly dedicated to Pastor Frye and his sermons of hate. The very real tragedy of the Sealed is that there is a number of followers whose own family members are evidenced Ciphers. Frye preys upon the confusion and sense of powerlessness that arrives when a son, daughter, or spouse suddenly evidences Talents and either

runs away or winds up taken in by the government agents of DAEMON.

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 1920’s, he, alongside three other robber barons of the time, started the Cipher Project after the discovery of Lucien Porter. Today Slate’s 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.

Chapter One: Introduction

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. Lisa’s 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 cliché to be afraid of a black van, but the fear consumed her nonetheless. Two years ago, her neighbor’s pot-smoking twenty-something son had bought a black van and she hadn’t had a moment’s peace until he’d 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 she’s 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, wasn’t 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. They’d 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, “We’ll go past the high school. There’s 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 Steve’s brow as he stared not at her, but at the door behind him. Lisa shook her head and struggled upright, “What’s going on?” “We’re leaving. Now.” Lisa allowed herself to be pulled upright, still foggy from sleep. Steve’s 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. Steve’s 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, “What’s going on?” “We had to move up the schedule, we’re leaving. Tonight.” “But Steve,” Lisa tried to uncurl her senses, but the drugs were still too strong. They didn’t let her sleep without them, they couldn’t 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 doctor’s. 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 can’t 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 Steve’s 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, “You’ll 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. Renee’s arms tightened around her, and she whispered in Lisa’s ear, “Keep that kid safe. Get out of here.” Steve’s hand pulled her free again and the massive shadow by the door moved out and handed her a pair of boots, Thomas’s 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 figure’s 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. Steve’s face disappeared, exploding outwards, the woman’s 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 Lisa’s head ache even as she struggled to block any attempts to find them. The pain had overwhelmed her, and at Steve’s 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. Steve’s 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 old’s eyes glazed and fixed as they stared into space. Just behind them stood another Agent, Renee held in her arms, the girl’s silent tears dampening the woman’s shoulders. The woman swayed in place, rocking Lisa’s 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 what’s at stake here. Get your food. We’re leaving. All together.”

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efore you can get down to the business of playing Cipher, you will need to determine what kind of character you intend to play. The Attributes, Skills, and so forth allow your character to interact with the setting of Cipher by using the rules, but before you can translate your character into numbers, you will need to come up with a concept of who your Cipher is and what makes him tick. If you want to construct an elaborate backstory for your character, your GM will thank you since that only makes his job a lot easier. Below are listed a handful of questions to help give you a start in building a character that is more than a collection of numbers on a character sheet: What is your Cipher’s name? What does he look like? When did he evidence his Talents? What were the circumstances surrounding his evidencing? What Doctrine does he follow? What are his opinions of the other Doctrines? Does he believe in the Three Tomorrows? Who are his friends and contacts? Does he try to maintain a normal life?

If you take a few minutes to consider these questions and come up with the answers to them, you will be well on your way to building a believable character you will have fun playing for many sessions.

Cipher Doctrines

C

iphers that live free of government control have developed a number of differing philosophies about what it means to be a Cipher. These attitudes, put forth by a handful of charismatic figures, are called Doctrines. They

espouse a certain system of beliefs that govern individual Ciphers’ actions. Most of the Doctrines that exist in the TwentyFirst Century appeared in the years following the sudden disappearance of the Prophet in the

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late Sixties. The Monitors of Bonnet Island are the exception, founded just a few short years after the Rogue Ciphers made their escape from DAEMON’s New York facility in the ‘40s. While those that follow the Doctrines of the Rogue Ciphers band together for safety from the many threats that face them, there is still a good deal of tension between the various factions. Frequently Ciphers fall to squabbling in the quiet moments between incidents with DAEMON, Ectovores, and other threats. Rarely do such situations escalate beyond heated arguments, but there have been some cases of Cells selfdestructing under the weight of their differing beliefs. Most Ciphers that are part of a Doctrine have a number of individuals within their organization that they can contact when in need. While these contacts are not always capable of helping every time a Cipher requires assistance, these contacts are one of the greatest resources a Rogue Cipher has at his disposal. Of course, it is important to keep in mind that each Cipher is likely to be a contact for others scattered across the country, and should do what they can to help those that share what is a perilous existence as a Rogue Cipher.

Harbingers-The Proteus Movement Look, for as few of us as there are roaming around, and as much as everyone wants to stay under the radar, you would think we would have a little more centralization, a bit more structure. Sure, you have that Daniel guy hiding god-only-knows-where eating TV dinners and constantly trying to get everyone to play nice and listen to him. The problem with Daniel is that no one I know has actually seen this guy, and most of us don’t even think he’s really out there, and so

what if he is? What does he have to lead us with? A bunch of old spiral notebooks filled with the supposed visions of some old dead guy called the Prophet? Fuck, the Prophet’s more of a myth than Daniel. The old-timers who were around back in the Sixties can’t even tell you what this Prophet’s name was. Besides, everyone knows that the Oracles eventually end up going batshit if they peer forward too often, and that means that everything in those notebooks is suspect...if they exist that is. Which they don’t. Oriflamme? Get real. Maybe before 9/11 these guys might have made sense, but with the Patriot Act and everyone twitchy about terrorism to begin with, the Partisans just make most of us think Oklahoma City or Ruby Ridge instead of Che Guevara. Sure, the thought of bending DAEMON over and giving it to them Shawshank-style is damn appealing, but I figure the dipshits that get involved with Captain Platte and Oriflamme have a slightly better life expectancy than a mayfly. Besides, they rely far too much on guns and bombs and shit. You ask me, putting your trust in a .45 is pure stupidity when you can set shit on fire from a football field away. Kinda makes them pussies in my book. Bonnet just creeps me the hell out. The whole idea of a town filled with a bunch of Telepaths is just plain wrong. I don’t like the whole concept. I talked with this one guy who said he had found the place a few years back, and everyone there was real nice. Too nice, if you catch my drift. He said it felt like everyone was sizing him up like a piece of meat. Apparently, he didn’t meet their standards for whatever reason and a few days later he woke up in a motel in Norfolk and couldn’t recall how the hell he had gotten there, or how to find Bonnet Island again. From the way he talked about it, he’s not too upset about that either. The whole thing sounded too ‘Stepford’ to me. Reverend Cabot and his traveling sideshow of pacifists and religious freaks wouldn’t be too

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bad if they weren’t so damned simple-minded. There’s a war on, people! While poking your dick in the hornet’s nest like Platte and his grunts do may not be the brightest idea, it makes a hell of a lot more sense than sticking your head in the sand and being all lovey-dovey. The Revival does good things. Don’t get me wrong. If it weren’t for them, there would be a lot more of us working for Uncle Sam than there are now. I appreciate that, I really do, but turning the other cheek went out the window the first time those Veritas bastards shot up the first Cipher with morphine and dragged him off to some secret facility against his will. No, I’d have to say that if anyone has the right idea it’s Jim Dancer. The Proteus Movement says that we are the next stage of human evolution. Dancer calls us Harbingers. I kinda like the sound of that. He says that we’re not restricted by meat and bone, that we can be made up of pure juice and that if we study our Talents long and hard enough we might be able to not only find real weapons we can turn on DAEMON, but that we might be able to step forward into the next stage ourselves. I don’t know about you, but the idea of being made of pure energy is damned attractive. The only problem is that Proteus keeps themselves pretty much under the radar. You only hear about them every once in a while when the Reverend and Oriflamme get their panties in a bunch over us. There are a few nutjobs among us; those that think we need to be doing what we can to tear down what passes as civilization before we can build a new home for Ciphers. They’re idiots, and if we don’t keep an eye on them they’re going to get us all killed. Despite those of us that occasionally cross the line, the Proteus Movement just makes more sense than the other Doctrines. They call Jim Dancer a monster, a psycho, a terrorist. I call him a visionary.

Harbingers are Rogue Ciphers that follow the teachings of a man named Jim Dancer. Like many leaders of the Rogue Cipher community, only a very few individuals have actually seen Dancer, but he is believed to be of Native American descent. His teachings are radical by most Cipher’s standards. In the late 1980’s, the first whispers of Jim Dancer and his beliefs began to circulate. For years, only a small minority of those with Talents adopted his stance on Ciphers and their abilities. Dancer’s words began garnering more attention as 2000 approached and millennium fever began rising among Norms and Ciphers alike. The Proteus Doctrine lured those who suddenly began feeling that their time was ending. Dancer believes that Ciphers are not only superior to normal humans, but also the next step towards mankind’s ultimate destiny. He believes the final permutation to be creatures of pure psychic energy. The body is just meat, limiting humanity’s true potential by its static nature. A Cipher’s true strength lies in shaping the body while strengthening the mind. Eventually the near-constant alteration of the human form will allow it to finish its destined transformation into pure Ectenic Force. Harbingers show a general disdain for those without Talents. They tend to be adventurous and arrogant at the same time. A Harbinger’s preferred abilities center on the Biokinesis Form. All other disciplines are secondary. Harbinger Tenets 1. Ciphers are the next stage of evolution, but not yet complete. 2. Ciphers are destined to become beings of pure energy. 3. A human’s life is not worth that of a Cipher.

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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 people’s 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

costs involved in maintaining overhead for the operations we currently have in place. I understand that certain things are said about the Monitors of Bonnet Island, things concerning the manipulation of key figures in politics and industry for personal gain. I must point out that every community has individuals that do not cleave to the precepts of the community as a whole. These individuals do not represent in any way Bonnet Island, the Monitors, or our goals to protect the interests of Ciphers. We reject any who ascribe to these selfish methods. As many of you know, not all Monitors seclude themselves on the Island or nestle themselves away within the halls of power. Many of us, in fact, depart from Bonnet Island to assist fellow Ciphers in their endeavors. It is the firm belief of our esteemed leaders, James and Mary Reed, that a Monitor cannot fully understand that which we strive for without experiencing what our less fortunate brethren must endure as vagabonds and fugitives. Thus, many of the residents of Bonnet Island are convinced to leave the safety of the Island and subject themselves to the trials and tribulations of existence among others of our kind. Do not trouble yourself about the inhabitants of Bonnet Island. We are working in your best interests, as we have for decades. Monitors believe that the best path to survival lies in infiltrating the halls of wealth and power and shaping the future with a whisper and a nudge. Bonnet Island lies off the coast of North Carolina. A former haven for the pirate Stede Bonnet, treacherous waters surround the smallish island, making it a perfect hiding place for the Gentleman Pirate. After the age of piracy ended as the likes of Bonnet and Blackbeard faded from the world’s stage, Bonnet Island was forgotten by all save a handful of fishermen and cartographers; its shores being too difficult for most to reach safely. The island’s sole population consisted of birds, reptiles, and small mammals until James

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and Mary Reed settled there along with a handful of others fleeing DAEMON’s Skaneateles facility. They made a promise to each other and those that accompanied them that never again would their fates be determined by others. Ciphers were the next step in human evolution and they deserved the right to live free and prosper without interference from those unfortunate enough to be lacking Talents .The small colony began building what would become over time a cozy, little village on the forgotten island. They protected their new home with a subtle force that was unwavering. A delegation from Bonnet Island meets anyone without abilities that approaches the island. The group of Monitors tasked with this duty alters the memories of the interlopers, forcing them to forget any detail that might lead others to the Monitor's haven. Many people find themselves back in their boat heading west towards the mainland without a clue as to where they have just been. The Monitors allow Ciphers that arrive at the island a momentary respite from their travels while James and Mary decide if they are to be allowed to remain. Some that meet James Mary's standards are allowed to stay and assist in the village’s goals of ensuring that those with mental abilities remain free from virtual slavery by DAEMON and the government it serves. The Monitors are masters of Telepathy and show a secondary preference for Clairvoyance. Monitor Tenets 1. The destiny of Ciphers is to become the dominant species on the planet. 2. It is acceptable to cheat, deceive, and steal from non-Ciphers. 3. Bonner first, then Ciphers, then Humanity.

Oracles-The Way Of The Prophet I have seen the future. I know what true despair is. Humanity only has a limited amount of choices as to its destination. We can live in harmony, Ciphers and Normals alike; we can be crushed under the boot of oppression; or we can burn in the fires of desolation. I was only thirteen years old when one of Daniel’s people f o u n d me and showed me the truth of things. I was little m o r e than a child. W h a t was shown to me was carved into my mind, unforgettable to this day. I still wake in the fragile hours of morning covered in the sweat of desperation and horror. There are many among us that choose not to see what has been shown to them. They live under the delusion that we can choose a fate other than what the Prophet has shown us. I hold no disdain for them, only pity and sympathy, for I wish it were so. Unfortunately, I know they are wrong. We have a great need to tread the razor edge of destiny carefully in these upcoming days, for the fulcrum of the future is upon us. If only we had clear signs to show us the way. Instead, we have a handful of Talents that allow us locate the Cruxes of the Three Tomorrow, but rarely do these Talents show us the path we must take. Aside from Daniel’s arduous progress in deciphering the Prophets notes, we have only our best judgment to rely upon. Those of us who know the truth try to forestall Dystopia and the Apocalypse, but we are too few. Ciphers as a whole must learn to see the truth and answer the call to action if we are to prevent darkness descending. Many of us travel in Cells,

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living amongst our brethren to protect and guide them, while a small number of Oracles are solitary nomads, moving as the Cruxes dictate. Daniel teaches us from the words of the Prophet; that even the most seemingly insignificant event may cause ripples that can topple the most well laid plans. A single child can be the keystone to harmony or the cornerstone to destruction. Daniel possesses the scripture of the Prophet and I must follow him regardless of the cost. The Oracles follow the paths laid out for Ciphers half a century ago by a man known today only as the Prophet. The enigmatic figure, Daniel is his successor. The Prophet appeared at the end of the 1950s claiming to have seen three possible futures for the earth. Calling them the Three Tomorrows, he claimed that the presence of Ciphers would shape humanity for better or for worse and would be instrumental in bringing about one of the Three Tomorrows. Even after his mysterious disappearance in the late 1960s, the Prophet’s message echoed in the hearts of minds of Ciphers, but without his leadership, Ciphers began drifting apart. New ways of approaching the Cipher situation grew out of the next few decades; but walking amongst the Partisans, Monitors, and others were a small handful that kept the Prophet’s ways. When the Shift began in July 2002, many Ciphers believed that the Three Tomorrows were upon them, and more than a few began studying the words of the Prophet. Within weeks of the Shift, word began spreading of a man calling himself Daniel. He claimed to be the successor to the Prophet. There were rumors that he had the original notebooks of the Prophet in his possession, the notebooks that contain the prophecies of the Three Tomorrows. In the years since, Daniel has established himself as a force to be reckoned with in the Cipher community. While his exact whereabouts are unknown, his agents seem to be everywhere,

appearing with flawless timing to deliver a warning or the location and time of an important Crux. Those who believe that the Prophet’s Three Tomorrows are truly imminent and strive to shape the coming years in accord with the Prophet’s teachings call themselves Oracles. They follow the dictates of Daniel through a network of Oracles that leads directly back to Daniel himself. Oracles tend to have strong Clairvoyant abilities with no preference for any other Form. Oracle Tenets 1. The juxtaposition of the Three Futures is imminent. 2. Daniel’s chosen are to guide Ciphers away from destruction. 3. The Prophet is among us, waiting for the proper moment to reappear.

Partisans-Oriflamme There’s a revolution coming. The Norms don’t know a damned thing about it, but it’s 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 there’s no point in having Talents if we’re 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 it’s one of the Captain Platte’s favorite sayings, and that it’s 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 Cabot’s 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 they’re

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not as bad as the Proteus guys who are always dissing people without abilities and talking about evolution and pushing forward. At the end of the day, what the Captain talks about is simpler, more straightforward. I can wrap my head around the idea of fighting back. I watched Veritas drag away a good friend of mine about a year ago. I've heard the horror stories from the guys we’ve gotten out of the Campuses. All I want to do is shank the dudes trying to control us. We deserve a right to make our own choices, don’t we? They call us Partisans. I don’t really care what label I get stuck with, I am a soldier, and I’ll do everything in my power to ensure that DAEMON doesn’t get its claws into one more Cipher. Chimerae, Bogeymen, it doesn’t matter. If it poses a threat to Ciphers, it’s a target. I haven’t met the Captain personally, but he is my commander. I would follow him into the gates of Hell itself if it meant ensuring safety for me and mine. Partisans are Rogue Ciphers that believe Captain Platte and his organization, Oriflamme is the only hope for the future of Ciphers as well as the rest of humanity. Oriflamme has chosen to take the fight to DAEMON and anyone else who intends to enslave or harm Ciphers. In the late Seventies, a man named Captain William Platte appeared. He claimed to have

escaped from a DAEMON Campus, telling anyone who would listen about his time in the government program. He spoke of evidencing at the age of eleven, his training at an Aegis Campus, and his service as a Veritas Agent until the point of his disenchantment with the agency and its methods. Platte talked to every Cipher he could find of the atrocities performed by the agents of DAEMON in the name of national security. For many, this was the first time they had heard about the eugenics experiments, the training that bordered on torture, or the “perform or be killed” policies he purported DAEMON utilized. Over a few short years, he had developed a following of Rogue Ciphers that were angry at the world and DAEMON specifically. Platte developed a paramilitary organization of Rogue Ciphers comprised of those that came to believe as Captain Platte did. The cells operate nearly autonomously, receiving only the occasional order from Oriflamme’s nomadic command center. As is the case with most of the Doctrines, the Cult of Personality behind the movement remains elusive. Partisans show a strong preference for Psychokinesis and Biokinesis, but come in all colors and flavors. Partisan Tenets 1. Ciphers deserve the same rights as “normal” humans. 2. DAEMON and its oppressive methods are the greatest threat to the future. 3. DAEMON must be opposed, refuted, and destroyed.

Samaritans-Boundless Faith Ministries Many people think that the Reverend is a fool for putting himself out there like he does. They say he makes too big of a target of himself in more ways than one, and he’s going to see the inside of a DAEMON Campus one of these days. They’re

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right, but he’s no fool. He knows exactly what he’s doing, and we should all thank him for it. You see, the thing with Reverend Cabot is that unlike some of the so-called Christians you may have met in your life, the Reverend actually tries his hardest to follow the path of Jesus. He knows that DAEMON is tracing his every move, and that’s just the way he wants it. He figures if he can keep their attention on that big white suit of his, that’s less consideration, you and I are going to get from those Veritas jerks. He plays on his visibility to keep them from doing anything stupid. That’s the reason the Reverend doesn’t allow any weapons in his congregation. He doesn’t want to give anyone an excuse. And if you ask him about painting a bright red target on his head, he’ll just give you one of those pearly white grins of his and tell you that he can’t do the Lord’s work very well with his light under a bushel, can he? The Reverend’s network extends from coast to coast, but has a heavier concentration here in the Midwest. People of faith and men of the cloth work with him in every major city and a few minor ones as well. Boundless Faith Ministries is the organization that makes sure that those of us who evidence their Talents alone are found, given the care they need, and have things explained to them. Odds are good the guys who found you and told you the state of things were associated with the Reverend in some way. That safehouse you and your friends stayed at last week? It's probably funded by the Reverend and his people. That Clairvoyant Rabbi who found you at the coffeeshop and told you to bug out? It's pretty damned likely he has a chat with Reverend Cabot about once or twice a month.

I tell you this though, the Reverend may be a forgiving man, but those of us that look to him for guidance are still working on turning the other cheek. If DAEMON does manage to find a way to take him down, there will be a whirlwind for them to reap. The Samaritans are Rogue Ciphers that follow the teachings of Reverend Vance Cabot. They are the ones most newly evidenced Ciphers meet if they manage to avoid the agents of DAEMON. Reverend Cabot founded Boundless Faith Ministries shortly after Oriflamme began to attract followers. His message was clear. Captain Platte is a warrior. I am a shepherd. While never outright chastising the Captain for his aggressive doctrine, Cabot made it abundantly clear that he saw things in a different light. If there is to be a future of any kind, it can only be attained through compassion and forgiveness. That is not to say that Samaritans cannot take care of themselves. With their preference for Biokinetic abilities, they are more than capable of handling trouble when it finds them. They just do not go looking for it. Being a Samaritan means that you have chosen to aid others, be it through healing their bodies and minds or through acting as a guardian angel to those that cannot protect themselves. Reverend Cabot and his traveling tent revival are very much in the crosshairs of DAEMON, but Cabot’s weekly syndicated sermons and the tremendous amount of charitable work he performs through the churches, temples, and synagogues affiliated with him make the Reverend a difficult man to dispose of without raising too many questions. The Monitors, for their own inscrutable reasons, are doing what they can to keep him preaching. Samaritans have a tendency to perfect their Biokinetic Talents, specifically Heal and Psychic Surgery

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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

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very character in Cipher six Basic Attributes that defines his raw potential. There are three Physical and three Mental Attributes, each has a rank ranging from 1-10. The Rank in each Basic Attribute represents how much above or below the human average, the character is. Rank 1: Barely alive. This is the absolute minimum a living human being may possess in any given Attribute. Rank 3: Slightly below average. Rank 5: Human average.

Rank 7: A little better than most. Rank 10: Absolute peak of normal human potential. At Character Creation, each character has 35 points to spend towards building these six Basic Attributes. Each Attribute starts at a Rank of 0, and 1 point spent towards increasing that Attribute increases its Rank by 1. At least 1 Rank must be placed into each of the 6 Base Attributes. The highest Rank a starting character may have in any Attribute is 8. Attributes may be

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CHARACTER GENERATION QUICKSHEET Create character concept. How did you evidence your Talents? When and where did it happen? What are your likes, dislikes, hopes, dreams, fears, etc.? Distribute 35 Ranks Among Your Primary Attributes Strength Knowledge Agility Wits Vitality Willpower Calculate Derived Attributes (Round to nearest whole number) Reaction (Agility+Wits)/5 Mental Resistance (Wits+Willpower)/3 Physical Resistance (Strength+Vitality)/3 Strength Modifier (Strength/3) Movement (Strength+Agility)/2 feet per Phase Health (Vitality+Willpower) Stun (Vitalityx2) *Skill Ranks (Knowledgex7) *Focus Ranks (Knowledge x5) *Maximum of 6 Ranks per Skill Distribute Skill Ranks (Skills Range from 1-10) Academics Performance Athletics Science Crafts Social Clandestine Vehicle Investigation Weaponry, Melee Medicine Weaponry, Ranged Nature

Apply Cipher Patch • • •

• • • • •

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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.

Distribute Focus Ranks (Focuses Range from 1-5) • Maximum of 5 Ranks per Focus • Must have 1 Rank in a particular Skill to place a Focus within that Skill

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increased over the course of a game by spending Experience Points. Strength Strength is the measure of an individual’s raw, physical power. It is the Attribute that tells you how much you can lift, how far you can throw, and how hard you hit someone either with a handheld weapon or barehanded. A Rank of 10 is capable of lifting about 600lbs. Use the Strength Attribute to calculate your Strength Modifier. This is used as a bonus to Damage when an attack is powered by muscle. Use the Strength Attribute along with Agility to determine your rate of Movement. Agility

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Agility is the Attribute that determines not only how nimble you are with your body as a whole, but also your manual dexterity. This Attribute quantifies your ability to use finesse and be precise with physical actions. A Rank of 10 represents an individual such as Bruce Lee or the premier parkour expert in the world. Use the Agility Attribute along with Strength to determine your rate of Movement. Use the Agility Attribute along with Wits to calculate your Reaction. Vitality Your rank in Vitality tells you how sturdy and generally healthy you are. This Attribute is used to see how long you can perform tasks or work under extraordinary duress. A Rank of 10 almost never gets ill, and can withstand tremendous amounts of physical punishment before succumbing to pain and injury. Use the Vitality Attribute to calculate both your Health points and your Stun points. Use Vitality, in conjunction with Willpower, to determine your Physical Resistance.

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

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are more often used on their own or as a modifier to a standard task roll. Strength Modifier The Strength Modifier is applied anytime you successfully hit something or someone either while unarmed or while using a muscle-powered weapon. Your Strength Modifier is applied as a negative modifier to any attempt to Disarm you. Determine your Strength Modifier by using the following formula: (Strength / 3) As with all other calculations in Cipher, always round to the nearest whole number. Therefore, if you have Strength of 7, your Strength Modifier is 2. If your Strength is 8, your Strength Modifier rounds to 3. Your Strength Modifier is also the base Damage for a punch or kick attack. Movement Your Movement is a measure of how much distance you can cover in 1 Phase (1 second), moving at a quick walk. The average human moves 5 feet/sec. Calculate your Movement by using the formula below. (Strength + Agility / 2) in feet per Phase (second) Reaction Reaction is one of the most crucial Attributes in the game. It determines your Interval, which is how frequently you may act in a 10 second Round. Apply Reaction as a negative modifier on any attempts made to hit you in physical combat. The formula for calculating Reaction is: (Agility + Wits / 5) Physical Resistance Diseases, toxins, Talents that attack your Stun or Health; all of these situations have Physical

Resistance subtracted from the Mark of the attempted roll. Determine Physical Resistance by using the formula below: (Strength + Vitality / 3) Mental Resistance Apply Mental Resistance as a negative modifier to any action or circumstance that attempts to harm you in a NON-physical manner. Talents such as Deep Scan, Twitch, and Drain Mental Attribute, as well as any Aberration check, have the target’s Mental Resistance subtracted from the final Mark prior to rolling. Determine Mental Resistance by using the following formula: (Wits + Willpower / 3) Health Health is a measure of how whole and complete your physical form is. If you are cut, shot, have internal bleeding, or a bone fracture, you will subtract points from your maximum Health. Anything that takes time to heal and is potentially life threatening is a Health Wound. Calculate Health by the following formula: (Vitality + Willpower) You may trade Health for Ectenic Force if the character is out of their base EF Pool and their Stun pool is empty. Trading in Health for Ectenic Force to activate Talents, or for a Dominance Test, or if you are forced to trade Health for EF requires both a consciousness check as well as an Aberration Check. Stun Stun is both a measure of your physical energy level and a meter on minor physical damage. If you are subject to minor physical trauma such as a punch, kick or blow with a blunt object, you subtract points from your maximum Stun total.

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You begin subtracting Stun when you go for extended periods without rest, food, or water. Calculate Stun using the formula below: (Vitality x 2) You may trade Stun for Ectenic Force if your character’s EF Pool is empty. If you use the EF garnered by trading in Stun to fuel or activate a Clairvoyant Talent, an Aberration Check is required. Skill Points

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Skill Focuses

Use Skill Points to buy your initial Ranks in the 13 Skills that are used in Cipher. Skill Points are spent on a 1 Point/1 Rank basis. Skill Points are determined as follows (Knowledge x 7) Focus Points Focus Points are spent 1/1 to attain ranks Focuses. Determine Focus Points following formula: (Knowledge x 5)

Rank 5: At this Rank, you can easily use this Skill in a professional capacity. Rank 7: A person with this Rank in a Skill is a recognized expert in their field. Rank 10: One of the most accomplished people in the world when it comes to this Skill. When spending Skill Points at Character Creation, each point spent increases a Skill by 1 Rank. You may increase Skills to a Rank of 6 at Character Creation.

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

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experienced computer user, you can simply take Focus: Computers instead of having to select a specific operating system. Mechanically, a Focus adds to your Attribute and Skill for determining your Mark for a Skill Roll. You must have at least 1 Rank in a Skill to place a Focus within that particular Skill.

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 Rubik’s Cube, Investigation is the right tool for the job. Sample Focuses: Body Language, Cryptography, Interrogation, Notice, Puzzles, Search, Urban Tracking Medicine

This Skill reflects your facility with things that involve the body more than the mind. Physical activities and sports are covered by this Skill. Sample Focuses: Acrobatics, Climbing, Jumping, Running, Sports, Swimming, Thrown Weapons, Unarmed Combat

The healing arts are yours to command with the Medicine Skill. This Skill gives you the ability to bring yourself or your fellow man back to the bloom of health. Sample Focuses: Dermatology, First Aid, Forensic Medicine, Obstetrics, Pharmacology, Triage Nature

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

Use the Nature Skill to reflect your character's ability to live and thrive under the big blue sky. Everything from horseback riding to starting a campfire with a pair of twigs is covered under the Nature Skill. Sample Focuses: Animals, Direction Sense, Foraging, Horseback Riding, Meteorology, Navigation, Stealth, Wilderness Tracking

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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

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The Science Skill is the counterpart to Academics. Where Academics covers the Humanities area of higher learning, Science deals with those topics that speak more in numbers and symbols than sentences. Understanding the world around us with formulae and theorems is the purview of Science. Sample Focuses: Astrology, Biology, Chemistry, Computer Programming, Electronics, Engineering (select one field), Geology, Metallurgy, Physics Social Human beings are social creatures. Hardwired into our psyches is the need to gather in groups and form tribes. Some of us however, are more adept at dealing with our fellow humans than others are. The Social Skill reflects just how talented you are at the various subtle and not-so-subtle areas of human interaction. Sample Focuses: Black Market, Carousing, Gang Territories, High Society, Interrogation, Intimidate, Seduction, Streetwise

Skill covers any non-living mode of transportation that requires human control to operate. Sample Focuses: Boat, Car, Heavy Construction, Helicopter, Motorcycle, Plane (commercial), Plane (military), Plane (prop), Tractor, Train, Truck Weaponry (Melee) Weaponry (Melee) is the Skill you want to have at your disposal for those times when communication breaks down and you want to get your point across in an up-close and personal manner. This covers any weapon you hold in your hands and swing at another person. Sample Focuses: Chain, Club, Improvised Weapons, Knife, Polearm, Spear, Staff, Sword Weaponry (Ranged) Have you ever wanted to get your point across to someone but he was too far away to kick. Weaponry (Ranged) is the Skill that fixes that particular problem. Any weapon designed to cause pain and injury from more than three feet away is covered by this Skill. Sample Focuses: Assault Rifle, Bow, Crossbow, Dart Gun, Pistol, Rifle, Shotgun, Sling, SMG

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

The Cipher Patch

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nce you’ve finished allotting points for your Base Attributes, calculated your Derived Attributes, and selected your Skills and Focuses; you’re done…. if all you were creating was a standard human. This is the basic character creation process for all games using the Vector System. Most game lines that utilize the Vector System will have their own unique Patch. A Patch is a template that you apply after basic character generation. In Cipher, the Patch consists of determining your Potential, EF Pool, Forms, and Talents.

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.

You may also sell off 2 Ranks of Forms for 1 Rank of Potential up to maximum Potential of 8. Remember that by selling off Ranks in Potential, you may end up with more and stronger Forms as well as a wider variety of Talents, but you are putting yourself in a precarious position as standard Potential characters can outspend you. Of course, they also spawn Chimerae more easily and become unhinged more quickly. Potential acts as the Basic Attribute when activating Talents in more than just determining the Mark. In cases where a Strength Modifier would be required while performing an action, the Potential acts as the Strength Attribute. Example: When attacking someone with an object wielded by Fine Manipulation, the additional damage derives from the Potential instead of using the Strength Modifier. Use the Strength Modifier formula to determine additional damage. (Potential/3) A Potential of 5 yields +2 additional damage in such cases. A Potential of 4 would yield a +1.

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.

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Forms

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There are four Forms available: Biokinesis, Clairvoyance, Psychokinesis, and Telepathy. Ranks in the four Forms are a measure of your overall competency within a specific area of Cipher Talents. First, you must select one of the four Forms to be Primary Form. The remaining three are called Secondary Forms. Your Primary Form is important as you may activate the Base Effect of any Talent within your Primary without costing you anything from your EF Pool. A beginning Cipher character has 10 Ranks in Forms to place as appropriate to their character concept. All Forms have a rating of 1-10, just like Skills. You may not place more than 8 Ranks into a single Form. Ranks in your Primary Form must equal or exceed your Ranks in your three Secondary Forms.

Talents After determining your starting Potential and allocating Ranks to your Primary and Secondary Forms, it’s 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.

All Talents are rated from 1-5, exactly like Focuses. For every Rank in your Primary Form, you receive 2 Ranks to place however, you like into the Talents within that Form. For every Rank you have in your Secondary Forms, you have 1 Rank to place into Talents within that Form. The Ranks are not swappable. If you have Biokinesis as your Primary Form ranked at a 3, you have 6 ranks to spend on Biokinetic Talents. They may not be spent on anything other than Biokinetic Talents. You may take as many different Threshold Talents as you can afford, but Meridian and Apex Talents each have a prerequisite Talent you must take before you may place Ranks into them. You must have the prerequisite Threshold Talent at a Rank of 3 or higher before you can place a Rank in the Meridian Talent. Likewise, before you can place a Rank into an Apex Talent, you must have the prerequisite Meridian Talent at 3 or higher. EXAMPLE: Adam has finished basic character creation and is now looking to apply the Cipher Patch to his character. All Ciphers begin with a Potential of 5, but Adam wants just a little more variety in his Forms and Talents, so he opts to sell down his Potential to a 4. This gives him an additional 2 Ranks to spend on Forms. Looking at the options, Adam decides that his Cipher is going to be heavy on Telepathic Talents, so he chooses Telepathy as his Primary Form, making Biokinesis, Clairvoyance, and Psychokinesis his Secondary Forms. Since he sold off one Rank of Potential, Adam has 12 Ranks to place into his Forms. He starts by placing 8 Ranks into Telepathy, making him a force to be reckoned with in his chosen Form. He still has 4 Ranks left, so he opts to place 3 of them into Clairvoyance, and the final Rank into Biokinesis. There are no Ranks left to place

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into Psychokinesis, but that is okay, since most Ciphers begin with Ranks in either 2 or 3 Forms. It is now time for Adam to pick his Talents. He decides to start with Telepathy. With Telepathy rated at 8, Adam has 16 Ranks to spend on Talents. While looking over the list of Talents, Adam eyes Bodyjacking and all thoughts of having a wider range of abilities goes out the window. First, he has to have the Threshold and Meridian prerequisites at 3 each before he can get to his goal, so he quickly places 4 Ranks into Communicate, the most classic of all Telepathic abilities. Next, he moves on to the Meridian Talents. There are a couple there he wants, but to get Bodyjacking he is going to have to choose just the one. He places 4 Ranks into Twitch. He can now place 4 Ranks into Bodyjacking. He’s a little focused, but that’s okay. Adam has gotten the Talent he was after, but still has 4 Ranks left to spend on Telepathic Talents. He drops 2 Ranks into Ping and 2 into Surface Scan since they both sound useful for a Cipher on the run. Clairvoyance with a Rating of 2 gives Adam 2 Ranks to play with. He opts to spend them all on Danger Sense with an eye on working towards picking up Spatial Awareness with experience points Biokinesis is an easy decision. By spending his 2 Talent Ranks on Second Wind, Adam’s character will be able to recover his Stun a little faster.

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

Ciphers as the only known source of this mysterious energy. Ectenic Force is the thing that sets Ciphers apart from the rest of humanity. It is the fuel that powers Cipher Talents. EF is virtually invisible to conventional science. It is only through Tesla Tech and the Telepathic Talent, Ping that EF can be detected. For the most part, the only evidence of the presence of Ectenic Force is the more obvious of Cipher Talents and their accompanying Pauli Effects. Ciphers generate one unit of Ectenic Force every hour of rest for every Rank of Potential he possesses. Awake, sleeping, injured, or comatose; the Cipher’s brain will continue to replenish his pool of EF every 60 minutes his body is at rest. The amount of EF a Cipher may put to use at a time varies from person to person. The average Cipher can expend five units of EF per Phase. The amount of Ectenic Force you can expend in a single Phase is equal to your Potential. By expending 1 unit of EF, a Cipher may activate the Base Effect of a Talent he possesses, and alter the Scales of the Talent by adjusting the Potency, Duration, Range, or number of Targets.

Forms & Talents Mental Abilities, or Talents, are divided into four rough categorizations: Biokinesis, Clairvoyance, Psychokinesis, and Telepathy. Biokinesis Biokinetic Talents directly affect living tissue. Biokinesis can increase an individual’s physical and mental acumen, cause direct harm to living organisms, and even repair physical damage. Most Biokinetic Talents have a base Range of Touch. A few can be extended to LOS by additional EF expenditure.

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Clairvoyance

Pyrokinesis

Clairvoyance is the Form directly related to the preternatural sensing and subtle manipulation of Time and Space. Talents that fall under the heading of Clairvoyant allow a Cipher to be aware of events occurring on the other side of the globe or even those that have yet to happen. The central drawback to using Clairvoyant Talents is that the sifting through a multitude of possible times or locations to find the one you are looking for puts a tremendous strain on your mind, resulting in an increased likelihood of gaining Aberrations by Pushing. When Pushing, make an Aberration check each time the Cipher exchanges Stun for EF instead of when tapping Health, as is the case with the other Forms. Psychokinesis 48

Psychokinetic Talents are those that manipulate inanimate matter at either a gross or a molecular level. There are four distinct types of Psychokinetic Talents. While they have sometimes vastly different effects, all are a part of the Psychokinesis Form as a Cipher with an aptitude for one type of Psychokinesis has just as much ease activating the other three types. Telekinesis Telekinesis is the classic ability to move inanimate objects at a distance as if manipulating them with a pair of unseen hands. As is the case with all types of Psychokinesis, Telekinesis is unable to directly affect living tissue. Creative Ciphers have found ways around this. If you want to move someone around, TK can easily manipulate the clothes he is wearing, which results in nearly the same thing.

The powers that allow the creation and manipulation of fire are some of the most destructive Talents a Cipher can bring to bear. Known as Pyrokinesis, this type of Psychokinesis allows a Cipher to excite molecules to the point of combustion and manipulate the resulting flames at a whim. Ciphers that bring Pyrokinesis to a conflict not only bring vast destructive capabilities, but can also draw a lot of unwanted attention. Cryokinesis Whereas Pyrokinesis can excite molecules, Cryokinetic Talents slow them down to the point of dramatic temperature drop. Cryokinesis cannot only lower temperatures, but can also control the resulting ice once it forms. Cyberkinesis Cyberkinesis is one of the many curiosities of Ciphers and their Talents. It is the school of Psychokinesis that allows the manipulation of electronic devices. This collection of Talents works by controlling the flow of electrons through semi-conductors. Originally termed Radiokinesis, Cyberkinesis truly came into its own in the early 1960s and has grown to become one of the most useful sets of Talents a Cipher can have in the 21st Century due to modern reliance on computers to control everything from automobiles to international finance. Telepathy Telepathy can be both the most subtle and most devastatingly effective of the four Forms. Telepathic Talents are abilities that allow for communication between, and control of, the human mind. While other Forms can allow Ciphers to heal more rapidly, deflect bullets, or see a punch before your opponent throws it, Telepathy can reach into an opponent’s mind and stop the

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attack entirely. Your enemy’s greatest secrets are laid bare by Telepathic Talents.

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

DAEMON or former DAEMON operatives that use these designations. A Scale is means by which you may fine-tune the usage of a Talent. The initial point of Ectenic Force spent to turn on a Talent, activates it with the Base Effect in Potency, Target/Area, Duration, and Range. At the time of activation, you may choose to spend additional EF (up to your Potential per Phase) to increase any of the available Scales. Each incremental bump to a single Scale costs an additional point of Ectenic Force and increases that Scale by the listed value for that Scale. You may choose to increase any or all of the available Scales by as much as you like as long as you do not exceed your per Phase limit (including the cost for the Base Effect). If a Scale has the entry "NA" beside it, you may not adjust that particular Scale beyond the Base Effect. POTENCY describes the unique way each individual Talent works. As an example, if a Cipher is activating the Mimic Talent, the Potency is discussed in terms of Skill Ranks gained through usage of this ability. Should the Talent in question be Wound, TK Strike, or another Talent that can cause direct damage, the Potency will be in terms of damage done (either Stun or Health). Most Talents will have their own unique way of describing its Potency. Potency is also the only Scale of the four that is sometimes discussed in vague terms within the game. While a player needs to discuss damage healed & dealt, knowledge gained, or distinct pieces of information uncovered with an individual ability; the characters inside of the game will obviously not talk in this way. Damage done to a person or object in the context of Scales will be described in terms like a little, a lot, and overkill. TARGET/AREA is self-explanatory. When dealing with a living creature, the Target Scale is most likely going to be 1, meaning only one person

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may be affected without pouring more Ectenic Force into the activation of the Talent. With the exception of a handful of Clairvoyant abilities, other Talents will have a specific radius of effect that can be increased through the expenditure of additional Ectenic Force. In some cases, the Target will be Self Only, meaning that the Talent can only ever affect the user. DURATION is the Scale that defines how long a particular Talent is in effect. In some cases, such as Heal or Brittle the Duration is Instant, taking place in a 1 second Phase. In other cases, the Duration may last for an entire Round (10 seconds), a minute (6 Rounds), even Hours or Days. RANGE has only four variables Self, Touch, Line of Sight (LOS), and Sympathetic. Self means that without expending additional EF to adjust the Range, the Talent may only affect the character activating the Talent. Touch requires skin-to-skin contact between the person using the Talent and the intended recipient of the effect. If the target is willing, no roll is required. However if attempting to inflict harm on someone who is actively avoiding contact, an (Agility+Athletics) + (Unarmed Combat) roll is required before the Talent may be activated. In the case of Range: Touch, make the Talent activation roll immediately upon successful contact. Line of Sight (LOS) requires nothing more than visual contact with the part of the target you wish to affect. If the Cipher wishes to use TK Strike on someone and all they can see is his foot that is sufficient for Line of Sight. For Telepathic Talents, LOS on the target’s head or eyes is required. Sympathetic is predominantly reserved for Clairvoyant Talents, Range: Sympathetic requires a memory, picture, or a piece of whatever it is you wish to affect. If the target is a living being hair, blood and the like are perfect Sympathetic links.

The active use of the Biokinetic Talent Snapshot gives the activation of a Sympathetic Talent a +3 bonus.

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

The Pauli Effect Coined after physicist Wolfgang Pauli’s uncanny ability to break electronic equipment simply by being in their presence, the Pauli Effect became a term within the Cipher Project used to explain the unintentional environmental effects that occurred when a Cipher activates a Talent with a high level of potency. In game terms whenever a Talent activation is at an effective strength of 6EF or more, regardless of the real cost to the Cipher in Ectenic Force, the Pauli Effect kicks in. At 6EF, the environmental effects are slight and barely noticeable, when the effect is 10 or more EF, truly dramatic effects occur. As previously stated, Null does not evoke the Pauli Effect. The Pauli Effect adds a thematic element to the usage of Talents. The GM adjudicates any practical effect upon gameplay. Each Form manifests the Pauli Effect differently (with Psychokinesis showing more

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variety within the Form), and to a varying degree depending upon the amount of Ectenic Force or Juice applied to the usage of the Talent. Most signs of the Pauli Effect seem to mimic the lower level usage of certain Talents within the Forms (i.e., the Biokinetic Pauli Effect seems to be a low EF usage of the Weaken Talent, simply uncontrolled and omni-directional, and Pyrokinetic Talents “bleed off” in the form of Increase Temperature and Ignite Talents). Telepathy’s Pauli Effect has confounded researchers since the first Cipher was discovered, seeming to cross over into the Psychokinetic School of Cyberkinesis for no explainable reason as detailed below.

Universal Talent All Ciphers have the ability to empty themselves of Ectenic Force, making them invisible to Ping and Tesla Technology.

Duration: Indefinite. Null lasts as long as the Cipher desires. Range: N/A. Dominance Test: No Roll: None Required

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.

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When a Cipher goes Null, he releases all of his Ectenic Force. As this is how DAEMON tracks people with abilities, Null is handy by making a Cipher appear as a normal human. Null is a double-edged sword for obvious reasons. While Ciphers and Tesla Tech are incapable of locating someone who has dumped all of their EF and wishes to remain hidden, no Talents are accessible to the Cipher for the duration of the Null. This renders the Cipher virtually defenseless should a conflict arise. Any possible defenses, such as Telepathic Shield, against Scans or other intrusive Talents are lost for the duration. All EF a Cipher dumps when activating Null is lost, and must be regained through normal means. Range: Self-Only Scales Potency: N/A. Since all EF is lost when activating Null, this Talent costs everything. Targets: N/A

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List Of Talents (T=Threshold, M=Meridian, A=Apex)

Null (T)

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Universal Talent Biokinesis

Boost Mental (M) Boost Physical (M) Drain Mental (A) Drain Physical (A) Dull Senses (M) Enhance Senses (T) Health Scan (T) Immunity (M) Mimic (M) Pain Tolerance (T) Regeneration (M) Second Wind (T) Seizure (A) Slow Metabolism (T) Snapshot (T) Weaken (M) Wound (A)

Clairvoyance

Combat Sense (M) Danger Sense (T) Glimpse (M) Identify Crux (T) Insight (M) Interpret Crux (A) Locate Crux (M) Post-Cognition (T) Prophecy (A) Remote Viewing (A) Resonance Tracking (T) Spatial Awareness (M) Veil (T)

Psychokinesis

Sculpt Ice (M) Cyberkinesis Access Data (T) Alter Machine (A) Break/Repair Machine (M) Use Machine (M) Pyrokinesis Control Fire (M) Fire Shield (M) Ignite (A) Increase Temperature (T) Telekinesis Fine Manipulation (T) Gross Manipulation (M) TK Shield (M) TK Strike (A)

Telepathy

Alter Memories (A) Alter Perception (M) Blend (T) Bodyjacking (A) Borrow/Lend Skill (M) Communicate (T) Deep Scan (M) Induce Aberration (A) Induce Emotion (M) Mask (M) Ping (T) Psychic Surgery (A) Sense Emotion (T) Static (A) Surface Scan (T) Telepathic Shield (M) Trigger (M) Twitch (M)

Cryokinesis Brittle (A) Drop Temperature (T) Fogbank (M)

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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.

Threshold Biokinesis Talents Enhance Senses Some Ciphers have developed the ability to sharpen one or all of the five senses, making their vision sharper, hearing more crisp, etc. This enables them to notice things others might easily miss. Base Effect Potency: +1 to appropriate Notice Marks Targets/Area: Self-Only Duration: 6 Rounds Range: Self Scales Potency: +1 to appropriate Notice targets Targets/Area: N/A Duration: 6 Rounds Range: N/A Dominance Test: No Roll: Basic

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 subject’s 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

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Second Wind

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Snapshot

Ciphers with this Talent can quickly heal mild physical damage and give themselves a mild pickme-up if they are tired from exertion or lack of sleep. Second Wind is an intense boost to the body’s energy reserves. As such, active use of Second Wind lasts for a period determined by the Cipher when he activates the Talent. Base Effect Potency: +1 Stun/Phase Targets/Area: 1 Target Duration: 1 Phase Range: Self Scales Potency: +1 Stun/Phase Targets/Area: +1 Target Duration: +1 Phase Range: Touch Dominance Test: No Roll: Basic Slow Metabolism Like the Fakirs of India and the ancient Taoist Magicians, Ciphers with this Talent can slow their breathing and heartbeat to the point of appearing dead to all scrutiny. Surface Scans and Deep Scans prove fruitless, and all Talents aside from certain Clairvoyant abilities are unable to see through the deception. Base Effect Potency: Appear dead and remove need for basic functions such as breathing Targets/Area: Self-Only Duration: 60 Rounds Range: Self Scales Potency: N/A Targets/Area: N/A Duration: +60 Rounds Range: N/A Dominance Test: No Roll: Basic

Take a quick look around you. Now close your eyes. How many pieces of information can you recall from the scene you just witnessed? A Cipher with this Talent can freeze time in their mind, taking a mental picture that they can pull up in perfect detail hours later. Base Effect Potency: 1 perfect mental image Targets/ A r e a : Cipher’s field of vision

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)

(Target’s

Mental

MERIDIAN BIOKINESIS TALENTS Boost Mental Attribute Prerequisite: Enhance Senses With this Talent, a skilled Biokinetic can enhance the mental Attributes of himself or another person. This enhancement does include KNOWLEDGE, and represents quicker recall rather than adding to the target’s life experience and education. The points acquired via Boost Mental Attribute can be applied to as many Mental Attributes as the Cipher prefers as long as the

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total points spent equals the Potency of the Talent activation. Temporarily recalculate any Derived Attributes affected by this Talent for the duration of the Talent. This does NOT apply to Skill Point calculation. Base Effect Potency: +1 to one Mental Attribute. Multiple Attributes may be affected as long as the total equals the Potency of the activation. Targets/Area: Self-Only Duration: 1 Round Range: Self Scales Potency: +1 to Mental Attribute(s) Targets/Area: N/A Duration: +1 Round Range: N/A Dominance Test: No Roll: Basic Boost Physical Attribute Prerequisite: Pain Tolerance This Talent enhances one of the user’s Basic Physical Attributes. As with Boost Mental Attribute, he points acquired via Boost Mental Attribute can be applied to as many Mental Attributes as the Cipher prefers as long as the total points allotted equals the Potency of the Talent activation. Temporarily recalculate any Derived Physical Attribute affected by this Talent for the duration of the Talent. Base Effect Potency: +1 to one Physical Attribute. Multiple Attributes may be affected as long as the total equals the Potency of the activation. Targets/Area: Self-Only Duration: 1 Round Range: Self Scales Potency: +1 to Physical Attribute(s) Targets/Area: N/A

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 (Target’s 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

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Potency: +1 to Physical Resistance vs Toxins/ Diseases Targets/Area: 1 Target Duration: 6 Rounds Range: Self Scales Potency: +1 Physical Resistance vs. Toxins/ Diseases Targets/Area: +1 Target Duration: +6 Rounds Range: N/A Dominance Test: No Roll: Basic Mimic

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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 Cipher’s) 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 body’s 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 target’s 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

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Targets/Area: +1 Target Duration: Instant Range: N/A Dominance Test: No Roll: Resisted (Target’s Physical Resistance)

Apex Biokinesis Talents Drain Mental Attribute Prerequisite: Boost Mental With a touch and activation of this Talent, mental acumen of the target is reduced. This does include KNOWLEDGE, representing blocked recall rather than removing chunks of the target’s life experience and education. You may only subtract Ranks from one Mental Attribute per activation. Temporarily recalculate any Derived Mental Attribute affected by Drain Mental Attribute for the duration of the Talent. This does NOT apply to Skill Point calculation. Base Effect Potency: -1 to a single Mental Attribute Targets/Area: 1 Target Duration: 1 Round Range: Touch Scales Potency: -1 to a single Mental Attribute Targets/Area: N/A Duration: +1 Round Range: N/A Dominance Test: No Roll: Resisted (Target’s Physical Resistance) Drain Physical Attribute Prerequisite: Boost Physical With a touch and activation of this Talent, the general physical condition of the target is adversely affected. You may only subtract Ranks from one Mental Attribute per activation. Temporarily recalculate any Derived Physical Attribute affected by Drain Physical Attribute for the duration of the Talent.

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 (Target’s 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 target’s physical rolls Targets/Area: 1 Target Duration: 1 Round Range: Touch Scales Potency: –1 to target’s physical rolls Targets/Area: N/A Duration: +1 Round Range: N/A Dominance Test: No Roll: Resisted (Target’s 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.

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Must make contact with an Unarmed Combat roll before activation. Base Effect Potency: Inflict 1 Health Damage Targets/Area: 1 Target Duration: Instant Range: Touch Scales Potency: +1 Health Damage Targets/Area: N/A Duration: Instant Range: N/A Dominance Test: No Roll: Resisted (Target’s Physical Resistance)

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Clairvoyance Talents are capable of extending perception beyond that available to the normal five senses. Increasing and subtly manipulating the effectiveness of the five senses is the purview of Biokinesis. PAULI EFFECT (Radius is in yards equal to EF strength of Talent activation) 6EF: (6 yards) Minor cases of déjà vu begin to occur within range. 7EF: (7 yards) Long dormant memories begin to appear unbidden in the minds of those nearby. 8EF: (8 yards) Strange and improbable things begin to happen on a small scale; finding a winning lottery ticket in the road, the alwayspunctual bus arrives 10 minutes early, etc. 9EF: (9 yards) Unbelievable instances of improbability begin to occur. Coins land on their edge; recognized by one nightstand from 5 years ago, etc. 10EF: (10 yards) Nearly impossible things begin to occur; a tiny meteorite falls from the sky and cracks a windshield, money begins to pour from a nearby ATM. 11+EF: (yards equal to strength of Talent activation) Increase of Range for improbable occurrences.

THRESHOLD CLAIRVOYANCE TALENTS Danger Sense Danger Sense, when active, alerts a Cipher that something bad is about to happen. What it is and where it’s 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

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Sight becomes obvious to the Cipher using this Talent. This Talent only allows for the positive identification of Cruxes within a Cipher’s field of vision. It does not give any additional information about the Crux. Base Effect Potency: Determine location of a Crux within Line of Sight Targets/Area: 1 Crux Duration: Instant Range: LOS Scales Potency: N/A Targets/Area: N/A Duration: N/A Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil) Post-Cognition Sometimes called Psychometry when used on objects, Post-Cognition is the Talent that allows a Cipher to peer into the past of a person, place, or object. Unlike Prophecy, where there are a number of potential timelines to filter, Post-Cognition is straightforward since there is only one established timeline to trace. Base Effect Potency: 1 Fact Targets/Area: 1 Person, Place, or Item Duration: 1 Round Range: Sympathetic Scales Potency: +1 Fact Targets/Area: N/A Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil)

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 person’s 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)

Meridian Clairvoyance Talents Combat Sense Prerequisite: Danger Sense With Combat Sense, a Clairvoyant has a good feel of their opponent in a fight, and knows where an attack is coming from a fraction of a second before the attacker himself realizes it. This allows the Cipher to prepare for the attack, and attempt to move appropriately to avoid it. Base Effect Potency: +1 to Reaction for defensive purposes Targets/Area: 10-yard Radius Duration: 1 Round Range: Self Scales Potency: +1 to Reaction for defensive purposes

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150:125

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Targets/Area: +10 yard Radius Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil) Glimpse

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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,

this is actually the result of Aberrations that many Clairvoyants seem to accrue. The use of the Insight Talent could also have something to do with the reputation some Clairvoyants have for being “spacey”. Insight allows a Clairvoyant to put themselves into a state of perceiving two different times simultaneously: the present and a few moments ahead. While the Cipher under the influence of Insight may appear to be detached or sleepwalking, they are enjoying the benefit of being able to see what is coming a second or two before it actually occurs. Activating Insight allows the Cipher to adjust his actions slightly in accord with this knowledge. When activating Insight, the Cipher determines how much of an edge he wishes to give himself by adjusting the Potency until he has a “pool” of bonuses available to him for the determined amount of time. Once the allotted time has expired, any unused pluses disappear as the Cipher falls out of his dreamlike state. Example: By allotting a total of +5 to his pool, the Cipher can enhance his target numbers on any roll by “spending” the pluses from the pool. Once spent, they are gone, but he may spend as much or as little or as much from the pool as he likes on any given roll as long as the total is equal to the amount of bonuses allotted via the Potency of the Talent. Base Effect Potency: +1 to any Roll Targets/Area: Self Duration: 1 Hour Range: Self Scales Potency: +1 to any Roll Targets/Area: N/A Duration: +1 Hour Range: N/A Dominance Test: No

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Roll: Basic/Resisted (Subtract Potency of an active Veil) Locate Crux Prerequisite: Identify Crux This Talent is helpful for Oracles and others who make it their business to resolve Cruxes. Locate Crux gives a Cipher the distance and direction of the nearest Crux within a number of miles. Locate Crux does not tell the Cipher what the Crux is, nor does it relate information concerning the Tomorrow(s) it may influence. Base Effect Potency: Nearest Crux within 1 Mile Targets/Area: Duration: 1 Hour Range: Sympathetic Scales Potency: +1 Mile Targets/Area: N/A Duration: +1 Hour Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil) Spatial Awareness Prerequisite: Danger Sense With this Talent, a Clairvoyant gains attunement to their surroundings, and senses the spatial relations of every object in their immediate vicinity. Activating this Talent allows a Cipher to sense if someone is nearby even if he is out of immediate Line of Sight. While this Talent does not allow the Line of Sight required by most other Talents, it does give the user an edge when trying to hit an object or person, as they know exactly where their target is. Base Effect Potency: +1 to Attack Rolls The Cipher activating this Talent cannot be surprised

Targets/Area: 10-yard Radius Duration: 1 Round Range: Self Scales Potency: +1 to Attack Rolls Targets/Area: +10-yard Radius Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil) Veil Prerequisite: Resonance Tracking Veil acts as shield against other Clairvoyant Talents. Anyone attempting to use a Clairvoyant Talent on the subject of a Veil will find his Talent blocked by a degree equal to the Potency of the Veil. Base Effect Potency: -1 to the Mark of Clairvoyant Talents targeting subject of the Veil Targets/Area: All Remote Viewing and PostCognition Attempts Duration: 1 Hour Range: Sympathetic Scales Potency: -1 to the Mark of Clairvoyant Talents targeting subject of the Veil Targets/Area: N/A Duration: +1 Hour Range: N/A Dominance Test: Yes Roll: Basic

Apex Claivoyance Talents Interpret Crux Prerequisite: Locate Crux While other Crux-related Talents allow a Cipher to track down and recognize Cruxes, he has little information to aid him in determining a

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course of action. Often the actions necessary to guide the situation towards a certain Tomorrow are obvious. There are times when the Cipher needs more guidance. Interpret Crux allows a Cipher to determine which of the Three Tomorrows a particular Crux influences. Base Effect Potency: Determine which Tomorrow the Crux impacts Targets/Area: 1 Crux Duration: Instant Range: LOS Scales Potency: N/A Targets/Area: N/A Duration: N/A Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Subtract Potency of an active Veil) 62

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

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Telekinesis, but a Cipher with Psychokinesis as his Primary Form can learn any Talents within Psychokinesis with equal ease regardless of the type. A note on Telekinesis: Physics tells us that every action has an equal and opposite reaction. Telekinetic Talents appear to operate outside the realm of Physics, as the usage of TK abilities does not evoke such a reaction. Thus, a Cipher pushing hundreds of pounds of weight with Gross Manipulation is not flung backwards by the opposing force. PAULI EFFECT The Pauli Effect varies within the Form of Psychokinesis. So much so, researchers of the Cipher Project long ago sub-divided the Form into four discrete Schools. Only their individual Pauli Effects and a unifying concept separate schools from each other. Ciphers that are stronger in Psychokinesis do not show a predilection for a particular school.

Cryokinesis Pauli Effect: Talents that deal with heat loss are termed Cryokinesis, and the evidence of high-powered Cryokinetic Talents ranges from a slight chill in the room to hoarfrost collecting on inanimate surfaces to the sudden freezing of small amounts of water. Pauli Effects

(Radius is in yards equal to EF strength of Talent activation) 6EF: (6 yards) Temperature drops by 10 degrees (F); enough to be noticeable, but no ill effects. 7EF: (7 yards) Considerable drop in temperature (20 degrees F). Cipher activating the Cryokinetic Talent can now see his own breath. 8EF: (8 yards) A light dusting of frost covers the Cipher as the temperature drops by 30 degrees F. 9EF: (9 yards) Thick hoarfrost covers objects within range. Standing water freezes. 10EF: (10 yards) Some objects in range are subject to a loss of Durability (-1) as if targeted with Brittle. 11+EF: (yards equal to strength of Talent activation) Additional loss of Durability. (+1 per EF spent past 10) Cyberkinesis Pauli Effect: When a Cyberkinetic Cipher uses one of his Talents at a high EF Ranking, nearby electronic devices begin performing their functions, albeit in an increasingly chaotic fashion. Unlike the Telepathic Pauli Effect, which has a tendency to break electronic devices, the Cyberkinetic bleedoff does not disable or damage the devices being affected. A nearby computer may begin running search strings on any of a billion random subjects. An digital music player may begin shuffling through the songs loaded onto it. A cellphone is likely to start dialing the numbers stored in the address book. As the strength of the Talent activation increases, so does the chaotic nature of the Effect until printers are spitting out copies of the random webpages shown on the connected computer and every cellphone in the area is ringing at full volume. Pauli Effects (Radius is in yards equal to EF strength of Talent activation)

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6EF: (6 yards) Slight abnormalities in electronic devices. Radios change channels, cellphones may switch to speakerphone. 7EF: (7 yards) Temporary outages in electronic devices other than those being targeted by the Talent. Lost cell signals, brief loss of Internet connectivity, etc. 8EF: (8 yards) Electronic devices not affected by the Talent spontaneously turn on and off repeatedly. 9EF: (9 yards) Inactive electronic devices within the effective range begin to perform their function. Cellphones ring, security systems may activate, etc. 10EF: (10 yards) Electronic devices aside from the targeted device(s) begin to operate at breakneck speed. TVs change channels at a rapid pace; computers begin accessing various applications within a computer or network. 11+EF: (yards equal to strength of Talent activation) Same as 10EF, but with an increased range. Telekinesis Pauli Effect: When a Telekinetic dumps a large amount of EF into the usage of a TK Talent, the Effect can be dramatic. At an activation strength of 6EF, any object not firmly fixed in place begins to shake ever so slightly. Silverware clanks together if laid close, loose glass will rattle in the pane, an unbalanced chair may tap and clunk on a hardwood floor. At the further end of the spectrum, objects uproot and begin flying around the room. A tornado of objects may begin hurtling at random through the affected area. This may seem to be a very useful secondary effect, but keep in mind all people save the character activating the Pauli Effect at this level can be affected if the GM desires to use this as more than a dramatic element. In addition, while a hail of inanimate objects may make it difficult for your opponents to target you, your teammates are also in the line of fire of that toaster zipping along at 30MPH.

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.

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9EF: (9 yards) Anything that burns easily (paper, sawdust, etc) spontaneously ignites. Immediate area is very uncomfortable. 10EF: (10 yards) At an activation strength of 10EF, wood catches fire, plastic begins to melt, and flammable objects may explode. 11+EF: (yards equal to strength of Talent activation) Same as 10EF, but greater range.

Threshold Psychokinesis Talents Cyberkinesis Access Data This Talent allows a Cipher to pull data from any electronic device with storage media. This is most useful with sounds, images, videos, and documents, but a Cipher with a high Focus in computers may be able to understand the code behind an application as well. Base Effect Potency: 1 “piece” of data. (1 Fact, song, video, etc) Targets/Area: 1 Device Duration: 6 Rounds Range: Touch Scales Potency: +1 “piece” of data. (1 Fact, song, video, etc) Targets/Area: +1 Device Duration: + 6 Rounds Range: LOS/Sympathetic Dominance Test: Yes Roll: Basic

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

from what one would normally encounter upon being in a cold environment for an extended period. Mechanically, once the temperature drops below 32 degrees Fahrenheit, the GM may adjudicate a concentration modifier of -1 to -3 for those affected by the cold. Base Effect Potency: -10 degrees F Targets/Area: 10-yard Radius Duration: 6 Rounds Range: LOS Scales Potency: -10 degrees F Targets/Area: +10 yard Radius Duration: +6 Rounds Range: N/A Dominance Test: Yes Roll: Basic

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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 Cipher’s 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

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additional –1 penalty for each item controlled at the time including the original item. Regardless of the number of items manipulated, any Skill Roll using Fine Manipulation is a single Complex Action, albeit with multiple Marks and rolls. MULTIPLE WEAPONS IN COMBAT Firearms follow the standard rules. If you fire two pistols using Fine Manipulation, the standard +2Damage/-2Accuracy modifier applies to the Mark. Since with this Talent, the option of handling more than two firearms is possible, simply apply the +2/-2 modifier for each additional firearm fired at the same time. This penalty replaces the

When using Fine Manipulation, additional damage for throwing objects or using melee weapons is determined using Potential as the base instead of strength. Thus, a Cipher with a Potential of 5 would add an additional +2 to damage, while a Cipher with a Potential of 4 would add +1. Base Effect Potency: 5 lbs + Skill Roll Targets/Area: 1 Object Duration: 1 Round Range: LOS Scales Potency: +5 lbs Targets/Area: +1 Object Duration: 1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Target’s Reaction)

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Increase Temperature

standard multiple item penalty. Hurling random objects with Fine Manipulation is an old standby of Ciphers. Base the damage on the item with the highest damage (determined by taking the object’s Durability and dividing by 2). If hurling multiple items (or a single item heavier than 5lbs), a +1Damage/-1Accuracy modifier is applied to the Mark for every 5lbs being thrown, including the original 5lbs. Melee weapons used with Fine Manipulation incur the standard penalty of –1 for each melee weapon if more than one used at once.

This Talent allows the Cipher to increase the ambient temperature of an area. Not significant enough to ignite paper or boil water, Increase Temperature is more than enough to make an area decidedly uncomfortable. Mechanically, once the temperature rises above 100 degrees Fahrenheit, the GM may adjudicate a concentration modifier of -1 to -3 for those affected by the heat. Base Effect Potency: +10 degrees F Targets/Area: 10 yard Radius Duration: 6 Rounds Range: LOS Scales Potency: +10 degrees F Targets/Area: +10 yard Radius Duration: +6 Rounds Range: N/A Dominance Test: Yes

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Meridian Psychokinesis Talents Cyberkinesis Break/Repair Machine Prerequisite: Access Data This Talent allows a Cyberkinetic to fix or disable electronic devices at a distance simply by force of will. Base Effect Potency: Break or Completely Repair an object Targets/Area: 1 Object Duration: Instant Range: Touch Scales Potency: N/A Targets/Area: +1 Object Duration: Instant Range: LOS Dominance Test: No 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

Potency: +1/-1 to either Size or Intensity of Flame OR Move Flame within LOS Targets/Area: 1 Flame Duration: 1 Round Range: LOS Scales Potency: +1/-1 to either Size or Intensity of Flame OR Move Flame to additional locations within LOS Targets/Area: +1 Flame Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Target’s Reaction)

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

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Telekinesis Gross Manipulation

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Prerequisite: Fine Manipulation This Talent lacks the finesse of Fine Manipulation, but the increase in power is tremendous. Gross Manipulation affects inorganic matter buy exerting force upon it from a single direction. Activation of Gross Manipulation can lift, push, pull, and throw objects. Actions such as turning a doorknob, firing a gun, or typing are too complicated for Gross Manipulation and more suited to Fine Manipulation. A Cipher cannot use Gross Manipulation against living tissue, or use it as any form of attack. Gross Manipulation is only capable of lifting and moving heavy objects. A limitation Gross Manipulation suffers is that of being able to manipulate only a single object a time. The definition of a “single object” is somewhat vague as Ciphers seem to be able to effect things with many parts with ease (such as a drum kit or a set of lockpicks), but cannot so the same, for example, with two baseballs or a pair of guns. The difference seems to be that the human mind tends to see some things as a collective singular and others as discretely separate. The GM, using common sense, should adjudicate what constitutes a “single object”. A Cipher using Gross Manipulation cannot move three motorcycles at once, but he can move a container large enough to hold all three bikes since the Cipher is affecting the single container and not the bikes themselves. Base Effect Potency: 25lbs Targets/Area: 1 Target Duration: 1 Round Range: LOS

Scales Potency: x2lbs Targets/Area: N/A Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic/Resisted (Target’s 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 Psychokinetic’s 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.

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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

Prerequisite: Access Data Cyberkinetic Ciphers with this Talent may intuitively use any electronic device, even at a distance, as long as they are using it for its intended purpose. Base Effect Potency: No Skill Roll necessary to use Device Targets/Area: 1 Device Duration: 1 Round Range: Touch Scales Potency: N/A Targets/Area: +1 Device Duration: +1 Round Range: LOS/Sympathetic Chapter Two: Character

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Dominance Test: Yes Roll: Basic

Apex Psychokinesis Talents Cyberkinesis Alter Machine

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Prerequisite: Break/Repair Machine OR Use Machine Alter Programming allows a Cipher to adjust an electronic device to work in a fashion contrary to its original design. As an example, a Cyberkinetic could temporarily alter an AM/FM radio to broadcast as well as receive, or allow infrared pictures to be taken with a standard camera. A device may be altered to perform a function it was not originally designed for as long as the basic function remains the same. Example: A Cipher may Alter a remote control to operate anything that can receive a remote signal, but cannot turn it into a walkie-talkie. Base Effect Potency: 1 Alteration Targets/Area: 1 Device Duration: Instant Range: Touch Scales Potency: +1 Alteration Targets/Area: +1 Device Duration: Instant Range: LOS/Sympathetic Dominance Test: Yes Roll: Basic

Cryokinesis Brittle Prerequisite: Fogbank OR Sculpt Ice Deep cold can make objects fragile. With a touch, a Cryokinetic can drop the temperature of

inanimate matter to the point where a person of average strength can break it with little effort. Like Ignite, Brittle does not directly affect living things. Base Effect Potency: -1 Durability Targets/Area: 1 square Foot of material Duration: Instant Range: Touch Scales Potency: -1 Durability Targets/Area: +1 square Foot of material Duration: Instant Range: LOS Dominance Test: Yes Roll: Basic

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

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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 (Target’s Reaction)

Telepathy

6EF: (6 yards) Mild static in the immediate area of the Cipher. Basic static cling and the Cipher’s hair may stand up eve so slightly. 7EF: (7 yards) At this level of activation, the Pauli Effect begins to become more obvious. Small bursts of electricity arc between the Cipher’s fingertips as they activate the Talent. 8EF: (8 yards) Simple electric appliances (radios, televisions, battery-powered watches) begin to act oddly turning themselves on and off repeatedly. 9EF: (9 yards) At this level of Talent activation, devices that use electricity begin to short out. Lightbulbs pop, TV screens go black and other devices pop, crackle, and smoke as they are fried. 10EF: (10 yards) There is no mistaking this level of the Pauli Effect. Large arcs of electricity begin whipping from device to device with the Cipher in the center of the static-electric storm. 11+EF: (yards equal to strength of Talent activation) Same effect as 10EF, but the Range increases.

Threshold Telepathy Talents

Telepathic Talents are abilities that directly affect the thoughts, memories, or consciousness of a chosen target. Telepathy Pauli Effect The Pauli Effect for Telepathy is the odd man out amongst the Forms. Where the other Talents generate an effect in keeping with the “flavor” of the Talent being used, Telepathic Talents create an increasing electro-static discharge as a Cipher pumps more and more Ectenic Force into the Talent. This has befuddled researchers since the onset of the first Cipher Abilities. Pauli Effects (Radius is in yards equal to EF strength of Talent activation)

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 don’t 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

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Duration: +6 Rounds Range: N/A Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance) If there are multiple potential observers, use the Highest Mental Resistance present. Communicate

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Communicate is the classic Telepathic Talent. Upon activation, a Cipher using this Talent may mentally transmit and receive intentional communications with another individual. Base Effect Potency: Allows mental communication between two or more individuals Targets/Area: 1 Target Duration: 1 Round Range: LOS Scales Potency: N/A Targets/Area: +1 Target Duration: +1 Round Range: N/A Dominance Test: Yes Roll: Basic Ping Ping is a basic Telepathic Talent, and one of the most useful. Ping allows a Cipher to detect Ectenic Force. The name of this Talent comes from the fact that its usage can also alert any other Cipher using this Talent. It is more akin to active sonar than passive detection. Base Effect Potency: Detect presence of Ectenic Force Targets/Area: 10 yard Radius Duration: Instant Range: LOS Scales Potency: N/A Targets/Area: +10 yard Radius Duration: Instant Range: N/A

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 subject’s 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 target’s 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 (Target’s Mental Resistance)

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Meridian Telepathy Talents Alter Perception Prerequisite: Blend Ciphers use this Talent to perform illusions of one or more senses. Alter Perception can make someone smell smoke, hear birds singing, feel heat, taste chocolate, or see rainbows. While the target will respond to any illusion as if it were real, no actual damage occurs. Base Effect Potency: 1 sense affected by the illusion Targets/Area: 1 Target Duration: 6 Rounds Range: Touch Scales Potency: +1 Sense affected by the illusion Targets/Area: +1 Target Duration: +6 Rounds Range: LOS Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance) Borrow/Teach Skill Prerequisite: Surface Scan This Talent is the counterpart to the Biokinetic Talent of Mimic. Whereas Mimic allows a Cipher to borrow skills and use them without necessarily understanding how they work, Borrow/Teach Skill allows a Cipher to reach into another person’s mind and temporarily use the academic understanding of any skill focus. Conversely, a Cipher may loan his understanding to another person. *Focuses enhanced using this Talent may only couple with Mental Attributes for skill checks. Base Effect Potency: +1 to any non-Physical Skill Targets/Area: 1 Target Duration: 6 Rounds Range: Touch

Scales Potency: +1 to any non-Physical Skill Targets/Area: N/A Duration: +6 Rounds Range: LOS Dominance Test: Yes Roll: Resisted (Target’s 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 doesn’t 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 (Target’s Mental Resistance) Induce Emotion Prerequisite: Sense Emotion Induce Emotion allows the Cipher to inject a single emotion upon their target. At the GM’s discretion, this Talent can give a positive modifier to the Mark of a Skill Roll where the person’s emotional state comes into play. Base Effect Potency: 1 Emotion Targets/Area: 1 Target

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Duration: 6 Rounds Range: Touch Scales Potency: N/A Targets/Area: +1 Target Duration: +1 6 Rounds Range: LOS Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance) Mask

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Prerequisite: Blend Mask allows a Cipher to pass himself off as someone else. The activation of Mask projects a different likeness upon the user’s 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 (Target’s 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 someone’s 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 (Target’s Mental Resistance)

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Twitch Prerequisite: Communicate Twitch allows you to take momentary control of your target’s 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 (Target’s Mental Resistance)

Apex Telepathy Talents Alter Memories Prerequisite: Trigger One of the most feared Talents, Alter Memories allows a Cipher to erase, add, or swap memories in a target. While the alterations do indeed last for a considerable amount of time, the original memories will eventually return unless the Cipher takes measures to make them permanent. To Program someone to make a memory change permanent, a Telepath must successfully use this Talent with the exact same alterations a number of times equal to the target’s Willpower Rating and spend an additional 5 EF at the time of the final activation. Base Effect Potency: 1 Specific Memory

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 (Target’s Mental Resistance) Bodyjacking Prerequisite: Twitch Bodyjacking allows a Cipher to control a person’s body by inserting their own consciousness into the target’s 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 Telepath’s disposal, but there is one significant limitation. Since a non-Cipher’s brain does not generate Ectenic Force, the Cipher riding another person’s mind is unable to use any of their own Talents while doing so unless the Cipher’s host is also a Cipher. If the Telepath finds himself in control of another Cipher’s mind, he may utilize their host’s 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 ‘jacker’s body as well. Any damage, either Stun or Health, transfers to the invader as Stun damage.

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Should the host body die while the bodyjacker is in residence, the ‘jacker is immediately evicted Base Effect Potency: Transplant the Cipher’s mind into a target's mind, taking complete control of the individual. The Cipher’s own body is unconscious for the duration. Targets/Area: 1 Target Duration: 6 Rounds Range: Touch Scales Potency: N/A Targets/Area: N/A Duration: +6 Rounds Range: LOS Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance) Induce Aberration

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Prerequisite: Induce Emotion This is one of the nastier Talents in the Telepathic Form. Induce Aberration allows a Cipher to inflict a mental instability upon a target. A strong enough Cipher can insert anything from arachnophobia to crippling depression into a person’s mind for a limited period. (Aberrations induced by this Talent follow all the normal rules for handling Aberrations.) Base Effect Potency: Induce or augment an Aberration by 1 Targets/Area: 1 Target Duration: 1 Hour Range: Touch Scales Potency: +1 to Aberration rating (Max of 3 total) Targets/Area: N/A Duration: +1 Hour Range: LOS Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance)

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 person’s 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 subject’s 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 subject’s 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 (Target’s Mental Resistance) Static Prerequisite: Alter Perception Filling someone’s head with Static makes it extraordinarily difficult to think clearly. All

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actions taken by the subject are at a negative equal to the Potency of the activation. Base Effect Potency: -3 to all actions Targets/Area: 1 Target Duration: 1 Round Range: Touch Scales Potency: N/A Targets/Area: +1 Target Duration: +1 Round Range: LOS Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance)

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.

Any points spent on Ranks in the dropped Form or any Talents within that Form are lost. They are not redistributed, so plan wisely. Example: Stefan, a Psychokinetic Primary, attains Potential Rating 6 and sees all of the cool stuff that Clairvoyance allows. He decides to take Dual Primary for his first Refinement with Clairvoyance as his new Primary. He now has the free Base Effect for every Clairvoyant Talent in which he has a Rank. Additionally, his Clairvoyant Talents are no longer restricted to 5 Ranks, and he can work them up to 10 should he choose. Stefan already has Talents in both Biokinetics and Telepathy. Therefore, he is going to have to take a hit somewhere. Since he the only Telepathic Talent he possesses is Communicate, he opts to lose access to Telepathy instead of Biokinesis. He loses the few Ranks he had in Communicate, as well as the 2 Ranks in the Telepathy Form, and he can no longer develop Telepathic Talents.

Affinity Affinity affects the Scales of a Cipher’s 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

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ramps up accordingly, and the EF still has to come from somewhere.

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.

Equipment And Money

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In Cipher, there is no need to keep track of money, or a detailed list of your gear. It is presumed that Cipher characters have a reasonable amount of cash appropriate to their current situation. In most instances, since Ciphers are constantly on the move, this means that a character generally has enough money on them for a cheeseburger and maybe a pack of smokes. If you decide that you want a certain big-ticket item, you are going to have to work for it. Maybe this means getting a temporary cash-only job somewhere, or robbing someone at an ATM. You may decide to get straight to the point and just steal the item itself if you need it badly enough. As far as gear goes, presume a character has the basics: a couple sets of clothes, a simple weapon, or two (no AK-47s to start with, please), and maybe a pay-as-you-go cellphone. If you are playing a Cipher that is not currently on the run, talk it over with your GM to see what the two of you can decide on for starting possessions.

Some Friendly Advice Since the Shift, there has been a hell of a lot more of us. The numbers I’ve heard through the grapevine, probably originating with some egghead in DAEMON, is that there’s now about one us for every twenty-five thousand people in

the United States. That’s more than three hundred in the Big Apple alone. Of course, that’s just on average. You’ll find many places that have never had a Cipher more than pass through on his way to somewhere else. The concentrations of us living at the DAEMON Campuses certainly skew the numbers a bit. Kansas City seems to be something of a hotspot. By the math, there should only be about twenty or so Ciphers, but I know at least that many personally, and can name a dozen more that I have just heard of. Maybe it’s the fact that the Good Reverend trucks his shiny white coat through here on a regular basis. It could also be the barbecue. All I know is that it’s very active around here. DAEMON has one of their big field offices down on the Plaza, Slate Corp. has an office twenty miles west of KC out near the Sprint building, and we hear stories of Bogeymen and Harrowers at least twice a month. Don’t get me wrong. It’s not all doom and gloom. Cabot has half a dozen soup kitchens and a Buddhist temple, all sporting the Boundless Faith Ministries sticker in their window and Platte has a squad of grunts moving from safehouse to safehouse throughout the city. All that, and I haven’t even had a chance to mention the mixed Cells, and that’s where the real strength in the Rogue Ciphers lies. If it weren’t for those of us on the ground level, nothing would get done. Without us, there’d be a hundred chefs bitching at each other in a kitchen that was burning down around their egos. Oriflamme wouldn’t be anything more than a group of gun-toting survivalists, Bonnet Island would be little more than an isolated home for arrogant bastards, and Jim Dancer’s people…well, let’s just say the less said about them the better. I’m not trying to make us out to be messiahs or anything, but we’re the ones gathering the information, pulling in the newbies, and generally putting our asses on the line for “The Cause”, whichever one we happen to believe in. It’s rough

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out here, keeping low from DAEMON, fending off Chimerae, and generally trying to live life as fugitives. As a famous space captain once put it, “So, here’s us, on the raggedy edge.” Unless you have what Platte sees as the Right Stuff, or you plan on finding a Golden Ticket to Bonnet Island, you’re going to have to learn how to make it out here in the wilds of America with a target on your back.

Cells First things first, you’re not likely to make it very long going it alone. I don’t care if you have enough juice to lift cars, or you can bodyjack with the best of them, you won’t last more than a few months if you don’t have someone to watch your back. Find some other Ciphers and hook up with them. It doesn’t matter if you don’t like each other, and it matters even less if one of you is a Partisan and the other’s a Monitor. It’s 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 isn’t 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. I’ve seen Cells that were made up of all Partisans, or Harbingers, or whatever. It never ends well. You see, we’ve 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, I’ll 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

Cell. DAEMON covered that one real well, didn’t they? Don’t get me wrong. Doctrines are mostly a good thing for us. They give us that faith and hope I mentioned earlier, it just needs to be tempered by a different view from time to time.

Life On The Run I suppose the first question I should answer is “Why go on the run in the first place?” The answer is real simple. You don’t have a choice if you want to keep from being a lab-rat for some DAEMON jagoff in a labcoat.. It’s not a matter of if they’ll find you. It’s a matter of when. One day you’ll be doing the dishes, mowing the lawn, or sitting in your cubicle and the men in the dark suits will show up flashing badges. “Why?” You ask. “I haven’t done anything wrong.” It doesn’t matter. You have Talents.

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You are a Cipher. That’s all that DAEMON is concerned with. If you’re not bagged and tagged, you’re a threat to national security. Of course, you could always join up and get the haircut and sunglasses if you’re comfortable with hunting down other Ciphers and dragging them off to a field office. DAEMON has a number of ways of finding us. About half of the agents they send after us are Ciphers themselves with the ability to Ping us out or look ahead to see where we’re going to be. They also have Flash Gordon looking gadgets that

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can simulate our Talents. This stuff, called Tesla Tech, is for the non-Cipher agents. Don’t forget that aside from the Talents and toys, they are the government. More than a few of us have seen their faces wanted posters. Once you make the decision to do the smart thing and get the hell out of Dodge, the next decision you have to make is figuring out how you’re going to survive. You can’t hold down a job unless it’s short-term and paid in cash under the table. You can’t stay in one place for too long, or you start stretching the odds, and they’ll find you. Food, clothing, shelter: the basics need to be your primary focus. If you’re lucky, you’ll be able to find a soup kitchen, church, or shelter connected to Boundless Faith. Reverend Cabot has a lot of friends that aren’t Ciphers willing to give us a hand with a hot meal or a place to crash for a couple of days. 80

Just don’t abuse the generosity. If you hang out for too long, you’ll not only run the risk of getting snagged, but you’re putting the people running these places into danger. You’d think with the amount of visibility the Reverend has, that DAEMON would have carted him in years ago. I can’t say why that hasn’t happened. All I know is I’m grateful he hasn’t. My ass has been saved countless times by the Boundless Faith network. Be careful when you scout the Boundless Faith Sanctuaries, though. I know of a few Ciphers that have been grabbed by DAEMON agents staking out a BFM location. Other than the occasional helping hand from Cabot’s folk, you’re going to have to re-evaluate your morals a bit. It’s easy to use your Telepathy to get your hands on an ATM card and the PIN. The hard part is convincing yourself that you need the cash more than the guy you took it from. Some Ciphers have tried to go the bankrobbing route. I don’t recommend it. Those places have way too many cameras, and you’ll end up with law enforcement up your ass quicker than you can say “John Dillinger”. Speaking of law enforcement, get it out of your head that police officers are your friends. That doesn’t mean that cops are bad guys. Far from it. They’re just Serving and Protecting. What it does mean is that if DAEMON gets wind of your presence, they’re more likely to cook up a false rap sheet on you before resorting to Talents and Tesla Tech. In fact, presume there’s already a warrant or two out for your arrest and your chances of staying free increase dramatically. A lot of Ciphers in bigger cities get money by plying their more mundane talents as street performers. Can you juggle? Play an instrument? Read tarot cards? Good. That’ll go a long way to keep you from starving. Even if you don’t have anything like that to offer, do your best to make friends with the street people. They know where the cheapest cup of coffee and sandwich is. You can get hints and

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directions to safe places to grab a night’s sleep without getting rousted. They’ll also be the best way to find the shelters and soup kitchens that might lead you to a Boundless Faith Sanctuary. Abandoned buildings, warehouses, and big public parks; these are going to get real familiar, but it’s not that bad once you get used to it. Despite the general suck of not having a home, it’s kind of liberating not to have to do the 9 to 5 or worry about paying taxes. Okay. Now that I’ve scared the hell out of you, let me say that there is a slim possibility you might be able to make it living a normal life. If you decide to take your chances, start by finding yourself a job that has absolutely zero exposure to the public. Find a deskjob somewhere, or a gig moving boxes around a warehouse or something. If all you do is show up, do your job, and only see the same half-dozen faces every day, you’ll stay out of the spotlight a lot longer. Pay cash for everything. Cancel your credit cards, or at least stop using them. Not too many people use paper checks anymore, but if you do, burn them. Anything that requires you to show your ID is a bad thing. You can even pay your bills in cash. Most grocery stores or check-cashing places let you toss down cash for your utilities instead of paying online or writing a check. You know that part of town that’s cordoned off on the weekends? The place that has all the bars? That place is off limits for you now. That kind of situation always has a ton of police hanging around, and you never know if you already have that warrant I mentioned. Stay away from cops. Drive the speed limit. Avoid the “bad part of town.” Find a way to get your groceries and other errands done as far away from cameras as you can manage. All of this might let you have a white picket fence and 2.5 kids, but I don’t recommend you even try. It’s the worst kind of Roulette, and Roulette strongly favors the House. DAEMON

isn’t above using your wife and kids as leverage to get to you. What else do you need to know? Well, aside from DAEMON, there’s a few other things you have to watch out for. Chimerae are at the top of the list. You see, there are these things, monsters if you want to use that word. They stalk Ciphers and try to suck the juice out of our heads. They can take any form, and seem to be able to track us down easier than DAEMON can most of the time. Wanna know the worst part? They come from us, from Ciphers. If we Push our Talents too hard, we run the risk of creating one of these things. I saw it happen a couple of times. This sort of greenish goo starts pouring out of your eyes and nose and mouth, and there’s nothing you can do to stop it. A few seconds later, it starts moving around and taking shape. These things can look like the Creature from the Black Lagoon or the Spiders from Mars. Hell, I even heard of one Chimera out West somewhere that was the spitting image of Bela Lugosi. It doesn’t matter what they look like. They all want one thing, your juice. And since you’ve pretty much drained yourself by the time you squirt one of these things out, they start taking it out of you the hard way, by draining your life energy, eventually killing you The good part about Chimerae? They’re not that bright. Oh, they’re clever and have the instincts of a world-class predator, but Chimerae seem to be incapable of higher-functioning thought. They’re all hide, stalk, and pounce. Watch your ass, and keep your Cell near you and you should be fine. Be careful, though. Chimerae have a pack mentality, and if they find each other, you could find yourself facing a bunch of the critters at once. Bogeymen. I’ve only seen a couple, but I’ve heard a lot of rumors. The bastards creep me out more than the creepy-crawly Chimerae. Bogeymen are…something else altogether. They’re mostly

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human looking and have the ability to think as well as, if not better than, you and me. The thing is they look like us. I don’t mean they Ping out as Ciphers (they do that too), but they borrow the faces of Ciphers. This guy I knew claimed to have run across a Bogeyman that was the spitting image of a guy he knew from his former Cell. The problem was that his friend had been dead for over a year. What do the Bogeymen do? What do they want? There doesn’t seem to be a consistent answer. Sometimes they just show up and just sit there and watch us. Other times, they’ll walk right up to you and start a conversation, asking fucked up questions like “What is your favorite food?” and “Why do you wear clothes?” There have been more than a few stories of Bogeymen attacking Ciphers without warning. That’s bad news. They have Talents just like us, and most of them are said to be pretty damned powerful. Stay away from them is my advice. How do you tell a Bogeyman from a Cipher? It can be difficult, but the trick is that while they

are doppelgangers of Ciphers, they’re not carbon copies. There’s always some little detail or nuance they screw up. That guy across the diner who Pings as a Cipher? His eyes are just a little too big or he doesn’t blink. Maybe his fingers are webbed, or you catch a hint of a forked tongue when he takes a sip of his coffee. It doesn’t mean he’s a Bogeyman, but I’d steer clear nonetheless. There’s other stuff to keep your eyes open for, but you’ll begin to figure most of it out on your own, or some other Cipher will clue you in. Harrowers, the Sealed, Eidolons. Some of them are nothing more than rumors; some of them are quite real. Grab yourself a Cell, stay on the move, and be real damn careful when you use your Talents. Do all of that and you and I might run into each other some time. Try and fly solo or flaunt your Talents like a superhero and I’ll likely hear your story told as a cautionary tale to other newly evidenced Ciphers. Good luck.

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“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 IV’s. 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. He’d 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 she’d be lucky to get a blanket even if no one was dying. There weren’t as many doctors now, or nurses, and the ones who were left didn’t like to talk to her anymore. They’d 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 didn’t think of “fair,” she didn’t think of “outside,” but the older kids used to. She didn’t really remember “outside,” remember life before the hospital. Andy did. He’d tell her sometimes, but he’d get frustrated with her. She couldn’t understand, she’d never known. “Clear!” “Four,” her eyes kept trying to look at the Doctor’s face, but she watched Andy instead. The Doctor scared her, Andy never could. Yesterday, she’d lit a fire by thinking it into being and they almost weren’t able to get it out. She’d tossed a ball through the plasterboard wall without using her hands. They still weren’t happy. She didn’t 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 hadn’t 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 couldn’t hear at all was the Doctor’s and part of her was pleased. She didn’t want to know what he thought, what he wanted to do. They covered Andy’s 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 you’d 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 didn’t think nice things about her. She didn’t want to know what their plans were. She didn’t 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, where’s 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. She’d heard of a man called Tesla, she’d 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, let’s get this started. It’s almost dinner time, isn’t 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

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ost situations the players are likely to encounter while playing Cipher can and should be resolved through role-playing. However, there will be times when some bozo draws a weapon and tries to take the top of your head off, or perhaps this particular meal must be prepared with absolute precision or your delicate negotiations will fall through. When these sorts of events occur, and the outcome is uncertain or vital, there is little else to do but start tossing dice. Luckily, the design team at Broken Meme has created a system of rules intended to resolve tasks of this nature. It is called the Vector System, and it is surprisingly simple to use while remaining versatile. The first thing you need to do is determine exactly what it is that your character is trying to do. Next, you select the appropriate Attribute for the situation, along with the right Skill and Focus (if you have any Ranks in a relevant Focus). Take the values of these traits and add them together to determine your base target number, called a Mark. Grab a pair of ten-sided dice and roll them, adding the totals together. (Don’t forget that 0’s count as “10”.) If your roll is on or under your Mark, you succeed. If the total is over your target, you have failed. Attribute+Skill+ (Focus) Determines the Mark. Now let’s see it in action…

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 Chuck’s Strength and Athletic ability. It is a good thing Chuck is also good at Jumping. Chuck’s 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. Chuck’s Mark gives him a better than even chance of making the jump without killing himself in the process. Chuck’s 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

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the next rooftop and takes off like a bat of hell leaving the police behind.

Potency Scale of the Talent from the original level should you choose. Fumble

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

On the opposite side of things, any time a double is rolled where the total exceeds your Mark, you have Fumbled. Dramatically, this reflects not only a failed attempt, but also the character looks like a dip, and the GM is well within his purview to have a piece of equipment break or some other disastrous occurrence. In combat, a Fumble doubles your Interval before you may take your next Complex Action. Normally, when a Talent activation fails, no EF is spent, the character’s concentration was just not up to the task that time. If you Fumble on a failed activation roll, not only does the Talent fail to activate, but the Ectenic Force is lost as well.

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

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could shoot the wings off a gnat, grapple a Kodiak, or even hack into the Pentagon (not that we recommend that, of course). In combat, a roll of 2 does double damage and the character may take another Complex Action on the next Phase instead of waiting for the remainder of his Interval. When activating Talents, a 2 costs you no Ectenic Force (and has double Potency), but the character may pick one of the Talent’s other Scales and double the factor of that Scale as well. Example: Chuck, Randall, and Claire have come to Reverend Cabot for rest and healing after a scrap with some Harrowers. The good Reverend activates his Regeneration Talent in attempt to heal Claire’s wounds. He Scales his Heal for 5 points of Health, and a single target. His activation roll is a 2. Not only did he heal Claire for 10 Health, but he can choose to heal either Chuck or Randall for 10 as well. It looks like God is smiling down on Reverend Cabot today. 20s A roll of 20 (Double 0’s) well and truly screws the pooch regardless of what you are trying to do. Dramatically speaking, this is disastrous. That berry you pointed out to your teammates as okay to eat? They are actually poisonous Pokeweed berries. Be prepared for everyone to have horrible nausea, headaches, and diarrhea for the next few hours. You did a helluva job sneaking into that Cipher Campus, eh? Not so fast. You trip over your own feet, landing smack up against the fire alarm, alerting the whole building that something is amiss. In combat, a 20 can be fatal. Not only did you miss your target, but you have also managed to hit a friendly with your attack, maybe even yourself. Full damage applies to whoever was unlucky enough to be on your side.

When you roll a 20 while activating a Talent, the Talent not only fails to go off, but it costs you double the Ectenic Force you intended to spend. A 20 can mean accidental suicide for a Cipher under the wrong circumstances.

Resistance & Reaction Every character has a Reaction Trait as well as a pair of Resistance Traits (Physical and Mental). These three Derived Attributes count as negative modifiers to any roll trying to harm your character. Subtract the Reaction of your target on any attempt to inflict harm on him. Any weapon from a knife to a gun to a lawn dart has to hit before it can do any damage. Example A police officer has pulled his service pistol and is trying to shoot Sam. The officer is a good shot with a pistol, and his Mark is a 14 after he factors in all other modifiers, such as the Accuracy Modifier for his weapon. Sam’s Reaction is a 3, so the GM subtracts 3 from the officer’s Mark of 14, giving a final Mark of 11.

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The GM rolls a 12, so Sam’s Reaction saved his ass this time, and the bullet buzzes inches from his head as he dodges out of the way. Use Physical Resistance to resist toxins, drugs, diseases, and certain Biokinetic Talents. Example Morphine is a drug commonly used by Ciphers to subdue Ciphers and place them in a more tractable state. Morphine is a potent drug with a Toxicity of 13, meaning that on a roll of 13 or less by the GM, the drug takes effect. However, the subject’s Physical Resistance is used to modify the drug’s Toxicity. A Physical Resistance of 4 will lower the morphine’s effective Toxicity to a 9. You might still wind up in a Veritas field office, but your odds are much better. Use Mental Resistance as a negative modifier when something has a chance of adversely affecting a character’s mind, be it from circumstance or usage of a Talent. Subtract Mental Resistance from the Mark of any Talent requiring a roll that directly affects the mind of an individual. It also is subtracted from the Mark of Aberration Checks Example If a character were to witness a loved one being devoured by a giant spidery Chimera,

this is likely to compel the GM to ask for an Aberration Check. If the loved one was the character’s wife or lover, the GM may adjudicate the Mark of the Aberration Check to be fairly high, say a 14. If the character making the check were particularly strong-willed with a Mental Resistance of 5, this would reduce the chance of picking up an Aberration to a Mark of 9. Other Modifiers Any number of things can help or hinder you when performing an action. From an icy patch on the road to bad visibility when trying to drive a vehicle can add a negative modifier to your Mark. Positive modifiers generally come from equipment bonuses or actions taken by the character to prepare for the attempt. All weapons have an Accuracy Modifier that can affect your Mark, and things like scopes can make your chances of hitting a target even better. Equipment bonuses are not restricted to weapons. Doing research in a superbly stocked library can help with your Mark, and a custom laptop can go a long way in helping with a hacking attempt. The overall rule with any single modifier is that it can never alter a Mark by more than 3. Individual modifiers can however stack, so bear that in mind before attempting that sniper

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.

Dramatic Time is simple as pie. If the passage of time is not a great deal of concern to the events, and the actions of the characters could take seconds or minutes or even hours and days to perform, you are in Dramatic Time. Once you have at least two characters, PC or NPC, trying to harm each other (either physically

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Combat Reference

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Round: Comprised of 10 Phases numbered 1-10 per Round Phase: 1 second of in-game time. A character may take 1 Simple Action each Phase. Characters may take 1 Complex Action After a number of Phases equal to his Interval has passed. Actions occurring within the same Phase are simultaneous. Characters acting in the same Phase go in order of Wits score. Reaction: Reaction determines your Interval, the number of Phases you must wait between Complex Actions. Reaction is a negative modifier on all Physical Attacks aimed at you. Initiative Phase: 1d10-Reaction Initiative result denotes which Phase you may take your first Complex Action Complex Action: An action that requires a Skill Roll of some kind. *Your first Complex Action may be taken any time on or after your Initiative ● Activating a Talent (Potential+Form+Talent) –any modifiers ● Performing a Physical Attack (Melee, Ranged, Unarmed) (Agility + Skill + Focus) –target’s Reaction Add weapon’s Accuracy Modifier for Weaponry Attacks Grapple is an Unarmed Attack Unarmed Combat is a Focus of Athletics ● Active Defense (Dodge, Block, Breaking a Grapple) *If an Active Defense is declared, defender goes on the same Phase as their attacker. The Defender’s Interval resets. Dodge: Reaction x2 Block: (Focus) substitutes for Dodge as negative modifier on incoming Attacks Breaking a Grapple: (Strength or Agility+Athletics+Form) –lower of opponent’s Strength or Aility) ● Sprinting (Movement x2) ● Aim (Reaction does not count towards defense while Aiming) Each Phase of Aim allows you to adjust 1 die by 1 place post-roll You may Aim for up to 2 phases Simple Action: ● Reloading or readying a weapon ● Speaking ● Move (Movement x1) ● Dominance Test (No other action may be taken during a Dominance Test) (Reaction does not count towards defense while engaged in a Dominance test) Defender may spend EF on the same Phase as the incoming Attack. Attacker may not spend EF until the next Phase ● Other actions requiring little or no time/thought (opening a door, standing, etc)

Order Of Combat

Roll Initiative (1d10-Reaction) to determine Initiative Phase Round 1 -Phase 1 (Each player completes his entire Combat Phase before next player) Apply any effects of active Talents Simple Action Complex Action Apply any effects (Damage or otherwise) from newly activated Talents Apply Damage from non-Talent Attacks (subtract any armor before applying)

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or otherwise), you have entered the realm of Rounds and Phases. A Round is an amount of time equal to ten (10) seconds, and each second in that Round is a Phase. Each Round begins with Phase 1 and proceeds through to Phase 10 before starting over at Phase 1 in the 2nd Round. Initiative Initiative is an old gaming term that is normally defined as “the order in which you get to perform actions.” Initiative is determined by rolling 1d10 and subtracting your Reaction. Your result is the first Phase in which you make take a Complex action. Initiative is only rolled at the beginning of the First Round. After that, refer to your character’s Interval to determine when you can take your next Complex Action Action Clock The Action Clock is the term used to describe how you handle time when the heat is on. As explained earlier, a Phase is equal to 1 second of time, and 10 Phases make up a single Round. Once your Initiative is reached in the First Round, your Reaction Attribute determines how frequently you may take Complex Actions. The lower your Reaction, the longer you have to wait between actions. The amount of Phases you must wait before taking your next Complex Action is called your Interval. Intervals Reaction 1: May take a Complex Action every 10 Phases, or once in a Round. Reaction 2: May take a Complex Action every 5 Phases.

Reaction 3: May take a complex Action every 3 Phases. Reaction 4: May take a Complex Action every 2 Phases. Reaction 5: May take a Complex Action every Phase. Rounds "roll over" so any Phases you have remaining at the end of a Round still apply at the top of the next Round. You may go sooner than your next allowed Complex Action if you are performing a Defensive Action. You may not jump ahead with a Defensive Action until your Initiative has been reached and you have taken at least 1 Complex Action. Defensive Actions count as a Complex Action and you may jump ahead to any Phase within which you have yet to take a Complex Action. Your Interval is reset from the Phase you took your Defensive Action. Example Gary have a Reaction of 3. Gary rolls a 6 for Initiative. 6-3=3, so he can take his first Complex Action on Phase 3 of the First Round. Gary takes his action on Phase 3, so his next Action falls on Phase 6, then Phase 9, and as the next Round starts, he can act again on Phase 2, then Phase 5, then Phase 8, then Phase 1, then Phase 4, etc. If on the first Round, Gary takes an Action on Phase 3, then gets attacked on Phase 4 and chooses to Dodge, he can do so, but then he has to wait until Phase 7 to take his next Complex Action. If he decides to keep Dodging again on Phase 5, he can continue to do so, but now he cannot act again until Phase 8. If Gary chooses, he can perform Defensive Actions for an entire  Round, but each time he opts to do so, he  continues  to delay his next opportunity to be proactive.

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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.

A Punch does an amount of Stun Damage equal to your Strength Modifier when you land a blow. A Kick does an amount of Stun Damage equal to your (Strength Modifier +1) and accrues a –1 penalty on the Skill Roll. A Headbutt does an amount of Stun Damage equal to your (Strength Modifier +1) and accrues

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A good rule of thumb for Complex Actions is that if you have to toss the dice to determine the outcome, it is a Complex Action. There are Complex Actions that do not require the rolling of dice, however. Below is a rundown of Complex Actions you are likely to encounter in the course of a game. Attacking Either someone or something has already tried to harm you, or someone you are fond of, or else he just damn well deserves it. You have decided to put a hurting on him. All Attacks take 1 Complex Action to perform. Unarmed For whatever reason, you may find yourself without a weapon. Maybe you think you do not need one, or maybe you are just plain crazy; it does not matter the reason, you can still bring the pain to your opponent with a well-placed punch, kick, or headbutt. Unarmed Attacks do Stun Damage without additional factors brought to bear.

a –1 penalty to the Mark of the Skill Roll. You take half of the damage in Stun yourself when you connect. Grappling There are instances when a simple punch in the face just is not enough. Perhaps you want to restrain an individual, repeatedly inflict a Range: Touch Talent on someone, or just plain choke the shit out of him. In these circumstances, a grapple can come in very handy. Initiating a grapple is as simple as making a successful unarmed attack using (Agility+Athletics+Unarmed Combat) after subtracting your opponent’s Reaction. As an Attack, initiating a grapple is a Complex Action.

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You have to call a grapple attempt before making the roll, but if you are successful, you now have your opponent in a clinch. On the Phase where the grapple takes effect, your opponent is incapable of taking any Physical action aside from trying to break free from the hold. If your victim fails to break free from the grapple, you have the option of applying your Strength Modifier in Stun Damage or activating a Talent with Range: Touch. You are of course allowed to free your captive if you decide that playtime is over. Breaking Free From A Grapple If you are the unlucky sod who was caught in a grapple, it means that the only Physical action you can take is to attempt to break yourself free from the hold. To do so, your Mark is (Strength or Agility +Athletics Unarmed Combat). The modifier on this roll is the lower of your opponent’s Strength or Agility as they attempt to maintain a hold on you. Breaking free from a grapple is a Defensive Action. With a successful roll, the grapple is broken and you are free to do as you please with your next Complex Action. Of course if you are a Cipher, there are many things you can do without having to resort to the physical. The best part of being caught in a Grapple is that the condition of Range: Touch is considered to have already been established. Melee Attacks Let us say you are lucky and manage to have something to hand when the fracas begins. It could be anything from a knife to a brick to a broken bottle. Maybe you are a Renaissance Festival type and carry a sword around as well (let us not get into the potential legal issues surrounding that call).

(Agility+Weaponry, Melee+Focus+Weapon Accuracy Bonus) - Target’s 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 weapon’s 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 opponent’s grasp. In most cases, this

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is going to be a weapon, but it could very well be a wallet, cellphone, or even a set of keys. To attempt a Disarm barehanded, you find the Mark for a standard Unarmed Attack (Agility+Athletics+Unarmed Combat) – your opponent’s Reaction. The difference is that you also subtract your opponent’s Strength Modifier when attempting a Disarm as you try to wrest the item from his hand. If you are using an item or weapon to attempt a Disarm, use (Agility+Weaponry, Melee+Weapon Focus) in place of (Agility+Athletics+Unarmed Combat). If the roll is successful, the item is dislodged from your opponent’s grasp. In the case of a barehanded Disarm, you have the option of taking the item instead of letting it fall to the ground. NOTE: When using the Fine Manipulation Talent to Disarm, use the Mark for a barehanded Disarm.

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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 - Target’s 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.

You may not add your Strength Modifier when using a Ranged Weapon, but you may add it when Throwing. The weapon used determines whether your opponent takes Stun or Health Damage from the Attack. Throwing Things When throwing an item at someone, the following rules are used. Add your (Agility + Athletics + Throwing) and subtract your opponent’s Reaction as normal. Should the attack be successful, apply Damage as normal, adding in your Strength Modifier. If you are using an improvised weapon, the damage is ½ of the object’s Durability plus the Strength Modifier of the attacker. Throwing Distances When throwing an object, you can hurl anything weighing one pound or less (baseball, small rock, knife, football) a number of yards equal to your Strength Modifier x10 with any accuracy. If you are simply throwing for distance, you can throw the same item a number of yards equal to your Strength x10. For every additional pound, subtract 10 yards from your distance. Throwing With Psychokinesis The same rules apply when using Psychokinesis to hurl objects, with the sole difference being that instead of basing distances and additional damage off Strength, the Cipher’s Potential is used. Use your Potential for the Skill Roll instead of Agility when rolling to see if you successfully hit. Firearms Modern firearms are extraordinarily lethal weapons. As such, their Damage Rating applies to both Health and Stun tracks. This can prove to be

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fatal very rapidly. As in real life, it is recommended that you avoid being shot whenever possible. Burstfire Burstfire is depressing the trigger on a burstcapable weapon long enough to fire off 3 rounds in rapid succession. This allows the shooter to get more lead into the air at the cost of an accuracy loss due to recoil. Burstfire is an Attack, and thus takes a Complex Action to perform. Burstfire adds a +2 to the weapon’s Damage at the cost of a –2 to Accuracy on the Attack. Autofire Autofire is the release of an entire clip from a firearm capable of such things. This can come in very useful if there are a number of targets in front of you and you have some ammunition to spare. Autofire is a special type of Attack. It uses a Complex Action, but takes 3 Phases to empty the entire clip. It also imposes a –3 penalty on the shot. The upside is that you may add +3 to the weapon’s damage rating and divide the damage total among any targets within a 90-degree arc in front of you. The lowest Reaction of the group acts as a negative modifier for the roll. Example Veritas Agent Klaus has 3 Partisans in front of him and he is the last man standing. His Agility+Firearms+Rifle is (15), and being a traditional type of guy is sporting an AK-47, which gives him an Accuracy bonus of (+1) for a Mark of (16). The lowest Reaction of the group acts as a negative modifier for the roll. Subtract victim #2’s Reaction of 2 from the roll, giving a final Mark of (14). Deciding that it is a now or never situation, Klaus switches his rifle over to full auto and starts spewing lead. Autofire subtracts (3) from

his Mark, so Klaus now has to roll a (11) or less to hit. Odds are still in his favor. Should he hit, the base damage of an AK47 is 5Health. Add the autofire bonus of (+3), and now he’s not only doing (8) points of Health Damage to the guys in front of him, but he can decide how much each of the three guys in front of him take from the 8 points he has to spread around. Dual Wielding Pistols Should you choose to try and fire two pistols at the same time, the attack takes a single Complex Action and is resolved in a single roll with a +2 Damage and a –2 Accuracy for the roll, exactly like Burstfire. Aiming Aiming is a Complex Action that allows you to “slide” one die in the direction of your choosing. You may Aim for 1 or 2 consecutive Complex Actions. For each Action spent aiming, you may add or subtract 1 from a single die after you roll. Whether for 1 round or for two, you only apply any adjustments to a single die when Aiming. Aiming can adjust your total into a standard Critical or away from a standard Fumble. Aiming does not work with Talents (with the exception of Telekinetic Talents), and may not adjust you into or out of 2s and 20s. Example You spend two consecutive Complex Actions aiming before you make your attack on your third Action. Your (Agility+Firearms+Rifle) Mark in addition to any Accuracy Modifier from the rifle you are using gives you a Mark of 14. Not too bad. Odds are good that you are going to make the shot even without the aiming. Your roll comes up an 8 and a 7 for a total of 15. Missed the Mark by “that much.” Aren’t you glad you were aiming?

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Since you aimed for 2 Actions before taking your shot, you can adjust either the 8 or the 7 by up to 2 places. Adjusting the 7 down to a 5 will get you a success, as will adjusting the 8 down to a 6. However, you can opt to adjust one of the die by only 1 if you so choose. Drop the 8 down to a 7. With a pair of 7s, not only do you hit, but you also have a Critical and can dramatically place the shot where you want it, doing double damage. Example #2 With the same set-up, you roll a pair of 9s. Not only is it outside of your target range, but it is a Fumble as well. The aiming bonus is not enough to get you into a success, but it is decent enough to get you out of the Fumble. Simply adjust a die down to an 8, making your total a 17. It is still a failure, but now you are not shooting one of your allies in the leg when you miss your intended target. You are considered motionless while Aiming. You may not apply your Reaction to incoming attacks.

take a Defensive Action you have to wait 3 Phases before acting again unless you take another Defensive Action. Dodge Dodging is just what it sounds like, an all out attempt to avoid being hit by ducking, weaving, diving, etc. When someone is trying to hit you, normally he would subtract your Reaction from his Mark. When you Dodge, you double your Reaction for defensive purposes.

Defensive Actions Sometimes your normal Reaction just is not enough to take the edge off your opponent’s 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

When dodging multiple attacks in the same Phase, subtract 1 for each successively rolled attacker, despite the fact that they are all technically attacking simultaneously. Example Your character is facing off against 3 foes, and they all decide to attack at once. You Dodge, doubling your Reaction of 3 to a 6. The GM subtracts 6 from the Mark of the first attacker, 5 from the second, and 4 from the third.

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.

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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 “Don’t touch it!” types of communication.

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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

designed to bash and bruise; your Stun total is where you take the hit. Represent Fatigue by the loss of Stun, as well as the effects of certain chemicals and even Cipher Talents. Wound Penalties (Stun) When you begin to run low on Stun points, you begin to operate at less than peak efficiency, and are close to unconsciousness. The last five Stun Points you have left are where the Wound Penalties begin to apply. When you have only 3 Stun Points remaining, every action you take (including activating Talents) is at a –1 on all rolls. When all you have left is 2 Stun Points, you are more distracted by pain and exhaustion. All actions (including activating Talents) suffer a –2 to every roll. Finally, when there is only 1 Stun Point left, you are running on fumes and everything is beginning to get all “bendy”. At this juncture every thing you do (including activating Talents) is at a whopping –3 penalty. The easiest way to keep track of this is to pencil in the penalties next to the appropriate Stun ranks once you have determined your Stun total. If your Stun total should change due to character advancement or the temporary usage of a Cipher Talent, the Wound Penalties shift appropriately, always coming into play for the final 3 Stun points regardless of the total. Pushing With Stun Ciphers may exchange Stun Points for Ectenic Force on a 1-to-1 basis. This is called Pushing. For each point of Stun Damage the Cipher chooses to take, he can refill his EF Pool by that amount. Any Stun Damage taken by Pushing is subject to all of the normal rules concerning Stun loss, including Wound Penalties Your Potential determines the amount you can Push per Phase. Thus, a Cipher with a Potential of 6 can exchange 6 Stun for 6 EF in a single Phase.

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Pushing Stun for EF in this fashion is a Simple Action. You can Push once during any Phase, whether or not you have a Complex Action available that Phase. Pushing with your final point of Stun incurs a consciousness check as per normal. Pushing into Stun initiates a Chimera Check as normal, and if Pushing with a Clairvoyant Talent, this also initiates an Aberration Check. Signs Of Stun Damage When you take Stun Damage, bear in mind that once Wound Penalties are applied, there are outward signs of the damage you have taken. While there is no hard and fast system for how the damage is apparent, it is up to you and the GM to decide how to play it out. Were you taken down to 3 Stun by a baseball bat tap-dancing on your shin? Odds are that the –1 penalty you are suffering is obvious by the limp you have suddenly developed. Damage taken to your Stun Points by trading Stun for EF generally shows itself by nosebleeds and a pained intense look on your face from the nasty migraine trying to pound its way out of your skull. Recovering Stun Recover Stun at a rate of 1 point for every thirty minutes of rest. This rest can be sleep, meditation, or simply sitting still and relaxing for half an hour. While most weapons in Cipher cause either Stun or Health Damage, Firearms are the exception. Unless you take preventative measures, a gunshot wound will cause both Stun and Health Damage in the amounts listed for the particular firearm. Other weaponry may be adjudicated by the GM to do the same, but the in such cases, the weapon should have considerable kinetic force in addition to causing blood loss. In addition, no, the split lip from a punch or scalp abrasion from a baseball bat does NOT count.

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

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of flesh as a bullet enters the body is only half of the trauma suffered. The tremendous kinetic energy behind a bullet is a force to be reckoned with in its own right. Wound Penalties (Health) Health Damage incurs Wound Penalties just like Stun Damage does, and they are cumulative. Example Should you be down to your last 2 Stun points (incurring a –2 to all actions), and be unfortunate enough to have only 3 Health points remaining (incurring a –1). You are now at a –3 to everything that requires a roll. As with Stun, adjust placement of Wound Penalties according to change in your Health Ranks that occur through character advancement or gameplay. Pushing With Health

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You can also Push to trade Health for Ectenic Force on a 1-to-1 basis. For each point of Health

Damage you choose to subject yourself to, you gain a point of Ectenic Force to fuel your Talents. Pushing with Health incurs the same Wound Penalties as if you had been stabbed, shot, or set on fire. Health Damage is still Health Damage regardless of the source. Your Potential limits the amount of Health that you can convert into EF per Phase. Thus, a Cipher with a Potential of 7 can exchange 7 Health for 7 EF in a single Phase. Not that he would really want to unless his ass was on the line. Pushing with Health is a Simple Action. You can perform one Push during a single Phase, whether or not you have a Complex Action available that Phase. You must deplete your Stun entirely before you can tap into your Health in this fashion. If you only have 2 Stun remaining and you wish to Push for 5 EF, you can take the remaining 3 EF from your Health Track. If you push into your Health track, you must not only make a consciousness check, but make a Chimera Check AND an Aberration Check.

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Signs Of Health Damage

Unconciousness

Until you have received medical care, any Health Damage you have taken makes it obvious to anyone observing you that something has gone awry. Were you shot? Don’t forget to take into account the fact that you are bleeding all over the place. The same thing goes with a stab wound. Maybe you ran afoul of a ticked off Pyrokinetic. Those burns are going to stand out in a crowd and sting more than a little bit. Health Damage taken from Pushing usually evidences as nosebleeds, earbleeds, and yes, even eyebleeds. Feel free to get creative with the outward signs of Pushing with Health. Recovering Health Health returns at different rates depending upon the type of care you receive after being carved up like a Thanksgiving Day turkey. If, after losing Health points, you receive medical attention and bed rest, you regain 1 Health Point per day. However, even with medical care, if you are unable to get any rest; say, maybe a ruthless pack of Harrowers are hounding you through the city and you are unable to sit still for more than ten minutes. Under conditions where you are unable to rest, you only recover 1 Health every 2 Days. Under optimal circumstances, you will find a way to get hospital care (or at least bed rest and a doctor’s skills). The recovery rate then garners you 2 Health for every day spent under a physician’s care. Sidebar: As mentioned above, Firearms are the exception to the either/or rule of Stun and Health Damage. Anytime you take damage from a modern firearm, you incur both the health and Stun damage listed for that weapon. Kevlar and similar modern body armors can have an effect on this.

If you are unlucky enough to have lost your last point of Stun, things are starting to go black. Unconsciousness is on the horizon. Should you wish to shake off the cobwebs and attempt to remain awake despite your banged up and exhausted state, a Consciousness Check is required. To remain functional with zero Stun, make a (Vitality+Willpower) check. Add your Vitality to your Willpower to find your Mark, (Wound Penalties do apply to this roll) and roll 2d10. If your result is equal to or less than your adjusted Mark, you have managed to remain alert enough to continue moving and acting (though you are still having to contend with the Wound Penalties). Additional Consciousness Checks are required every time you take any additional damage. Stun Points return at a normal rate once you are unconscious, and you may regain consciousness once you have a positive number of Stun Points. Death It is inevitable. It happens to everyone. The only question is will it happen to your character while playing this game. Death in the World of Cipher occurs when you are out of Health Points. There is no check. Once you are out of Health, you are dead. Period. As of yet, there are no Cipher Talents that can reverse the Big Sleep, but DAEMON is devoting considerable amounts of time with its Biokinetic research to develop a Talent that can, in fact, return people from the other side. Armor Armor is not as common in the 21st century as it was for some of our ancestors, but there are still a handful of modern armor options. Once an attack has successfully landed, any armor worn by the recipient of the attack subtracts

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the Armor Rating for what they are wearing from the incoming damage. Bulletproof Armor Armor specifically designed to be “bulletproof” has a different effect, in that it converts all Health damage done from firearms into additional Stun damage. Since Firearms do both Health and Stun damage simultaneously, this Stun damage can quickly roll over into Health, but can save your life in a pinch. Talent Activation

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Using Talents is as simple as any other Skill Roll, just with different variables. To attempt a Talent Activation, simply add the Ranks for your Potential to the Ranks in the appropriate Form and the Talent. This gains you your Mark. Roll 2d10 and if you are equal to or under the Mark, the Talent goes off as planned. (Potency+Form+Talent) That is the basic process, but there are of course a few additional steps. All Talents have a Base Effect listed as well as Scales to adjust the Talent to the situation. The Base Effect of a Talent costs the expenditure of 1 EF from your Pool unless that Talent falls under your Primary Form, in which case the Base Effect is FREE. A Talent that falls under the Cipher’s Primary Form therefore gains an extra level of Scaling at no additional cost. You must have at least 1 EF in your Pool to utilize the free Base Effect. If a Cipher has no EF, either through using it all up or going Null, he cannot perform the free Base Effect until he has recouped at least 1 EF. Simultaneous Talents A Cipher may have up to his Mental Resistance in Talents active at once without penalty. Apply a –1 penalty on all actions for each additional Talent activated beyond the Cipher’s Mental Resistance.

Some Ciphers have a single Talent under their Primary Form running at all times since the Base Effect for a Primary Talent has no cost. Depending on the specific Talent and whether or not it is detected, this can be seen as tacky. It all depends on the audience. Ectenic Force A Cipher may spend up to his Potential in EF in a single Phase. Ectenic Force returns at a rate equal to your Potential for every hour spent resting. Dramatic Use Of Talents The use of Talents is nearly second nature to Ciphers. It is part of who they are. When a Cipher uses his Talents in a situation where there is little or no stress, the activation roll can be assumed to be successful. You must roll to activate the Talent when in any situation where the Talent activation is A) Resisted B) During use of the Combat Clock or C) Under a stressful situation Scaling Talents If the Base Effect of a Talent isn’t enough to handle the situation, you can adjust the four Scales (Potency, Area, Duration, Range) accordingly. Each additional point of Ectenic Force spent at the time of Talent Activation allows for the adjustment of 1 Scale by 1 increment. Example The Talent, Telepathic Shield has the following Base Effect and Scales… 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

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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 heart’s 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.

With most Talents, you can attempt to prevent the Cipher from being able to successfully activate his Talent, a Dominance Test. If you have any Ranks at all in the Talent being activated in your presence, you are immediately aware if someone is attempting to use that Talent. Telepathic Shield and Veil are special cases. These Talents allow a Cipher to initiate a Dominance Test without necessarily having Ranks in a specific Talent. With a Telepathic Shield, a Cipher can initiate a Dominance Test against most Telepathic Talents being activated in their presence. With Veil, the same can be done for a majority of Clairvoyant Talents. Each Talent has an entry in their description that will tell you if a particular Talent is subject to Dominance Tests. Battle Of Wills The easy explanation of a Dominance Test is that you get to spend Ectenic Force to change the result of an Activation Roll after the roll has been made to push it out of the range of success. Once you have made the roll to activate the Talent, another Cipher can choose to spend Ectenic Force (up to his spending limit determined by his Potential) to make the result of the roll 1 Higher per point of EF spent. Each participant in a Dominance Test can spend EF to adjust the result once per Phase. This counts as a Simple Action, but has the caveat that no other action can be taken by the combatants while engaged in a Dominance Test. (this includes Notice checks). The initial activation of the Talent counts as that person’s EF expenditure for the Phase. Keep in mind that normal EF spending caps apply (as determined by your Potential), as does the onset of Pauli Effects at expenditures over 6 EF.

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Example Frankie is trying to Deep Scan Johnny. Frankie’s (Potential+Telepathy+Deep Scan) is a 13. Subtracting Johnny’s Mental Resistance of 3, Frankie’s Mark is now 10. Frankie picks up his 2d10 and rolls an 8. SUCCESS…or 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 Frankie’s roll. Since he really does not want anyone poking around inside his head, he decides to spend 3 points of EF, making Frankie’s 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.

During a Dominance Test, the Pauli Effect is measured by the largest total expenditure of EF by a single participant. Chimera Check Having the ability to read thoughts, see the future, or set things on fire with your mind is a powerful thing, but it has its drawbacks. Not only are Ciphers hunted by a shadowy government agency, but also you are highly prone to developing psychological issues due to the unnatural strain placed upon your mind. These inconveniences pale in comparison to the possibility of giving birth to a monstrous psychic leech at a time when you are at your most vulnerable. Chimerae come in a variety of shapes and sizes, limited only by the imagination and fears of the human mind.

The Pauli Effect The Pauli Effect, as described earlier, is the term given to the environmental side effects of activating high-powered Talents. For each Form (and types of Psychokinesis), the Effect varies, but the mechanism for kicking off Pauli Effects is the same regardless of the Talent you are using. No matter how much actual Ectenic Force the Cipher spends during activation; it is the final EF level of the effect that determines the eventual Pauli Effect. At strength 6EF Talent activation, Pauli Effects begin to appear.

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Giving birth to a Chimera is very low on the list of things a Cipher has in mind when they think “enjoyable”. However, it is a very real possibility when a Cipher chooses to or is forced to Push their abilities beyond their existing pool of Ectenic Force. As explained earlier, a Cipher has the ability to put a strain on their physical well being to activate Talents even after draining their EF Pool. Any time a Cipher Pushes, be it into their Stun track or even into their Health, they must make a Chimera Check. Chimera Checks are made by first determining the Mark. The Mark for a Chimera Check is determined by subtracting the Cipher’s Potential from 20. Make a standard 2d10 Roll. If it succeeds, you have gotten lucky and no Chimera appears. If the roll fails, a semi-solid substance begins to pour from every opening in your head. The Birthing Process Eyes, nose, mouth, and ears; all begin emitting translucent green goo that slowly starts to take shape. At this point, while you are trying to figure out how to deal with this thing when you are already out of Ectenic Force, the GM quickly

builds the Chimera using the Chimera Creation Charts in the Appendices of this book. We have made the process of building Chimerae on the fly as quick and painless as possible. In most cases, this should only take a few seconds, which is about all time you have before it completes its transformation from unshaped Ectoplasm to a nightmarish creature drawn straight from your nightmares. A Chimera Birthing takes 1 Full Round to complete. That is 10 Phases (seconds) for you and your team to figure out whether or not you plan on running or keeping the thing from getting loose and creating havoc. Bear in mind that for a Chimera Check to take place, you have to have a depleted EF Pool. This obviously means that you are going to have to Push if you want to take on your new baby abomination. The good news is that any one Cipher may only Birth a Chimera once a day. The bad news is that most Ciphers do not travel alone, and who’s to say your allies haven’t put themselves in a situation where they’ll be having to make their own Chimera Checks while trying to fight the thing off.

Aberrations

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berrations represent a weakness or break in the mind. Paranoia and sadism are Aberrations as are phobias and schizophrenia. An Aberration can be a minor inconvenience or a major hindrance. It all depends upon what it is and the likelihood of encountering the situation. In game terms, an Aberration is something that makes life difficult for your character. They come in two flavors and affect your character in a multitude of ways. The first type of Aberration is Situational. This mental break only affects your character when

encountering a particular set of circumstances. Phobias are the best example of these. When a character has a Situational Aberration, for example a fear of the dark, and finds himself in a place with no light, the GM makes a roll to see if the Aberration kicks in. If it does, the character suffers a penalty equal to the severity of the Aberration to all actions until the situation is resolved one way or another. Situational Aberrations are a sort of subAttribute in that they have Ranks denoting the severity of the condition. Situational Aberrations

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are Ranked from 1-3. A Rank 1 Aberration is mild, and a Rank of 3 represents a major issue. The other type of Aberration is General. A General Aberration is always with you, riding on your shoulders like a nasty little leprechaun. General Aberrations do not have a specific die-penalty: each General Aberration has its own way of adversely affecting the character. (See the List of Aberrations for more details.) Roleplay General Aberrations whenever you feel it is appropriate, or if the situation is likely to highlight the break in the character’s mind, the GM can make a roll to see how well the character can tamp down his mental break. It may seem that taking General Aberrations is the easy way to go since it does not use the rules to enforce its effects. Keep in mind that the GM, who is expecting you to play out your Aberrations, adjudicates 75% of your Experience Points. Gaining Aberrations

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The GM makes a standard 2d10 roll and if the roll succeeds, your character gains 1 Rank in an Aberration. Wound Penalties, as always, apply here. The specific Aberration gained is chosen by the Player and the GM together, and should be related to the situation that spawned the Aberration in the first place whenever possible. If the character having the Aberration Check made for them is not a Cipher, the default Mark is 10 with Mental Resistance subtracted as normal. Should the Aberration come from the usage of the Telepathic Talent Induce Aberration, forfeit the Aberration Check and instead rely upon the Talent’s Activation Roll. The specific Aberration gained is purely up to the Cipher activating the Talent. Induce Aberration does not have a permanent Duration Scale, but it does have a Potency Scale. Effects Of Aberrations

In Cipher, there are three different ways to gain an Aberration. 1: If you Push a Talent into Health Damage, an Aberration Check is called for. With the activation of Clairvoyant Talents, the Aberration Check is called for when the Cipher Pushes into Stun instead of Health. 2: Should you encounter a situation that the GM decides is extraordinarily horrific or shocking, he may make an Aberration Check for you. 3: Some Telepaths have the Talent Induce Aberration, which can temporarily induce Aberrations in their victims. While this is not the nicest thing to do, it is still very effective. Aberration Checks If Pushing a Talent into Health (or Stun for Clairvoyant Talents), the GM makes an Aberration Check for the character. An Aberration Check consists of taking the character’s Potential x 2 and subtracting the character’s Mental Resistance from the Mark.

As mentioned above, there are two types of Aberrations; General and Situational, and they affect your character in two different ways depending upon which one you have managed to acquire. General Aberrations are a break or bend in the mind that is always riding along with you. A General Aberration can be something as simple as mild Paranoia or as nasty as Schizophrenia. A General Aberration is “always on” and can rear its head at any time the character is in a stressful situation. This is a prime opportunity for some creative role-playing, and the player may choose to act out the General Aberration when and if they see fit. However, there are times when the GM may feel that the Aberration may play a role whether it is convenient to the character or not. The Mark for seeing if a Situational Aberration takes effect is your (Willpower+Mental Resistance). If you succeed at the roll, you have managed to keep it together, and the Aberration

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remains a nagging simmer in the back of your mind. If on the other hand, the roll fails, the Aberration in question takes effect, and you take a penalty to all actions equal to your total Ranks in that specific Aberration. EXAMPLE Tony’s character has a whopping 4 Aberrations. Some are General and some are Situational. One of these is arachnophobia at a Rank: 3, and much to Tony’s dismay, he has just encountered a Chimera with a spider-like appearance. The GM decides that Tony’s fear of spiders is likely to surface under the circumstances. Since Tony’s Willpower is a 5 and his Mental Resistance is 4, the Mark to resist the effects of the Aberration is 9.. If Tony rolls a 9 or less, his character holds his fear of spiders in abeyance. If he fails the roll, the Aberration is going to make any action his character takes very difficult. Tony rolls a 13. Whoops. It looks like he missed his Mark and his character is having some issues with the furry eight-legged beastie. All of his actions are at a –3 until the Chimera is dead, Tony is dead, or Tony runs away. Aberrations While there are a number of different Aberrations listed below, this is not an exhaustive list. There are nearly as many types of mental/ emotional disorders as there are humans on the planet. Be creative with your Aberrations. Just remember that Situational Aberrations should be something that will adversely affect your rolls, while General Aberrations cause difficulties with interaction and thus present more of a challenge in role-playing.

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.

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Melancholic Depression – Symptoms include pronounced feeling of grief or loss and being unable to experience pleasurable stimuli. Catatonic Depression – Symptoms include mute and stupor like behavior exhibits purposeless and erratic movements. Grandiose Delusion – The person is convinced they have special powers, talents, or abilities. Sometimes, the individual may actually believe they are a famous person or character (i.e. a rock star or Christ) Paranoid Disorder – Irrational mistrust of others Schizoid Disorder – Complete lack of interest in forming social relationships. Antisocial Disorder – Strong disregard for the law and others rights Borderline Personality Disorder – Extreme “black and white” thinking Histrionic Disorder – excessive attention seeking through inappropriate sexual behavior and shallow, exaggerated emotions. Narcissistic Disorder – need for admiration and lack of empathy with others. Avoidant Disorder – Social inhibition, feeling inadequate, very sensitive to negative evaluation. Dependent Disorder – Psychological dependence on others.

Heat, cold, radiation, and electricity: these conditions can have a highly destructive impact upon humans and Ciphers alike. Anytime you encounter an environment that can cause harm to the human body, the potential damage is qualified by two attributes: Size and Intensity. Size denotes a variable amount of your body that the exposure covers. The objective size of the exposure conditions is unimportant once the entirety of a person’s body is covered. Size of exposure conditions has a range of 1-5. Size is a relative rather than an objective measurement. It is a reflection of how much of your body is effected by the Exposure. A Size of 1 is roughly equivalent to the flame of a pocket lighter, covering an area the size of a coin, while a Size 5 Exposure covers your entire body. Intensity is how much heat, cold, rads or joules you are

Exposure With the Psychokinetic disciplines of Pyrokinesis and Cryokinesis, it becomes vital to understand exactly how exposure to certain conditions can affect you.

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exposed to. Like Size, Intensity has a range from 1-5. To determine how much damage you take from exposure conditions, simply add the Size of the exposure to the Intensity. The total is the amount of Health damage you take each Round (10 seconds) you are being exposed. A note on fire: There are, unfortunately, times when you have to choose between realism and game balance. Dealing with fire as damage is one of those times. In the Vector System, Fire Damage over time is treated as follows: The initial damage from coming into contact with the flame is equal to (Size + Intensity) as normal, but both the size and intensity are 1x1 for every subsequent Round until extinguished. If the fire is attached to a combustible material (gasoline, alcohol, etc) the GM may rule that the (Size + Intensity) remains the same until the fuel is depleted, but under normal circumstances it will downgrade to 1x1. Fatigue There may come a time when you have to abstain from sleep for a period of time. The human body can only stay awake for so long. After 24 hours without sleep, a (Willpower+Vitality) roll is required to remain awake. A failed roll results in the character falling unconscious until they have recovered at least 1 Stun point. Remove 1 point of Stun whether or not you succeed at the roll. This roll is required for every subsequent 4-hour period that you remain awake. Each roll is accompanied by a loss of 1 Stun regardless of the success or failure of the roll. Take Wound Penalties into account when making Fatigue checks. Usage of the Biokinetic Talents Boost Physical Attribute and Second Wind can come in handy when you need to stay on your feet.

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 individual’s 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 drug’s 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.

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Occasionally an individual may possess a better than average tolerance to chemicals, such as a Cipher with Biokinetic Talents. In such cases, additional doses may be required to get the desired Effect. If a second or even a third dose of a drug or toxin is given before the Period has expired, the GM makes the roll again and adds a +3 to the Toxicity modifier of the drug for each additional dose given. Add the Period to itself for each additional dosage given at the same time. Additional doses = +3 to Toxicity Stimulants

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Stimulants are drugs that provide, through a variety of physiological means, increased wakefulness, and energy. Some, like caffeine, are mild and relatively harmless. Other stimulants can give the user an extraordinary amount of energy, but generally at a cost. Example Cocaine: Cocaine is a very potent drug that derives from the coca plant and comes in a variety of forms. Its use makes the user extremely energetic and agitated at the same time. Effect: Cocaine adds a +1 to Reaction, Physical Resistance, and Potential. Period: A single “dose” of cocaine lasts for 15 minutes. Toxicity: 15 Side Effect: After the Period expires; the user experiences a -1 to Reaction, Physical Resistance, and Potential for a period of 1 hour Depressants Depressants are actually the most common form of drug available in the 21st Century. From alcohol to Vicodin, you can acquire a depressant as simply as walking down the street or seeing your family doctor. Depressants have the positive effects of dulling pain, but this comes at the cost of numbing your

senses and having a detrimental effect on your reflexes. Example Morphine: Morphine is commonly used in hospitals as a painkiller and aide to sleeping. Unfortunately, DAEMON also frequently uses this drug to aide in subduing Ciphers. Effect: Morphine provides a numbing effect to those in pain. As such, anyone under the effects of Morphine may ignore all Wound Penalties for the Period of the drug. Period: A single “dose” of Morphine lasts for approximately 4 hours. Toxicity: 13 Side Effect: When under the effects of Morphine, make a Fatigue Check (Willpower+Vitality) subtracting any Wound Penalty modifiers as well as the Toxicity of the amount given. Should you remain conscious; you take a -2 to Reaction, and all Skill Rolls. If given to a Cipher, the Potential is reduced by 2 Ranks. Hallucinogens Hallucinogens are widely popular among the youth of America as recreational drugs, but certain cultures have also used them for centuries to achieve a transcendental state. This type of drug induces hallucinations, sometimes to all five senses at the cost of a loss of competence as the user attempts to assimilate a variety of strange stimuli. Example LSD: LSD, or Acid, is readily obtainable illegally, and is one of the more potent hallucinogenic drugs available. Effect: The use of LSD increases a Cipher’s Potential by 1 for the Period of the drug. Period: A single dose or “hit” of Acid lasts for 6 hours. Side Effect: While under the effects of LSD, the user experiences a -2 to all Rolls unless the Roll is a Talent activation or being used

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as part of the usage of a Talent (i.e. Fine Manipulation, etc). This is not a total listing of the drugs available, but merely examples to give the GM an idea of how different types of drugs tend to work. GMs are encouraged to extrapolate from the examples whenever a different type of drug is called for within the context of the game. Falling Gravity being what it is, falling from a great height can be detrimental to your physical wellbeing. A fall of a few feet is unlikely to do much damage to you, but the greater the height you fall from, the more it hurts. For every 2 feet you fall, apply 1 point of Stun Damage. When you take falling damage, make an (Agility+Athletics) Roll (Gymnastics, Tumbling, and Climbing are examples of possible Skill Focuses that can be applicable in a falling situation). If the (Agility+Athletics) Roll is successful, apply only half of the damage. You managed to roll with the impact, mitigating the severity of the damage.

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 2”x4” 3-Wooden Chair 4-1” thick Aluminum 5-Wooden Door 6-Brick 10-Manhole Cover 11-Lamppost 12-Metal Door

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here is a vast amount of items in the 21st century that can cause harm to a person. There are also a number of devices that have been intentionally designed to inflict damage to the human body. Since not everyone is a Cipher and not all Ciphers have Talents that can directly harm individuals, here is a list of standard common weapons. Melee Brass Knuckles: Name pretty much says it all Wooden Bat: Batter up! Aluminum Bat: Ping!

Pocket Knife: Practical tool, that can be deadly Survival Knife: Rambo’s utility knife of choice Machete: Good for cutting down brush or people, you know which ever Hatchet: Saplings and human limbs beware Fire Axe: For those times when you need to make emergency ventilation in some ones skull Short Sword: Covers the myriad of cultural blades between 20 and 34 inches over all length Long Sword: Coming to a highlander near you, bastard swords, kabanas and two handers fall into this category. Non-Lethal

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Stun Gun: A melee disabling weapon, stuns a target long enough for a person escape. Half stun damage fades in 30 seconds. Improvised Melee

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Broken Bottle: Easy to find in any bar, trailer park or side of the highway Crow Bar: Good for breaking in, a safe, a door or a skull its up to you 2x4x4: Four foot chunk of wood, yep cavemen did it why shouldn’t you? Pool Que: Rack ‘em up, likely only good for one whack. Jumper cables w/battery: What the hell is wrong with you?! Garden Shears: Just take a little off the top Chain Saw: Voted most likely to evoke a ‘Holy shit,’ ‘Oh my God,’ or ‘Fuck’ from even the most stalwart foe! Tamping Bar: A great tool for compacting earth or meat, handy really. Claw Hammer: Careful it might get stuck Sledge Hammer: Unwieldy on the best of days but damn if you hit. Post hole digger: Just wait! Once you impale them you can spread the handles for the real fun. Frying Pan: Pong! The Human Body As A Weapon If using a human body as a weapon, the Damage Rating is equal to the body’s Physical Resistance in Stun Damage. Thrown Rock – 8oz: Really? Small Throwing Knife: Pen size and shaped, not mightier than the sword however. Large Throwing Knife: The size of a mans forearm pointy and well balanced. Throwing Axe: Nothing like the nice grissely thwack of an axe hitting meat from 10 feet away. Javelin: Pointy, long and thrown what else is there to say?

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

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is supposed to be slick, black and brimming with bullets. Glock 26: A high tech take on the classic 9mm, compact and nigh undetectable to most security systems. The Glock 26 trades range and capacity for concealability S&W 357 Mag: The police fire arm of choice in the 70’s and 80’s with the four inch barrel the 357 achieved a descent balance between weight, accuracy and firepower. Medusa: Its said that variety is the spice of life. The Medusa is compact and can shoot damn near any bullet you will find. What more could you ask for? USPSA P16: Sleek, beautiful and deadly this is the end game for the .40 caliber pistols; accept no substitute. Beretta - Px4 Storm: This is an awe inspiring blend of fire power and stealth S&W 1911A: This is were it all started for the .45 cal in the US military. This is most likely the gun you think of when you hear .45 caliber.

Glock 36: How do you make .45 really scary? Make it sub-compact! Fits in the palm and still gives you the confidence that you possess enough fire power to take some ones head clean off. S&W 44 Mag: You feel lucky punk, well do ya? 8 inch barrel and was once touted as the most powerful handgun on the planet. Desert Eagle: The only thing your opponent will do when you level this nickel plated death cannon on them is beg, cry, and excrete not necessarily in that order. S&W Model 500ES: A survivalist tool, you know, for when the rampaging body armored Kodiak bear comes running at you with a riot shield. Its 2 1/2 inch barrel plays hell with the accuracy though. Rifles Henry Golden Boy: Fun for plinking around the farm and the target range the lever action Golden boy is reminiscent of the old cowboy rifles. Ruger 10/22 Exotic: Professional target and small game hunting the 10/22 is a common low caliber rifle that is easy to customize. Remington M798: Young Jeffrey’s first hunting rifle. It will take down medium game with little issue. Savage 114U Ultra: A common hunting rifle great for deer and bear. Winchester 300 Short Mag: This hunting rifle will effectively kill any game in the Americas. Ruger M77: For the hunter who can’t be bothered with white tail dear, this is for larger prey effective against buffalo, moose, and possibly even elephants. 416 Weatherby: .400 Caliber is reserved for dangerous game such as rhinos, charging elephants and lions. When you need to drop a target in one shot, this is it for the civilian market.

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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

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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

Str mod +3 H & P Str mod +4 H & P

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

Chapter Three: System

Damage Conceal 10 S +2

Price $100.00

Shotguns (Buck Shot) Remington Model 1100 Mossberg Bantum Weatherby PA-08 Mossberg BPS Hunter III Winchester Model 101 Mossberg BPS HC Mossberg BPS Hunter Shotguns (Slug) Remington Model 1100 Mossberg Bantum Weatherby PA-08 Mossberg BPS Hunter III Winchester Model 101 Mossberg BPS HC Mossberg BPS Hunter

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

Shotguns (Sabot Slug) Weatherby PA-08 Mossberg BPS HC Mossberg BPS Hunter

Gauge .410 .410 .20 .16 .12 .12 .10

Action Pump Pump Pump

Explosive Compounds Radius

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

1,1

2 3 4 5

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

Max Speed Agility Structure 90 mph 7 3 120 mph 6 3 140 mph 5 4 140 mph 5 4 180 mph 7 3 140 mph 6 4 110 mph 5 3 120 mph 5 3 120 mph 5 4 130 mph 5 6 120 mph 6 5 130 mph 5 5 130 mph 4 6 110 mph 3 7 100 mph 2 6 40 mph 3 7

D irec t Elem ent al D am age 0 ,0

Conceal NA NA NA NA NA NA NA

NA

Example vehicles Safe Speed Sub-compact 50 mph Compact 60 mph Sedan 70 mph Luxury 80 mph Modern Sports car 100 mph 60's Sports car 80 mph Mini Van 55 mph SUV - Small 55 mph SUV - Medium 65 mph SUV - Large 65 mph Truck - Small 65 mph Truck - Medium 70 mph 80 mph Truck - Large Big rig truck 65 mph RV/Bus 55 mph Tractor/Bull dozer 20 mph

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

Explosion Damage Shrapnel Damage

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

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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

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Assault Rifles

Action

M-4 Carbine

3 rnd Burst/ Semi Auto

Cap

Range

Damage

Conceal

Price

30

50/100/200

Accuracy +1

4H&4S

NA

NA

M-16

Full Auto/3 rnd Burst/ Semi Auto

5.56x45mm Nato

30

100/300/500

+2

4H&4S

NA

NA

AK-47

Full Auto/3 rnd Burst/ Semi Auto

7.62x39mm Nato

30/40/75

100/300/500

+1

5H&5S

NA

NA

QBZ-95

Full Auto/3 rnd Burst/ Semi Auto

5.8x42mm DBP87

30/70

100/200/400

+2

3H&3S

NA

NA

FN SCAR-H

Full Auto/3 rnd Burst/ Semi Auto

7.62x51mm Nato

30

100/300/500

+1

5H&5S

NA

NA

SMG's

Action

Caliber

Cap

Range

Accuracy

Damage

Conceal

Price

Uzi 9mm

Full Auto/3rd Burst

9mm

30

10/20/30

-1

2H&2S

-1

NA

Mac 10

Full Auto/3rd Burst

.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

Full Auto/3 rnd Burst/ Semi Auto

5.7x28mm

50

25/75/150

+0

4H&2S-P

NA

NA

H&K MP5

Full Auto/3 rnd Burst/ Semi Auto

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

5

200/400/800

+2

6H&6S-P

NA

NA

Barrett M82

Bolt

12.7x99mm Nato .50 Cal

10+1

500/1000/2000

+2

8H&8S-P

NA

NA

Auto Shotgun

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Cartridge 5.56x45mm Nato

Action

Gauge

Cap

Range

Accuracy

Damage

Conceal

Price

SPAS12

Full Auto/3 rnd Burst

.12

9/20

10/20/30

+0/+1/+2

5/3/2 H & 5/3/2S

NA

NA

MPS Auto Assault (Buck Shot)

Full Auto/3 rnd Burst

.12

9/20

10/20/30

+0/+1/+2

5/3/2 H & 5/3/2 S

NA

NA

MPS Auto Assault (Sabot Slug)

Full Auto/3 rnd Burst

.12

9/20

25/50/100

+1

5H&6S-P

NA

NA

MPS Auto Assault (Explosive load)

Full Auto/3 rnd Burst

.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 Timmy’s 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 don’t 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

opponent will be screaming “What the fuck was that!?” when you fire it. Shotgun Ammunition Shot: Many smaller balls fired from a single shell. Harder to miss a close target but harder to hurt a distant one. Slug: Using slugs basically turns the shotgun into a short range rifle that happens to propel soft wads of lead instead of refined and pointy bullets. Sabot: A plastic ring at the base of a projectile that makes the projectile conform to the rifling grooves of a gun. Exploseive: Shotty now with explosive ammo action. Does its damage in a 2 Yard radius Machine Guns M240, MG4, and XM312: Medium and Heavy bipod machine guns have the distinct advantage over assault rifles in that they can spray an area two times the size of a normal full auto weapon.

Chapter Three: System

On the other hand they typically take at least one other person to manage the ammo belt. Assault Rifles M-4 Carbine: The modern replacement for the M-16. This weapon improves on all of the faults of the M-16 and is more versatile due to its compact size M-16: The first new assault rifle since WWII, while it was powerful and accurate it would jam if a bit of dust happened to notice it, also breaks down into many parts AK-47: To quote Samuel L Jackson “When you absolutely positively have to kill every mother fucker in a room except no substitute.”. Affordable easy cleaning and break down. QBZ-95: A French take on a Chinese rifle, while they improved on many of the failures of the Chinese counterpart this rifles biggest failure is in its lack of stopping power. FN SCAR-H: A Belgium rifle, considered by many to be the most potent assault rifle in use today.

size of the gun its no wonder why this SMG is a party favorite. Mac 10: Building on the success of the Uzi, gun manufactures decided to improve on the design and make it shoot bigger bullets. The unwieldy barrel makes this SMG woefully inaccurate. Beretta 93R: You know the automatic pistols you see in the modern action movies…yeah its kind of like that. FN P-90: A masterpiece of modern firearms design, the P90 is compact accurate and powerful with 90% of the bullet energy making to the target this packs a big punch in a small round.

SMG’s Uzi 9mm: Compact and simple, with a clip nearly twice the

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H&K MP5: Pushing the border of SMG and assault rifle the MP5 has seen action on every continent and is still very popular for mixed environment combat. Sniper M40: Superior rifle design and scope technology allow the 7.61x51 Nato to really reach out and touch some one, though the round looses a little umff en-route M24: With a shorter barrel than the M40 the M24 is a more friendly travel companion but shaves a little off the range. Barrett M82: Oh dear god please don’t point that at my tank! Non-Lethal Taser: Short range disabling weapon, stuns a target long enough for law enforcement to step in and restrain. Half stun damage fades in 30 seconds.

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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, doesn’t 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 it’s 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

Chapter Three: System

A kilo of C-4 does 5 points of Health Damage and 10 points of stun damage to anything within the initial 5-yard Radius. At 6 to 10-yards from the explosion, the Damage is reduced to 4 points of Health and 8 points of Stun, and so on.

Mark, heavy rain imposes (-2) Heavy fog (-3), moderate snow (- 2). For every 30mph difference in vehicle velocity, apply a (-1) modifier to the Mark when shooting at a moving target. Example vehicles

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 vehicle’s 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

Each session, the GM can award up to 200 Experience Points (XP). Since it can be difficult to arrange schedules around a gaming session, each player should get 50 XP for simply arriving and participating. After the initial 50, it is up to the GM to adjudicate how much additional XP each player gets for a particular session. We are not going to give you an extensive chart for how to award the rest of the XP. In general, the GM should award points for good role-playing, effective plans, and our personal favorite, humor. Getting together and playing a role-playing game is all about having fun, and if a player makes a wisecrack or joke that gets the whole group rolling, they deserve recognition for that. The Reward vs Cost values are intended for players to advance their characters at a fairly quick pace. Should your group decide to play a lengthy campaign of Cipher (12 or more months), it is recommended that you cut the XP by 25-50%. Spending Experience Points Experience Points can only be spent to advance your character between sessions unless your GM allows otherwise. When you purchase the first Rank in a new Form with Experience Points, the player may select one Threshold Talent within that Form and place one Rank in that Talent. Purchasing additional Ranks in Forms does not give extra Ranks in Talents. Those must be purchased separately.

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It is recommended, but not required, that the character have some training or exposure to a Skill or Focus before advancing it in Ranks. This, of course, is up to the GM to decide. These are the XP costs to advance your traits: Primary Attributes: New Rank x 50 Skills: New Rank x 25

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

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Chapter Three: System

Tits up, that was the expression.

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. They’d 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, they’d 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 someone’s 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 weren’t busy that the ceiling in here would hold. Through it all, their hands found each other, their eyes. It shouldn’t have happened like this, they shouldn’t be there, in that situation. But at least they were together. He’d 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 didn’t 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 couldn’t 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 couldn’t 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. She’d always wanted to be able to do that, to punch through stone, she’d 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 he’d 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 he’d given since he’d 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 they’d know the real cause of his broken arm and hopefully they’d 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 she’d also had Brian, but his Cell was active at the moment and she hadn’t 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 Brian’s group had freed her from the DAEMON compound, she’d 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 she’d looked up to see Brian smiling down at her had been a shock. She’d gone through three identities by that point, changing the color of her eyes and hair, losing the last of that weight she’d gained while in hiding, making herself into someone new. He’d liked what he’d seen and she’d felt the same. It was also so…liberating, being with someone who understood, who had many of the same Talents as she. But they’d fought the last time they were together, he wanted her to be more active, to help more, his group needed a Reader. That, he couldn’t understand. He didn’t know the fear that came with escaping from DAEMON, the things she’d seen done to those who’d 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 wasn’t. 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 wasn’t 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. Samantha’s 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 just…intense.” Natalie frowned, “You sure? You know, you could take an early day, you’ve got the time coming. You work more than anyone else here.” Samantha shook her head, still smiling, “No, I’ve 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 couldn’t ditch out on you.” Natalie’s frown deepened, “I hate those damn things, all down in the basement with the spiders. It’s the creepiest place I’ve ever been.” “Oh, I’ve 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. He’d watched the house for awhile from the woods after leaving the fire, there hadn’t been any movement, but to be sure, he checked each room, carefully, methodically, even searching for hidden spaces and secret doors. He’d 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. She’d 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 she’d made him throw the gun away. She was wiped, but she was happy. A shower first, she decided, and then she’d try Brian’s phone. If he was still active, he wouldn’t be able to answer, but she’d 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 wasn’t 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 didn’t 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 didn’t pay to think of the things she couldn’t 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 men’s 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, I’d 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 don’t need the warnings about screams and all that, I’m 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, you’ve 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 she’d done it anyway. She figured they’d burn the pictures together once they’d 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 didn’t 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. “It’s 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: where’s 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. Let’s try again. Where’s Brian?” She knew lying was useless, but she also knew the inhibitor wouldn’t last long. If she could stall him here, just a few more minutes, then maybe she could do something, “Canada, he’s in Canada. They had to get away before—“

“Strike two, Samantha. I don’t want to be mean with this. I’ll try once again. Where’s Brian?” She fought him with all she had, but she couldn’t get him out of her head, couldn’t 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 don’t know. He hasn’t 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, here’s the next part. I know he’s 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 you’re on that, too. You’re expendable now, since we have the information I came for,” he leaned on the kitchen counter, not even looking at her, “One of your boyfriend’s people was very fond of fire, Samantha, they think they burned us alive. They didn’t. 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

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utting together the right elements for an enjoyable game of Cipher is not as difficult as it may seem at first. To begin with, you do not have to learn an entirely new setting to have an idea of what is going on. The world of Cipher is the world you live in today. The President of the United States is the game in Cipher as it is today when you turn on the news; and the corporations and media darlings that are household names remain the same. The key difference between our world and the world you craft for your Cipher campaign comes from the characters that populate your world. The Cell of Rogue Ciphers that players create, their allies, the DAEMON agents on their trail, and the various other threats that Ciphers face as they try to stay alive and work for a better future. Cipher is intended to be a game of constant paranoia and desperation tinged with the hope that the trials that the characters face will amount to a brighter tomorrow. As GameMaster, you may, of course, run Cipher any way you desire. We have included overviews for the Three Tomorrows later in this chapter for gaming groups that desire a different tone for their game, or for those Cells that have played their way into a place where the Tomorrows are imminent. While running Cipher in the word of today, it is important to

remember that Rogue Ciphers are free only in the narrowest of definitions. They have the liberty to make any choice they desire. Unfortunately, this freedom comes at the cost of having DAEMON giving chase, Chimerae and Bogeymen lurking around any given corner, and their own interDoctrine issues to deal with. You should not give your Ciphers too much time to rest. Keep them moving with the reminder that the longer they stay still, the more of a target they present. The Cell can also run the risk of placing their allies in peril every time they turn to them for assistance. If you feel that DAEMON is being overused in your campaign, have the local law enforcement show up, or toss in a renegade Cipher chock-full of Aberrations and hell-bent on blowing apart the secrecy that Ciphers have worked so hard to maintain. Remember too, that Chimerae can run in packs, Harrowers are a lethal threat that could be lurking around any corner, and the Sealed are always looking for Ciphers to paint as demons. If your Cell is of a mind to work with Cruxes and Strings, this makes your job as GameMaster easier as it allows you to construct an on-going storyline with a coherent direction that leads towards one of the Three Tomorrows. Cruxes and Strings can very easily turn into Tangles, which can put then them a t

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odds with Cipher Cells that would, under other circumstance, be staunch allies. There are a number of tools to work with. Have fun, and keep your players harried and on the run. Just make sure they manage successes when it counts, and leave the failures for moments when it builds tension for a larger confrontation. Building The Cell When your players are building their Ciphers, it is highly recommended that you do so as a group instead of as individuals. Not only does it help to avoid players stepping on each other’s toes with their character concepts, it allows for a better synergy for the Cell. Try to encourage players to build their characters to complement each other instead of overlapping Talents too much. This is not to say that you cannot have two Psychokinetics in the Cell. It just means that if one character is focusing on Telekinetic Talents, a gentle nudge to the other player towards Cryokinetic or Pyrokinetic Talents may be in order. In the same vein, you can easily have two characters with a Clairvoyant Primary. One may focus on Crux-related Talents while the other may choose to acquire Talents that are more practical for combat situations. Regardless of what direction your players choose for their Cipher characters, it will be more fun for everyone if each character has an area where they shine without having to struggle with another player to get their moment in the spotlight. Another factor in building a solid Cell is taking some time while your players are building their characters to ask a few questions about the individual Ciphers and the Cell as a whole. What were the circumstances of the Cipher’s evidencing? Was anyone injured? Did they have a run-in with DAEMON, or even spend some time in a DAEMON facility?

Do the characters already work together as a Cell? If so, how did they meet and decide to travel together? Do they even like each other, or are they simply together for the same of survival? What does each of them think of the other Doctrines, and how does that impact their relations with the other Ciphers in their Cell? The more questions you ask, and the more background information the players determine before playing the easier it will be for them to step into character and the more material you have to work with when you are running the game for them. How Much Do They Know? An important thing to determine ahead of time is how aware the Cell is of the world around them. If they are all newly evidenced and relatively ignorant of DAEMON, Chimerae, and the like; the game can have an additional tone of discovery and even fear as the characters slowly peel back the layers of the world around them. On the other hand, if each of the Cipher characters has a bit of knowledge under his belt, it will make for a faster paced game as the Cell already has an idea of where the dangers lie. The World Revealed The world of Cipher is one with many layers of mysteries. The mass of humanity has no idea that Ciphers and their conflicts and culture even exist among them. The Rogue Ciphers and DAEMON only have the most cursory idea of their opposition’s methods and reasons. Each Doctrine has a working but incomplete concept of the other Doctrines and their tenets. Few truly know the full details concerning what is going on with the Chimerae. This is where we crack the egg open for you and show you some of the hidden facets of the world that Ciphers inhabit. Ideally, this is for GameMaster’s eyes only, so as to leave some element of surprise for the players. To be honest,

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this is an unrealistic goal. We are gamers too, and we know what it is like to have a shiny new game book in your hands and deny yourself what in some cases may be a good third to half of the book. With this in mind, we have left a good deal of wiggle room for the GameMasters to fill in as

best fits their game. We know what we would do in regards to some of the uncovered areas and apparent loose ends, but this is your game. Do with it what you will. Nothing is canon unless the GM says so.

The Doctrines Bonnet Island

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n the early 1700s, a pirate by the name of Stede Bonnet terrorized the coast of Southeastern America. A competent criminal of the seas, Bonnet was a contemporary and occasional ally of the notorious Blackbeard. Stede was commonly known as the “Gentleman Pirate” due to the fact that he was a wealthy landowner before taking to the seas. This is relevant because Bonnet continued to accrue real estate under a number of assumed names as he made his living by raiding merchant vessels. One of his many holdings was a small island off the coast of what is now Cape Fear, North Carolina. This particular island he maintained as a sanctuary to be used when the authorities became particularly interested in him. This island, covered in forest and dense growth, was a near paradise. Fruit trees and freshwater streams gave him all he needed to remain out of sight and comfortable for as long as he needed. Over the years, many forgot this island due to the fact that the reefs surrounding it made it far too treacherous to approach. It remained uninhabited aside from the lush greenery and small wildlife. James Reed, a history buff, had deduced the approximate location of Stede Bonnet’s likely hideout. When Tesla and Lucien were formulating the plans to escape the DAEMON facility, James

knew exactly where he and his wife would be heading. When James and Mary Reed escaped from the Skaneateles, NY facility along with Lucien Porter and a number of other Ciphers in 1942, they and a handful of others made a beeline for this forgotten island. Within a few short months, the small colony of Ciphers had established enough of a foothold on the island to begin making long-term plans. Less than a decade later, the members of the colony had managed to utilize their Talents to remove all but the tiniest traces of the island’s existence. Christening their new home Bonnet Island, in honor of James’s hero and the previous owner of the island, James and Mary Reed laid out their vision of the future for Ciphers. Together, as Patriarch and Matriarch of the growing colony, the Reeds recruited potent Rogue Ciphers (mostly Telepaths) to their cause. Rumors spread of a safe haven, free from the incessant hounding of DAEMON. Bonnet Island became a Shangri-La for Rogue Ciphers. Many searched for the location, but the Reeds had hidden their home too well. Using Clairvoyant Talents and Telepathic manipulation of anyone who came close to rediscovering the former pirate refuge, they preserved their secrecy. Only those that the Reeds deemed worthy were allowed to stumble upon the location of Bonnet Island.

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Organization

Rogue Ciphers that measured up were offered a place within the community. Each new inhabitant was given a role ensuring the safety of Rogue Ciphers through the manipulation of powerful politicians and businessmen. The Monitors of Bonnet Island removed all memories of the island from the minds of those that did not meet the Reed’s expectations or that refused the offer of a home. The castoffs were deposited elsewhere, far away from the sanctuary of the Monitors. In the more than half a century since the founding of Bonnet Island, things have changed very little. Recently James has fallen victim to a massive stroke, and is uncommunicative with anyone, even through Telepathy. The community is uncertain as to how much of their adopted grandfather remains. Mary however, claims to be in constant communication with her husband and governs the Monitors, ostensibly in accordance with James’s wishes.

The Monitors present themselves to the rest of the Rogue Ciphers as the watchdog for their people, keeping an eye on those that might harm Ciphers in the United States. It is common knowledge that they have some influence in the halls of power, both financially and politically; but the true extent of their sway remains unknown to any outside of the community. Mary Reed has Monitors placed in a number of state governments (North Carolina in particular), as well as having at least two US Senators under her control. A dozen of the most powerful companies in the nation have Monitors within easy reach of the companies’ decision makers. On Bonnet Island itself, there is a feel of eerie unity. While there are a handful of individuals without Talents, they are mostly the children of Monitors that fate has shorted in the genetic lottery. The inhabitants of the island communicate almost entirely Telepathically, making any visitor lacking these Talents uncomfortable in the near silence of even the town gathering places. Mary Reed’s, and presumably her husband’s, word is law. No Monitor would openly dispute the mandates laid down by the elderly sovereigns of Bonnet Island. The Reeds send many of those born on Bonnet Island out into the world when they reach adulthood to gain a more full understanding of how things work outside of the island. Without knowledge of the society they wish to control from offstage, they have little chance of succeeding. Thus, there are a number of Monitors existing in the shadows and on the fringes alongside Rogue Ciphers of other Doctrines. They are commonly members of Cells as Monitors are used to a strong

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sense of family and community. They make for staunch allies to those they place their trust in, but any loyalties to friend or Cell tends to fall short if placed at cross purposes to the designs of Mary Reed and Bonnet Island. Goals

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Whereas many Rogue Ciphers have a good idea of the intentions and ideals of the other Doctrines, the Monitors are true to their reputation in having hidden agendas behind their acknowledged goals. As far as Ciphers from outside the island know, the Monitors have every Cipher’s best wishes at heart and are struggling to gain a benevolent foothold in the halls of power. Their visible intent is to be able to forewarn their brothers and sisters of anyone knowledge and/or ill will concerning Ciphers as a whole. While this is not a lie, it is not nearly half of the truth. Mary Reed’s plans are much more selfserving than that. Ultimately, she desires for the community she and James built over the years to be puppetmasters of the nation, controlling industry as well as decisions made in Congress. She intends to ensure the safety of Ciphers through the manipulation of key votes and legislative decisions. What would frighten anyone who discovered this fact is that she is gaining ground on her goal. There are dozens of Monitors already influencing important decisions across the country. Many Monitors have no idea of her grandiose plans, but she does have a small circle of confidants who assist her in organizing the Monitors she has in position. Mary has no intention to allow the existence of Ciphers to become public knowledge. If that were to happen, she and the Monitors in general would lose the most potent weapon in their cause, that of not only being unseen but unexpected.

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.

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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. DAEMON’s 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 Island’s 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 isn’t to say that the Reed’s are solely to blame for the horrors of Aegis Research, Dr. Constantine is responsible for the lion’s 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.

Bonnet Island needs fresh blood. Badly. They have recently undertaken a more aggressive approach to maintaining genetic diversity. To newcomers, Bonnet Island seems idyllic, Rogue Ciphers living together in peace without worry of harm or intrusion from the outside world. After a few days however, Mary Reed or one of her representatives comes to the newcomer and makes the offer. “Come live on Bonnet Island, marry into the community, and have lots of little Telepath babies.” All of this is well and good, unless the stranger happens to have other plans. The full might of Bonnet Island's Telepaths will be turned upon them should they refuse the offer, no matter how politely they decline. Memories are altered and personalities are adjusted. The Monitors construct a new life for them, one that dovetails nicely with the Reeds’ plans for Bonnet Island and the future of its Telepaths. James Reed One of the first Ciphers to evidence in the 1920s, James was a part of the Cipher Program when it was still under the guidance of the Patrons. When Nikola Tesla arranged the breakout of Ciphers from the DAEMON facility in Skaneateles, James led the Telepathic assault on Aegis personnel. For decades, the aging Telepath and his wife have governed and guided the Monitors towards their vision of the future. Gentle and wise as a grandfather, James Reed would not hesitate to act in a quick and ruthless manner if he felt the greater good of the Monitors was in peril. Well past ninety years old, age has finally claimed its due from James. Two years ago, he suffered a massive stroke that left him paralyzed and without the use of his Talents. He is trapped inside his own mind without even the ability to communicate with the outside world. Mary, fearing a loss of influence were it known that James has become unable to lead,

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has erected a façade of James’ condition. She has placed a potent Telepathic Shield on her husband, and informed everyone that James has retreated into himself, deigning to speak only to his wife. Visitors to the Reed’s home on Bonnet see a wizened little man seated in his favorite recliner and staring blankly at the television. Should he ever recover his Talents, he and his wife will have words over what she has done to cut him off from his people. As James Reed 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. Mary Reed

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Mary Cavanaugh came to the Cipher Project just weeks before the Patrons gave over control to the US Government. In the early days of the Project, and later DAEMON, the Telepathic Ciphers formed a sort of sub-culture among their peers. The ability to communicate mind-to-mind without effort allowed them to develop a sense of unity that forged the individuals into a family of sorts. Even as far back as the 1930s, the community of Bonnet Island was beginning to take shape. As Mary entered her teens, she developed a crush on the young man that held them all together, James Reed. His fondness for the vibrant young girl grew into affection that blossomed into a deep love. In 1938, amidst the growing feeling of dread generated by the chaos in Europe, James asked Mary to be his wife. The administrators of DAEMON were more than supportive. There were already experiments being conducted into what amounted to a eugenics program, and the prospect of two willing subjects was more than they could have hoped for. Unfortunately for DAEMON, the happy couple was among those that fled Skaneateles a few short years later. Over the ensuing decades, Mary played the role of supporting wife to James’ leadership of Bonnet Island. To the Monitor community

on Bonnet Island, Mary and James presented a unified front, in agreement with each other on every issue. In private, she was not so in tune with her husband’s plans. While he preferred to lead his people as a stern but loving elder of the tribe, she advocated a more aggressive approach in guiding the Monitors. Under her guidance, the Monitors have begun to take more active roles from their positions at the right hands of power. Attributes Strength: 3 Agility: 3 Vitality: 4 Knowledge: 7 Wits: 7 Willpower: 8 Reaction: 2 Mental Resistance: 5

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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

Affinity: Deep Scan (+2) Affinity: Trigger (+1) Aberrations General- Antisocial Disorder General- Narcissistic Disorder Situational-Agoraphobia (3) Melanie Fisher Ms. Fisher is the twenty-five year old granddaughter of James and Mary Reed. A gifted Telepath in her own right; she is also a stunning beauty with a lot of smarts to back it up. She is also a soulless creature. Her lack of humanity allows her to manipulate people, especially men, without a hint of remorse. Her current project is Doctor Elijah Constantine, the Research Head for DAEMON’s Aegis Division. It took her close to a year to maneuver herself into a position where she could begin her work. It took all of a week before he was hers, body and mind. For the last year, he has showered her with gifts, money, and anything else she has asked for. Her influence over him has grown to the point that their pillow talk has begun to consist of his confiding things that could get him executed for treason. Of course, her Talents have been of no little assistance in getting him to open up. This particular task has been set for Melanie by her grandmother, Mary. Shortly after her grandfather’s stroke, Mary approached Melanie with the idea of working her way into Constantine’s heart. Having heard the horror stories of what supposedly goes on deep in the Aegis Campuses, Melanie assumed her role would be to temper Constantine’s inhuman experiments. Far from it, Mary informed her that she was to pull every scrap of information about current experiments from the Doctor, and if it was at all possible, Melanie was to goad him to push harder for results. Of course, she was to tell no one, even fellow Monitors, about the true goals of her mission.

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Melanie was more than happy to take the job. Not only would it be the reckless sort of thrill she enjoyed, but she was effectively given carte blanche in the methods she chose. Thus far, Melanie has had an easy time of it. Constantine is a monster through and through, and has required little use of Melanie’s Talents to look into the new areas of research that his paramour casually suggests in the middle of the night. Mary Reed is so very proud of her granddaughter. Attributes Strength: 5 Agility: 6 Vitality: 5 Knowledge: 6 Wits: 8 Willpower: 7 Reaction: 3 Mental Resistance: 5 Physical Resistance: 3 Strength Modifier: 2 Movement: 6 Health: 12 Stun: 10 Important Skills Academics: 6 (Art: 3, Politics: 4, Research: 3) Athletics: 3 (Running: 2, Swimming: 2) Clandestine: 6 (Conceal: 2, Deception: 3, Forgery: 1, Sleight Of Hand: 1) Crafts: Investigation: 4 (Body Language: 3, Notice: 3, Search: 2) Medicine: Nature: Performance: 5 (Acting: 3, Painting: 1) Science: Social: 8 (Carousing: 2, Seduction: 4) Vehicle: 2 Weaponry, Melee: 1 Weaponry, Ranged: Potential: 6

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)

Boundless Faith Ministry The Reverend Vance Cabot was born on a warm summer day in 1958 and grew up in Elvis’s hometown of Tupelo, Mississippi. From the moment of his birth, his mother infused in him an intense love of Jesus and his teachings. His father disappeared shortly after he was born, leaving just Vance and his mother to take care of each other. There were only two things of any importance to Vance as he hit his teenage years, his God and his Mother. On a warm summer day, almost identical to the day he was born, Vance evidenced his Cipher Talents, accidentally killing his mother with a touch. Left with nothing but his grief and knowledge of the Bible, Vance was shuttled from foster home to foster home. A few months after the accident, he discovered that his Talents had another use when he healed his foster father’s lung cancer with the same touch that had taken his mother from him.

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Reading this as a sign from God, Vance began preaching at small churches throughout the area. It took no time at all for him to garner a reputation as the “Boy Healer”, and a following quickly began to develop. Over the next twenty years, the Reverend Vance Cabot grew his flock into thousands, and increased his travels throughout the Bible Belt. His traveling tent revival was in high demand, bringing in hundreds every time he pitched his tent outside of a small town. By the mid-90s, he had his own camera crew and a weekly syndicated program filmed live from inside his revival tent. Unlike many of his brother evangelicals, the Reverend eschewed the fire and brimstone for a message focusing more on Christ’s teachings rather than the blood and vengeance of the Old Testament. Along with the television program, Cabot built a network of interfaith organizations across the Midwest. Soup kitchens, neighborhood churches, temples, synagogues and shelters all became part of the Boundless Faith Ministries. Funded by Cabot and his nationwide presence, dozens of religious institutions were able to expand their efforts and help even more people in need. In addition to the public services these institutions provided, there was a hidden mission shared by those connected to Boundless Faith Ministries. An underground railroad was built for Rogue Ciphers within the network of churches and charities that lent aid to newly evidenced Ciphers and those on the run from DAEMON. Organization Cabot has an Oracle that travels with the Revival whose job is to locate people that are about to evidence, allowing Samaritans to be there at the right time to bring them to safety before DAEMON gets there, or worse, before an accident happens similar to that which Cabot experienced in his own youth.

Reverend Cabot’s seemingly random selection of locations to pitch his tent is predominantly driven by the Oracle’s predictions of where and when to save the next lost lamb. Once the new Cipher is safely within the flock, Cabot moves on to the next destination; all the while doing his best to help the new member of his revival come to terms with what they are and the new perils they now face. Boundless Faith Ministries has affiliate organizations throughout the Midwest. Nearly every major city has a shelter or place of worship with connections to the Reverend. After the new Cipher is comfortable enough to strike out on their own, Samaritans take him to one of the many charities or churches that are a part of the Ministry and ensure that he is given assistance finding a place for himself in a new and dangerous world. From time to time, a Rogue Cipher or an entire Cell will need a temporary safehouse until DAEMON agents lose the scent. In such cases, the affiliates of the Ministry have places set aside for just such an eventuality. Unfortunately, they are short-term solutions as DAEMON’s Clairvoyants are guaranteed to find them eventually. It is the tremendous public presence of Cabot, along with the nature of the revival and its sister organizations that prevents DAEMON from doing much to prevent Cabot from continuing his work with the Sanctuaries he provides for Rogues. Attempts are frequently made to infiltrate Cabot’s traveling revival, but any DAEMON agent that attempts to do so is discovered in short order and quietly but forcefully asked to leave. There have been a handful of occurrences when undercover DAEMON agents have disappeared, only to be discovered months, or even years, later ladling soup in a downtown urban area. Goals The good Reverend would like nothing more than for Ciphers to be in the open and accepted as a part of society, but he knows that the time is not

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yet right. What he can do to help make that future become reality is to do the work of both God and Daniel. The Three Tomorrows are something Cabot strongly believes in, and the Oracle that travels with him is one of the few that can say that they have actually met the Prophet’s successor. The Tomorrow of Balance is the Reverend’s dream, and he feels that his work with the Ministry (both as a man of the cloth and as shepherd to lost Ciphers) is what will allow that Tomorrow to come. Secrets

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You would think that of all the Doctrines, the Samaritans would have the least to hide from prying eyes. If you were talking about Reverend Vance Cabot as an individual, you would not be far from the mark. The man at the head of Boundless Faith Ministries is, surprisingly in this day and age, a man of God who “walks the walk”. Unfortunately, in every garden there is a serpent or three. The Hidden Crusade Nestled warm and secure in the bosom of Reverend Cabot and his Boundless Faith Ministries is a group of Rogue Ciphers who see things much differently than the good Reverend. Whereas Reverend Cabot has an unshakable faith in mankind’s ability to find redemption, this cabal of men and women amongst the Samaritan movement are uncertain that everyone is capable of seeing the light. This group of errant Samaritans, styling themselves Crusaders, number in the dozens and have adherents scattered throughout Boundless Faith Ministries. A small number of Crusaders travel as valued members of the revival itself. A majority of them however, make their homes among the larger network of churches, temples, and synagogues that comprise the Ministry.

The Crusaders wish that Cabot’s view of humanity was accurate, but they know that there are a vast number of wolves waiting to hide among the flock for a chance to feast. The Crusaders feel that there are certain Rogue Ciphers amongst the various Doctrines that are not worthy of the future Cabot is trying so desperately to build for them all. They need to be removed from the community of Christ’s new chosen people before they can become a cancer rotting it from within. While Reverend Cabot is far too benevolent to sully his hands with removing the taint of the undeserving, and is inclined to forgive them their trespasses despite the potential danger they represent, the Crusaders have no such compunction. The Crusaders work clandestinely to remove Ciphers they see as too much of a danger to the Doctrines. There is a certain understanding that by doing what is necessary they may be erasing their names from the Book of Life come Judgment Day, but for the greater good, they are willing to make that sacrifice. The Visitor Not too long ago, an Oriflamme Cell came to the revival in the middle of the night. They were leading, at gunpoint, someone with a bag over his head. The Partisans led their captive straight to the Reverend’s private bus. The Partisans left less than an hour later without their captive. In the morning, Cabot gathered those that traveled with the revival and announced that an Anchorite, one who seeks seclusion for religious reasons, had arrived the previous night and he would be residing on Cabot’s bus with the Reverend himself. The hermit was not to be disturbed during his time with them. Over the course of the previous few days, strange noises have been coming from the Reverend’s bus, and of late Cabot has been

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looking more and more exhausted, as if he has been missing a good deal of sleep. Reverend Vance Cabot The charismatic man that sits astride the massive network of soup kitchens and houses of worship across the Midwest is a man who walks the walk. Vance has felt the calling of Jesus since he was a small boy, and has done everything within his power to spread the word and set a good Christian example to those that follow him. Reverend Cabot weighs somewhere in the vicinity of four hundred pounds. His size, along with his penchant for immaculate white suits, makes him impossible to miss. Even when he’s not within eyesight, his jovial, booming voice can be heard for quite a distance. Cabot is that rare man that has found peace within himself. He is the eye in the center of the storm of trials and tribulations that swirl around the Ciphers he tries to protect. His calm demeanor and strength of faith make him the rock that many cling to as they try to find their place in a world that seems turned against them. Cabot’s slow Southern accent and his boyish, lop-sided grin have a habit of putting even the most guarded individuals at ease. He is generous to a fault, willing to give a troubled soul everything to ensure that they are safe and free of trouble. This quality, while a large part of what makes his followers love and respect him, is a trait that some amongst his flock keep a wary eye on. Occasionally those that worry about Cabot being too giving have made certain that some Rogue Ciphers have moved on as soon as possible. While the Reverend is more than willing to turn the other cheek, his temper is a thing of legend. Those that have been with him since the start of the Ministry say that he has only lost his composure a handful of times, but his anger is nothing to be easily ignored. Sister Odella, Cabot’s right hand, likens the good reverend’s ire to the fury Jesus showed when he cast the moneychangers from

the temple. The confrontation with Jim Dancer, although years past, is still a subject not many bring up in conversation more than once. Reverend Vance Cabot will move mountains for you if you are in need. He will bring them crashing down around your head if you attempt to harm those under his protection. Attributes Strength: 6 Agility: 4 Vitality: 7 Knowledge: 6 Wits: 9 Willpower: 9 Reaction: 3 Mental Resistance: 6 Physical Resistance: 4 Strength Modifier: 2 Movement: 5 Health: 16 Stun: 14 Important Skills Academics: 5 (Law: 2, Philosophy: 3, Religion: 5, Research: 2) Athletics: 2 Clandestine: Crafts: Investigation: 4 (Body Language: 3, Notice: 5, Puzzles: 2) Medicine: 5 (Diagnose: 2, First Aid: 3) Nature: Performance: 8 (Public Speaking: 5, Writing: 2) Science: Social: 7 (Charm: 4, Intimidate: 4) Vehicle: 1 Weaponry, Melee: Weaponry, Ranged: 2 (Pistol: 1) Potential: 9 EF Pool: 36 Biokinesis: 9 (T) Health Scan: 5 (T) Pain Tolerance: 3

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(T) Second Wind: 5 (T) Slow Metabolism: 4 (M) Boost Physical: 4 (M) Immunity: 3 (M) Regeneration: 5 (M) Weaken: 3 (A) Drain Physical: 3 (A) Seizure: 3 (A) Wound: 3 Clairvoyance: Psychokinesis: 1 (T) Increase Temperature: 2 Telepathy: 4 (T) Ping: 5 (T) Sense Emotion: 3 Refinements Affinity: Regeneration (+2) Affinity: Boost Physical (+2)

Aberrations None Sister Odella The men and women that live and work with Reverend Cabot’s 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 Cabot’s wake, ensuring that the things the Reverend needs done are accomplished

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with as little “messing about” as possible. If the grinning black lady in the bright, floral dresses is not enough to get a person’s attention, her voice assuredly will. Odella grew up singing in the choir of an African-American Southern Baptist church in Alabama. When she speaks, she has a joyful quality that can infect the worst curmudgeon. When she sings, it is as if an archangel has descended with a mission to punch you in the soul with the velvet fist of God’s love. Cabot’s sermons are powerful and present the message that visitors need to hear, but it is Odella that gives them the proof of divine presence. Odella makes certain that everyone in the Revival is fed, clothed, and kept busy. She is quick with a kind word, a band-aid, and a waggling finger of reproach if needed. Every moment of every day she busies herself in taking care of her adopted children, which is why the men and women that live and work with Reverend Cabot’s traveling revival call her “Momma Harper”. As Sister Odella can take a number of different roles in a story, her Attributes, Skills, and Talents have been left for the GameMaster to develop as the story requires. Roshi Masato Shimasaki Roshi Masato runs the Westport Zen Academy located in the heart of Kansas City’s Midtown District. Despite being a small man, Roshi Masato has a powerful presence that can take command over any space. His soft voice can command attention from across a room, and his smile can infect the grumpiest of souls. Roshi Masato is a Biokinetic of no small ability, but he takes great pains to maintain his body’s natural state instead of relying on his Talents to keep him healthy and quick. He is a master of no less than four schools of martial arts ranging from Muay Thai to Aikido, and passes on his knowledge of the fighting arts to any who wish to attend the three-times-a-week lessons.

The Zen Academy lies in the heart of Kansas City’s older bar district. The handful of blocks that comprise Westport lay atop a honeycomb of tunnels that date back to the American Civil War. While local bars use some of these tunnels as storage, Roshi Masato has put considerable effort into modifying a number of passages to suit the needs of the Academy’s role as a Boundless Faith Sanctuary. Several tunnels have been blocked off, preventing access from other buildings in the area, while others have been extended, allowing for exit points other than through the Academy. There are at least two other Ciphers that assist Roshi Masato in maintaining the Sanctuary along with a handful of his most trusted students. While the Zen Master is willing to give shelter to any Cipher in need, weapons are strictly prohibited within the Academy and any quarrels that erupt between guests are rapidly dealt with. In most cases where the disagreement has to come to blows or the aggressive use of Talents, both parties have been asked to leave. Attributes Strength: 7 Agility: 9 Vitality: 7 Knowledge: 5 Wits: 7 Willpower: 6 Reaction: 3 Mental Resistance: 4 Physical Resistance: 5 Strength Modifier: 2 Movement: 8 Health: 13 Stun: 14 Important Skills Academics: 2 Athletics: 8 (Acrobatics: 3, Running: 2, Throwing: 4, Unarmed Combat: 5) Clandestine: Crafts: 2 Investigation: 3 (Notice: 4)

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Medicine: 3 (First Aid: 2, Acupuncture: 3) Nature: Performance: Science: Social: 5 Vehicle: Weaponry, Melee: 7 (Club: 2, Knife: 4, Staff: 4, Sword: 5) Weaponry, Ranged: 1 Potential: 6 EF Pool: 24 Biokinesis: 8 (T) Pain Tolerance: 5 (T) Second Wind: 3 (T) Snapshot: 3 (M) Boost Physical: 4 (M) Mimic: 3 (M) Regeneration: 3 (A) Drain Physical: 2 (A) Wound: 2 Clairvoyance: 4 (T) Danger Sense: 3 (M)Combat Sense: 2 Psychokinesis: Telepathy: Refinements Knack: Combat Sense Aberrations General- Paranoid Disorder

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 King’s 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”.

When Captain William Platte fled DAEMON and began to construct his own army of Rogue Ciphers with which to strike back at DAEMON, he chose the Oriflamme to signify that he and his men were fighting to the death if necessary. William James Platte was born to a pair of Ciphers who had joined DAEMON and become a part of the Aegis breeding programs. The goal was to take two of DAEMON’s most potent Psychokinetics and put them together in the hopes that any offspring would have a larger measure of Potential than his or her parents. DAEMON would then take this child and train it to be a loyal servant of the Director and DAEMON. On the first count, they succeeded. William Platte blew the charts on every Telekinetic test they placed before him. The raw power at the young man’s disposal was unprecedented He would remain the most potent known Telekinetic for years to come. The second goal, that of training him to be a dedicated follower of DAEMON’s Mandates, succeeded for only a short while. Like so many of those that would flock to the banner of Oriflamme in the years to come, Platte became more and more disenchanted with the seemingly Draconian methods DAEMON took to achieve their goals. In the mid-1970’s, Captain William J Platte disappeared into the back room of a small house in Colorado during a DAEMON raid and never returned. The Director, of course, was furious. Dozens of Veritas agents were dispatched to find the renegade agent and bring him back home. In many ways, that search continues to this day. DAEMON puts millions of dollars of its annual budget towards locating and neutralizing Captain Platte and Oriflamme. Thus far, they have been unsuccessful. Organization "The Command Center" Oriflamme is painted as a terrorist organization by DAEMON, and to a certain extent that is not entirely inaccurate. Platte has structured

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Oriflamme in a fashion that has worked for terrorists for decades. The Captain himself is constantly on the move with a select few of his most trusted allies. At most, there are a half dozen Rogue Ciphers traveling with him, and they rarely stay in one location for more than a week at a time. With Remote Viewing and Pre-Cognition presenting very real threats, Platte cannot afford to allow the Command Center to remain stationary. The mobile Command Center consists of Platte, a tech specialist with a knack for Cyberkinesis, a Clairvoyant with skill in Veiling, and anywhere from two to four “specialists” at a time. Specialists in this case meaning Partisans with a knack for blowing shit up, using both Talents as well as more mundane weaponry. A Partisan that is frequently part of the Command Center is Joan, a Pyrokinetic with the capability to melt steel. It is possible that Joan has even more ability in the entire Form of Psychokinetics than Platte himself. The problem is that Joan is carrying around an unbearable weight of Aberrations. Like the Captain, Joan was raised within the cold embrace of Mother DAEMON. Unlike Platte however, Joan was subjected to a series of cruel experiments at the hands of Dr. Constantine. While she refuses to speak in detail about her time in DAEMON, Platte knows that she was the sole survivor of a series of procedures conducted on nearly a hundred children. Whatever it was that they did to her has filled her with a cold rage towards DAEMON, and Aegis in particular. Whereas Captain Platte plans to one day hear the sound of DAEMON’s walls crumble beneath the boots of Oriflamme, Joan wishes nothing more than to hear the sizzling flesh of each and every DAEMON agent. Due to her tremendous ability, Platte finds her to be an irreplaceable tool in his war. Because of the Aberrations arising from her constant Pushing, Platte tries to keep her as close as possible. He

sees himself and his pet Telepath, Harry, as the only people that can keep the living death machine under some sort of control. Goals The Captain has a single purpose for Oriflamme and the Partisans that have flocked to its banner: destruction of any threat to Ciphers. Due to his own history and the immense threat that DAEMON presents, Platte directs a majority of Oriflamme’s resources to causing as much damage to DAEMON as he possibly can. That is not to say that Partisans ignore other threats to Ciphers. Chimerae, Bogeymen, Harrowers, all of these are viable targets for a Partisan’s aggression. Secrets When a group of people is operating within the structure of a paramilitary organization, there are a number of pieces of data that are handed out on a “need to know” basis. This is to be expected, and these bits of information are not at all what we are concerned with. The secrets lurking within Oriflamme are things that could tear apart the only real fighting force that the Rogue Ciphers have. At the very least, common knowledge would cause a shakeup in the command structure of Oriflamme that would lessen their effectiveness against DAEMON, perhaps even resulting in a Dystopian Tomorrow. Platte The Mad Unlike most of the other cults of personality found at the center of the Rogue Doctrines, Captain Platte has made himself nearly indispensable as the commander of Oriflamme. The Samaritan Tenets are such that should something happen to Reverend Cabot, someone else with a caring heart and tremendous will could step up to fill the big shoes left behind by the Reverend.

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Jim Dancer’s Proteus Movement is Darwinistic in its approach already, and it is certain that the biggest bastard with the power to back it up will step up and take the reins of the Harbingers one day. Bonnet Island is already preparing for the future, seeing as how James Reed has been removed from power by a stroke and Mary certainly has little time left herself. Only Daniel is as irreplaceable as Captain Platte within their respective Doctrines, and most people believe him to be a myth anyway. Captain Platte is aware of this, and the full weight of the responsibility rests heavily upon his soul. Platte sees himself as a true commander, leading from the front when he can and stepping into the muck and mire as much as the men who follow his banner. He uses his potent Psychokinetic Talents frequently and ruthlessly, pushing himself to the edge for his cause and the lives of his men. This constant Pushing has taken its toll, and it is safe to say that Captain Platte is swimming in Aberrations. He feels that he can’t risk the loss of Ectenic Force that can accompany the Psychic Surgery necessary to remove the shadows that crawl in the back of his mind. This is an extremely precarious position for the man who is still one of the most potent Psychokinetics on the planet. Just Because You’re Paranoid... Platte’s rampaging Aberrations have him at the breaking point. He suspects nearly everyone of being treacherous. The true irony lies in the fact that one of the few men in whom he places unswerving trust is a DAEMON sleeper agent. The nomadic Command Center of Oriflamme consists of only a dozen or so people at a time. One of these select few is a plant and has no clue that he is merely biding his time until he can deliver Oriflamme and Platte to Veritas lock, stock and barrel. His original memories and personality

have been replaced with an imprint of someone Platte would find valuable and trustworthy. The sleeper believes himself to be one of the most loyal soldiers under Platte’s command. In reality, he has been sending packets of intelligence to his DAEMON handlers the entire time he has been with Platte. Veritas agents have been able to pinpoint the Command Center’s location for the last five years, as well as that of a number of Cells following Oriflamme’s orders. Only Platte’s tactical agility and the resourcefulness of Oriflamme’s soldiers in general have allowed them to survive numerous attempts to ambush, kill or capture Platte and his men. Captain William Platte The personal history Captain Platte has sold to his followers is filled with half-truths. He was, in fact, a DAEMON agent and did escape from Veritas in Colorado much as he relates it. The falsehoods come in when he talks of his parents as DAEMON agents that had signed up for an Aegis program intended to breed stronger Ciphers. His inability to face his true roots has forced him to concoct an origin story more in keeping with the image his has crafted for himself. In reality, William Platte grew up in a small town in South Dakota, the only son of an abusive alcoholic father. His mother left for parts unknown just after Billy’s fifth birthday, leaving him as the sole target of his father’s drunken rages. At the age of thirteen, just as puberty was setting in, young Billy Platte evidenced a strong Telekinetic Talent. In a fit of adolescent anger, he flung his father’s Volkswagen twenty yards down the street outside of his home. The elder Platte might very well killed his son in his fury had not a pair of dark sedans and a large van pulled up at the Platte house within minutes of Billy’s explosion. In the confines of a DAEMON Campus, Aegis trainers taught William how to control his Talents, and under Veritas instructors he learned how to be a good soldier. For years, the man

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who would become DAEMON’s greatest foe served his commanders, and his country with an unswerving dedication. What it was that caused the loyal servant of the Directives to go AWOL from the only home he had known for more than half of his life is known only to Platte. His utter refusal to discuss the specifics that drove him from DAEMON has caused many rumors to circulate, but Platte has yet to comment on any of them. The Commander of Oriflamme is a rake of a man, tall and lanky with close-cropped hair and bushy eyebrows. His blue eyes peer out from the glasses he has been forced to wear as he has gotten older, but his intense gaze can still cause the most hardened of soldiers to take a step back. The ferocity of Platte’s hatred for DAEMON can be disconcerting at first, but before too long, newcomers find themselves sharing in the Captain’s animosity. Captain Platte is old-school military through and through. While he may use unorthodox strategies, his insistence upon constant training and adherence to the chain of command is inflexible. Captain Platte gladly welcomes any Rogue Ciphers that choose to join his campaign against the evil that is DAEMON, but they had best be prepared to toe the line or they will be in for a rude awakening.

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

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(Daemon) When Confronted with Daemon (3) Situational- Pyrophobia (2) Joan Oriflamme has a number of Psychokinetics under its banner. Its aggressive stance towards DAEMON and anything else that poses a threat to Ciphers acts as a siren’s call to those with the ability to take the fight to the enemy. Many of the Telekinetics and Pyrokinetics at Platte’s disposal are hardened soldiers capable of inflicting tremendous amounts of damage against those that would harm their Cipher brethren, but there is one Cipher in particular that makes even the most hardened Partisan more than a bit leery.

Platte’s forces rescued Joan during a raid on an Aegis Campus. One of Constantine’s test subjects, Joan suffered through experiment after cruel experiment until she became one of the hundred children injected with a stabilized form of Ectoplasm in an attempt to enhance the Talents of Ciphers. She was the sole survivor of these experiments. Whether through some fluke of genetics or as a result of the combination of tests she had undergone, she found her Potential nearly doubled from what it had been at the time of her evidencing. Constantine and his staff had little time to examine her new condition, for Platte and a large force of Partisans invaded the Campus, staging the most successful raid on a DAEMON facility before or since. Joan, now in her late teens, was

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taken into the care of Oriflamme and spirited away to the Captain’s mobile Command Center. Joan suffers from a weakened resistance to gaining Aberrations that is a side effect of the process that amplified her abilities. Coupled with the extreme trauma undergone while in Constantine’s care, she is a ticking time bomb waiting to explode. She is withdrawn and quiet when not in the field, shrinking from the human contact that has caused her so much pain, but when confronted with DAEMON agents a disturbing grin appears on her thin face as she conjures destructive flame with ease and turns her opponents into screaming lumps of charcoal. If it weren’t for her handler Harry, Joan would likely not stop once the enemy was destroyed. Only through his constant presence and gentle use of Telepathic soothing is Platte’s biggest gun kept in check. Joan is as stick-thin and prefers baggy clothes with hoods that allow her to hide her face from the world. She appears more like a homeless teenager than Oriflamme’s most potent weapon in its war on DAEMON. Tread carefully around this shy, awkward seeming young woman. She is an inferno on a tenuous leash. As Joan can take a number of different roles in a story, her Attributes, Skills, and Talents are left for the GameMaster to develop as the story requires. Harry Whitaker After Captain Platte himself, Harry is quite probably the most important person in the Oriflamme command structure. His well-honed Telepathic abilities make him the primary Psychic Surgeon for Oriflamme, and his role as Joan’s handler allows Platte to keep the Captain’s pet nuke available for important scorched earth missions. Harry is a big man. Just over six feet tall and a barrel-chested two hundred pounds of muscle,

he has an imposing presence that runs counter to his near Zen-like calmness. He spent fifteen years in the US Special Forces, and it takes more than a simple firefight to faze the grizzled veteran. There is a young woman who is one of the most highly regarded agents in Veritas with the name of Valerie Whitaker. While her superiors see her as an exemplary soldier, Harry sees her as his greatest failure. After his evidencing when the Shift first hit, Harry went AWOL from his unit for fear of being discovered. It didn’t take long for him to find Platte and Oriflamme. He made a decision to stay away from his wife and daughter to keep them safe from the dangers that followed in his wake. This proved to be a mistake. When his daughter evidenced her own Talents at fifteen, DAEMON beat Cabot’s Samaritans to her. Her feelings of rejection, caused by Harry’s disappearance, made her susceptible to DAEMON’s indoctrinations. Val’s utter devotion to the Directives and her own Telepathic abilities have garnered a chest full of commendations. Since discovering her father’s role in Oriflamme, she has made it her personal crusade to bring her deadbeat dad to justice. For Harry’s part, he would like nothing more than to bring his daughter over to the side of the angels, but realizes that it is likely never going to happen. Instead, he transfers his fatherly attention to Joan. He is under no delusions about the fact that he is treating Joan as his surrogate daughter, but the realization does nothing to stem his feelings for the unstable young woman. Attributes Strength: 6 Agility: 5 Vitality: 7 Knowledge: 6 Wits: 8 Willpower: 7 Reaction: 3 Mental Resistance: 5

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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

(T) Induce Emotion: 3 (T) Telepathic Shield: 2 (A) Psychic Surgery: 3 (A) Static: 1 Refinements Knack: Use Machine Affinity: Psychic Surgery (+1) Aberrations Situational- Separation Anxiety: Joan (3)

The Proteus Movement James Allen Dancer grew up on the wrong side of the tracks in a small Texas town near the Mexican border. Sickly as a child, he grew up lanky and shy, the butt of the other kids’ jokes and constant target of the bullies in his class. That changed the day he evidenced his Talents at the age of thirteen. He discovered his Biokinetic Talents on a particularly steamy day in the middle of one of the hottest summers on record in Southern Texas. A gang of three older boys chose to harass him as he walked home from the grocery store. The trio began by knocking the carton of milk out of his hands, and followed up with a shove to the ground that resulted in Jim slicing open his hand on a stray shard of broken glass. As he held his injured hand up, he watched in amazement as the wound closed. A moment later, he felt himself flooded with a feeling of strength and health that he had never believed possible. One of the older kids yanked Jim to his feet by his shirt and pulled a curled fist back to deliver a punch to the stomach. The blow never landed. Moments later, Jim was standing over the broken bodies of his tormentors. Despite the tremendous wave of adrenaline he felt coursing through his system, he knew he could never go home again. Somehow, he managed to survive alone and on the run for the remainder of his teenage years. His quick mind and ability to enhance his physique were definitely factors in his survival, but he gives

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thanks every day to the sheer luck that allowed him to grow into a man. His tortured childhood had a tremendous impact upon him, and every morning he awoke with a promise to improve his body and mind every day for as long as he lived, preventing anyone from having power over him ever again. In the mid-1990s, he stumbled upon one of Boundless Faith Ministry’s tent revivals. Grabbing a seat in the back row, he listened intently to Reverend Cabot’s message of forgiveness and brotherhood. At the end of the service, Cabot called the sick to the front to be healed, and Jim saw the Reverend heal with a power that was eerily familiar to his own. After the service, Jim worked his way to the fat preacher and introduced himself. After showing Cabot the evidence of his own Talents, he proceeded to challenge the message of the sermon he had just heard. As the conversation escalated, Jim began to take offense at the Reverend’s attitude. He mistook Cabot’s attempt at passing on Fatherly Wisdom as an attempt to prove himself superior to Jim. No one questions that it was Jim Dancer that threw the first punch, and the ensuing fight has become a thing of Cipher legend. The older man, though portly and prone to pacifism, more than held his own against the younger man. Cabot’s years of near continual usage of Biokinetic Talents had established him as possibly one of the strongest Ciphers in existence. Jim fled the revival grounds, his resolve strengthened to push himself to a point where he could never be defeated again. As news of the confrontation made its rounds through the Rogue Cipher communities, Jim found his name being mentioned more and more as a person of respect for some of the Rogues who could not find sympathy with the Samaritans’ teachings. Over the next decade, Jim gathered those of a like mind to himself, and began espousing his

own beliefs to those that came to him desiring to grow in power. The Proteus Movement, as Jim named his own teachings, is comprised mostly of Ciphers that could be said to have anger issues. Most of them are striving for a state of body and mind that will evolve them past the frail human meat that they were born into. There are, though, a number of self-styled Harbingers that follow Dancer’s Proteus Movement for more academic reasons. Doctors and scientists that have evidenced Talents have found an attraction in Dancer’s theories of Cipher evolution. While they are surrounded by what others may see as zealots and thugs, these learned individuals attempt to crack the secrets of the Cipher condition. Organization Unlike most of the other Doctrines, there is no real organization to the Harbingers. Dancer himself is constantly on the move, keeping in touch with those researchers working on answers to the Cipher condition and generally keeping tabs on the other Doctrines as best as he can. He has a personal entourage comprised mainly of Proteus fanatics who are willing to commit any act at his whim. The rest of those that have adopted the term Harbinger operate independently and most have never set eyes on their leader. His message is clear and simple, requiring no additional instruction. “Ciphers are the next stage of evolution. Work to become more.” Goals Jim Dancer espouses the continuing evolution of Ciphers, fighting forward with what fate has given them. Pushing Talents, exploration of new ways to utilize Talents, and the research into what makes a Cipher tick. These are all espoused by the Proteus Movement. These ambitions serve to advance Dancer’s personal aspirations of becoming the most

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powerful Cipher on Earth. Already his control of Biokinetics is such that a rematch between him and Reverend Cabot may very well have a different outcome than the first. Trouble On The Horizon

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The charismatic leader of the Proteus Movement makes very few demands of those that call themselves Harbingers. Aside from his handpicked traveling companions, he makes virtually no demands from his followers. This lack of structure has made the Proteus Movement attractive to many who find the hierarchy of Oriflamme and Bonnet Island too confining, and the Samaritan and Oracle Doctrines not to their liking. This practice has allowed some very dangerous individuals to coordinate activities in the name of Proteus essentially unchecked. A Cell of Harbingers is currently planning an unpleasant surprise for a major American city. Tired of hiding in the shadows and running from DAEMON, this group of misguided Ciphers intend to stage an act of domestic terrorism as a way of drawing back the curtain on the secret world of Ciphers. Hundreds, if not thousands will likely die if the renegade Cell is allowed to carry out their plans. Their self-proclaimed affiliation with Jim Dancer will have a devastating effect upon the Proteus Movement’s already precarious standing with the other Doctrines, and Ciphers will be cast as villains as they enter the stage of the world. The Ends Justify The Means While Dancer’s burning desire to advance Ciphers to the next evolutionary step is widely understood, what is not as well known is the true extent to which he is willing to go to achieve his dream. Recently, the leader of Proteus has been forging a deal with a devil in the form of the Harrower cults.

After hearing of the numerous disappearances of Rogue Ciphers attributed to Harrowers, Jim began to suspect that the kidnappers were doing more with their captives than merely dragging them away to murder them. After numerous failed attempts to make contact with the organization, he finally made inroads that lead to a meeting with one of the topmost figures in the Harrowers, a Doyen. While the full extent of the meeting and subsequent arrangement between Dancer and the Harrowers is unknown, any collusion between the most radical of the Doctrines and one of the most malignant groups of Ciphers can only lead to disaster. Jim Dancer James Allen Dancer is second only to Reverend Cabot when it comes to charismatic leadership among the Doctrines, second only to Captain Platte when it comes to ruthlessness, and second only to Daniel himself when it comes to vision. This may make him appear as an also-ran, but these combined qualities make him a force to be reckoned with. His goal of pushing forward to the next state of being glows like a star in front of him, he will stop at nothing to obtain his desire, and his followers would follow him into the bowels of Hell if necessary. When you first lay eyes on Jim Dancer, he appears to be a good-humored Texan with a flair for cowboy boots and Stetsons. While this is an accurate depiction, it is also far from complete. His lop-sided grin belies the formidable will that lies beneath the surface. The slow careless drawl that colors his speech hides the steel that can appear in an instant. Most people see the blue-eyed goodold boy in faded jeans and a three-day stubble. They fail to perceive the driven man willing to sacrifice anything to be the strongest Cipher the world has ever known.

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Jim Dancer is a master of Biokinesis as well as Telepathy. When he is presented with a difficult situation he tends to try using his charm first. If that fails to work, he has no qualms in using his potent Biokinesis to bully anyone that opposes him. Ever since his confrontation with Reverend Cabot, Dancer has dreamed of a rematch between himself and the big man in the white suit. Attributes Strength: 7 Agility: 7 Vitality: 8 Knowledge: 5 Wits: 7 Willpower: 10 Reaction: 3 Mental Resistance: 6 Physical Resistance: 5 Strength Modifier: 2 Movement: 7 Health: 18 Stun: 16 Important Skills Academics: 2 Athletics: 7 (Climbing: 2, Running: 3, Swimming: 2, Unarmed Combat: 3) Clandestine: 4 (Conceal: 2, Sneak: 3, Urban Survival: 3) Crafts: Investigation: 3 (Notice: 3) Medicine: Nature: 7 (Wilderness Survival: 5) Performance: 2 (Misdirection: 3) Science: Social: 4 (Intimidate: 5) Vehicle: 2 (Car: 4) Weaponry, Melee: 4 (Knife: 4) Weaponry, Ranged: 6 (Pistol: 1, Shotgun: 4) Potential: 10 EF Pool: 40 Biokinesis: 9

(T) Enhance Senses: 3 (T) Pain Tolerance: 5 (T) Second Wind: 3 (T) Snapshot: 3 (M) Boost Physical: 4 (M) Mimic: 3 (M) Regeneration: 3 (A) Drain Physical: 4 (A) Wound: 3 Clairvoyance: Psychokinesis: Telepathy: 4 (T) Communicate: 4 (T) Telepathic Shield: 2 (T) Twitch: 3 Refinements Dual Specialty: (Telepathy) Prohibited Form (Clairvoyance) Affinity: Boost Physical (+1) Affinity: Second Wind (+2) Affinity: Regeneration (+1) Aberrations General- Grandiose Delusion Situational- Fear Of Bogeymen (2) Leon Thibodeaux The leader of the Harbingers keeps a handful of men and women around him at all times. They act as his bodyguards while hanging on his every word. These Ciphers give him a sense of invulnerability and feed his already massive ego. Leon Thibodeaux is the fanatical head of Dancer’s sycophants. Leon is a massive man from the bayous of southern Louisiana with a penchant for brutality. In Leon’s eyes, Jim Dancer is on his way to godhood, and the Cajun would give his life for the man that says he will be allowed to accompany him. Leon’s faith in Dancer is absolute, and he jumps like a trained attack dog to perform any request his master graces him with. A potent Biokinetic in his own right, like a majority of those that consider themselves a part

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of the Proteus Movement, Thibodeaux enjoys amplifying his already impressive physique through the activation of his Talents. Thibodeaux is also proficient in the use of firearms, having spent his youth hunting daily in the swamps near his childhood home. His time as Dancer’s associate has allowed him to hone his fighting skills as well as maintaining his marksmanship. Leon is not the brightest of bulbs, but he does not have to be for him to be good at his job. Anyone that wants to harm or even approach Jim Dancer will have to deal with Leon Thibodeaux first. Attributes Strength: 8 Agility: 6 Vitality: 7

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)

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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

Way Of The Prophet In the decades following his abrupt disappearance, the Prophet and his teachings had begun to fade into legend. The importance of his words had begun to fade with time. A scant few Rogue Ciphers clung to his message, holding the Three Tomorrows firmly fixed in their hearts and minds as they tried to find their way without a shepherd. Scattered across the country, they no longer felt safe without the charismatic Prophet binding them together. To all appearances, there was no outside agency involved. The Prophet seems to have left of his own accord and for his own reasons.

The reasons behind the Prophet’s departure likely began in upstate New York when an entire DAEMON Campus worth of Ciphers went missing. A man by the name of Lucien Porter was among them. First known Cipher, beloved of Nikola Tesla, and by all accounts a genius in his own right; the loss of Lucien was a tremendous blow to DAEMON. A loss to the agency that would come to be felt more and more as the years passed. The night of the mass exodus of Ciphers from the facility was a night of chaos. The fact that none of the facility staff recalled anything the next day in no way reflects the reality of that night. Those with Clairvoyant Talents worked hard to foresee the proper timing for the attempt while blocking DAEMON’s own seers from perceiving what was going to happen. The Telepaths used every trick in their book to manipulate the guards and researchers to their advantage. Those with Psychokinesis broke locks, set fires, and generally caused even more confusion while the Biokinetics cleared the way. After it was all done, James Reed and a handful of Telepaths made sure that they erased every detail of the previous hour. What no one noticed was that Lucien had pushed himself too hard that night, and a Chimera wearing the flaming visage of Lucien’s longdead father went scurrying into the night. Lucien said nothing. He was simply unwilling to show weakness and incapable of facing his past. Years later, after the Reeds had established Bonnet Island as a refuge for Ciphers, Lucien began experiencing visions. These visions, accompanied by the skull-splitting headaches that had nearly incapacitated him during his years working alongside of Nikola Tesla, showed him the fate of humanity. Driven half-mad by the perpetual agony in his head, Lucien wandered for months in a landscape comprised of the visions in his mind. By sheer luck, he emerged from the dreamstate nearly unharmed.

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He returned from his Clairvoyant walk-about with a murky understanding of what he came to call the Three Tomorrows. Lucien felt it imperative to inform Ciphers of the Three Tomorrows and to act as a guide, leading them away from Apocalypse and Dystopia. Fearing capture by DAEMON should his identity become known, he adopted the rather self-important title of the Prophet and began contemplating how to assemble those Ciphers that had escaped DAEMON’s custody. Further wandering, guided by his emerging Clairvoyant abilities, found Lucien in a ghost town outside of Cloverdale New Mexico in the summer of 1959. How exactly he managed to send out the Telepathic summons is something he never divulged, but within weeks of his arrival in New Mexico, Rogue Ciphers from across the continent began to feel an urging to move in the direction of the American Southwest. No known DAEMON agent active at that time has been recorded as having been aware of the summons. The tales of that moment in 1959 when the Prophet first spoke of the Three Tomorrows have passed down from mouth to ear throughout Rogue Cipher culture, and the ten years that followed have become a nostalgic Golden Age for those Ciphers that were present when the Prophet was leading his people. In 1969, Lucien Porter, known to his followers as the Prophet, disappeared from his tent without a trace despite being surrounded by nearly a hundred Ciphers, some with strong Telepathic or Clairvoyant abilities. Years after the teachings of the Three Tomorrows had faded from the forefront of the Rogue Cipher communities; a name began to be whispered among the Ciphers. Daniel, it was said, was a Cipher that had somehow managed to acquire the Prophet’s notebooks. Thought to have disappeared with the Prophet himself,

the notebooks were believed to hold numerous prophecies concerning the Three Tomorrows. Daniel’s claims of having possession of the Prophet’s private journals sparked an intense interest in Ciphers who remembered the Prophet. Soon, even some of the younger Ciphers began listening to the words Daniel filtered out by a handful of select individuals. Daniel resides in an unknown location somewhere in the United States. Rumors abound as to where he might be located, but not a single lead has yet borne fruit. The current theory is that the Prophet has returned under an assumed identity, and has constructed a means of disseminating his visions and teachings to Rogue Ciphers while remaining out of the spotlight, and presumably out of danger. Organization Lucien/Daniel has very carefully selected a handful of Oracles that are aware of his location. Their number varies as time and fate take their toll, but never are there more than half a dozen at any given time, and fewer than ten that act as his voice among the Ciphers. He is barraged by visions on a near constant basis, and in his more lucid moments, he attempts to scrawl down what he has seen so that it may be passed on. Most of his visions are too murky to interpret, but some are clear enough to take to the Cells best able to handle the related Crux. The half dozen dedicated Oracles that remain by his side always includes a single Telepath with the ability to remove the Aberrations that stockpile upon Daniel as he dives into the future again and again seeking the path to Balance. The remaining Oracles are Clairvoyants who work in shifts maintaining a Veil to protect Daniel from detection. The remainder of Ciphers that call themselves Oracles are those that follow Daniel in spirit, rarely hearing directly from him, if ever. This does not stop them from believing whole-heartedly in the

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Three Tomorrows and extending every effort to resolve Cruxes and Strings for a favorable future. Goals Daniel has been very open about what he wants for the future of Ciphers. His teachings, both as Daniel and as the Prophet, have formed a large amount of Cipher culture. The Oracles and their leader strive to understand, predict, and resolve those crucial moments in time and space known as Cruxes to prevent the subjugation and destruction foretold in two-thirds of the possible futures. Secrets "Mistaken Identity" Layer upon layer of misdirection and obfuscation surround the man currently leading the Oracles. Should his people, or Ciphers at large, discover that he truly was the Prophet or even Lucien Porter; there would be many questions and likely a loss of credibility. The fact that must never come to light is that Daniel is more and less than what he purports to be. Daniel is the Bogeyman of the original Lucien Porter. Born on the night of the escape from DAEMON’s New York facility, Daniel existed for years as a Chimera, wearing the face of Lucien’s dead father. After years of hiding in the shadows, feeding upon unsuspecting Ciphers, he evolved into a doppelganger of Lucien. With this transformation, came awareness and a burning curiosity to understand what it was he had become. For years, Daniel wandered, much as Lucien himself was doing at the same time. He felt the Telepathic summons in 1959, and was present when the Prophet began his teachings. Daniel, fearing discovery, refused to remain for long amongst the Rogue Ciphers that had gathered around Lucien, the Prophet. He instead did as a number of Ciphers did during the 1960s, joining the traveling group for short periods before leaving.

After ten years of listening and observing, Daniel finally presented himself to his father. Initially, Lucien’s curiosity was such that he agreed to take a walk from the camp to discuss in private the meaning of Daniel’s existence. Daniel used his own Telepathic Talents to shield them from prying eyes and ears as they took their leave for a private conversation. Daniel’s memories of what happened next are cloudy. His most clear recollections come to him during the brief periods of sleep that he allows himself. What he can recall is that something caused the conversation to turn, and the next thing he sees is the lifeless form of the Prophet, his father, dead at his feet. In a panic, Daniel used the Pyrokinetic Talents he had inherited from Lucien to incinerate the corpse and bury the ashes deep in the woods. A return trip to the camp, remaining hidden by Telepathy and a desperate Veil allowed him to retrieve the Prophet’s journals before he departed. For decades, he wandered, at times forgetting that he was not Lucien. To this day, there are times when Daniel forgets his true nature and believes himself to be Lucien, and not the Ectovore that has taken his place. After the Shift, Daniel began to experience the same visions Lucien experienced half a century previous. The weight of the Three Tomorrows bore down upon him until he came to a decision. He would continue his father’s work, but in a manner that would prevent any of his layers of identity from being discovered. Renegades Amid the chaos of the impending Three Tomorrows, Daniel has another crisis on his hands. Less than a year ago, three of his most trusted Oracles were working to resolve a crucial String when disaster struck. The Crux was guided away from Apocalypse, but at the cost of the sanity of the Oracles.

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Still believing that the Three Tomorrows are imminent, they now share the same Aberration that the Three Tomorrows can be avoided, allowing Ciphers to carve their own destiny separate from Daniel’s and the Prophet’s teachings. As such, these three, calling themselves the Haruspices, have taken it upon themselves to track down Cruxes and destroy those facets that are critical to the Crux. If the Crux details a conflict between two individuals, with the survivor’s fate guiding toward one Tomorrow or another, the Haruspices will murder both. In their minds, this removes the Crux altogether. Eventually, they believe, if they destroy enough Cruxes in this manner, the Three Tomorrows themselves will be voided, allowing Ciphers to determine their own destiny. Daniel has not allowed the Haruspices’ connection to the Oracles to become known for fear of the damage that it would surely cause his reputation and that of his teachings.

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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.

The Bogeyman is the spitting image of Lucien Porter on the day that Lucien escaped from Skaneateles with dozens of other Ciphers. While those Oracles that Daniel has surrounded itself with are aware of its true nature, it long ago convinced them of its sincerity. Still, they keep a watchful eye should Daniel stray from the path it has chosen for itself. Daniel has the appearance of a shortish man in his early thirties. Dark curly hair hangs to its shoulders, framing a gentle face with piercing blue eyes. When it speaks, its voice is soft and gentle, and yet seems to carry the weight of many times the number of years that it has actually walked the earth. Attributes Strength: 4 Agility: 5 Vitality: 6 Knowledge: 8 Wits: 9 Willpower: 9 Reaction: 3 Mental Resistance: 6 Physical Resistance: 3 Strength Modifier: 1 Movement: 5 Health: 15 Stun: 12 Important Skills Academics: 8 (History: 4, Philosophy: 2, Psychology: 3, Research: 2) Athletics: 3 Clandestine: 7 (Conceal: 3, Deception: 5, Disguise: 3) Crafts: 1 Investigation: 8 (Interrogation: 1, Notice: 4, Puzzles: 3) Medicine: 3 Nature: Performance: 6 (Acting: 4, Public Speaking: 3) Science: 4 (Biology: 2)

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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

evangelical in their devotion to Daniel’s mission. Isabel Greco is not your typical Oracle. She is a dark-skinned valkyrie who rides into town on a motorcycle, carrying Daniel’s unconditional support, a saddlebag full of weapons, and a get-shit-done attitude. When Isabel makes a rendezvous with a Rogue Ciphers, she wastes no words or time in explaining what the Crux is and what is going to be done about it. This particular Oracle is not prone to accepting excuses from Ciphers as to why they cannot get involved. While she refrains from going so far as to murder any of her fellow Ciphers, she is not above beating some sense into them from time to time. There have been some cases where the Cell was considerably more powerful than she was, and still refused assistance. Under these circumstances, Isabel is likely to tie her hair back,

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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

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hop on her motorcycle and ride off to take care of things herself. Due to her dedication to the cause and a severe lack of fear, Isabel frequently intercepts Reverend Cabot’s revival to mend broken bones and other injuries she sustains in pursuit of Daniel’s vision. Attributes Strength: 6 Agility: 8 Vitality: 6 Knowledge: 6 Wits: 7 Willpower: 6 Reaction: 3 Mental Resistance: 4 Physical Resistance: 4 Strength Modifier: 2 Movement: 6 Health: 12 Stun: 12 Important Skills Academics: 4 (Literature: 2) Athletics: 7 (Running: 2, Unarmed Combat: 4) Clandestine: 2 (Lock-Picking: 2, Shadow: 2, Sneak: 3, Urban Survival: 4) Crafts: 3 (Motorcycle Maintenance: 3) Investigation: 5 Medicine: 2 (First Aid: 4) Nature: 1 (Direction Sense: 3, Navigation: 2) Performance: Science: Social: 3 (Intimidate: 2, Streetwise: 3) Vehicle: 4 (Motorcycle: 4) Weaponry, Melee: 6 (Knife: 2, Sword: 3) Weaponry, Ranged: 3 (Pistol: 2, Shotgun: 2) Potential: 7 EF Pool: 28 Biokinesis: Clairvoyance (Primary): 7 (T) Danger Sense: 3 (T) Identify Crux: 4

(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

The Shield & The Truth Aegis and Veritas, the two divisions of the Department for Advanced Energy MONitoring (DAEMON), are in a unique position to guide the future of humanity. While Ciphers have evidenced in all parts of the globe, it is in the United States of America that more than two thirds of all known Ciphers have appeared. For the last eighty years, DAEMON, and its predecessor the Cipher Project, have been unable to determine why this is. This heavy concentration of Ciphers has given the United States a tremendous opportunity. All they have to do is reach out and grasp it. DAEMON has its gloved hand outstretched. D.A.E.MON When Walter Rasmussen, Joseph Milton, Alexander Slate, and William Colbert pooled their tremendous wealth to found the Cipher Project, they had no idea of what it would eventually grow into. What began as a simple research initiative funded by a collection of early twentieth century industrialists has evolved into a highly advanced

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black book project safely nested within the bowels of Homeland Security red tape. DAEMON has had a number of homes over the years. The powerful few with knowledge of the Cipher Condition have exerted every ounce of their influence to keep its presence hidden from even the highest offices of the US Government. When the United States acquired the Cipher Project from the Patrons, it was originally placed under the auspice of the US Army. However, after the end of World War II, it was moved into the United States Air Force where a number of other secret operations were placed as the new branch of the military was being founded as an independent entity. DAEMON’s finances remained hidden in the fine print of the USAF for decades until the advent of the Department of Homeland Security. Homeland Security was given the torch of DAEMON a mere two months after the Shift of 2002. Very few members of Homeland Security are even aware of DAEMON’s existence. It is simply the prime location to occlude the budgetary needs of DAEMON. Organization When DAEMON was created in the early 1930s, it was decided that there would be two discreet Divisions with each overseeing a particular aspect of DAEMON. Aegis was the designation for the Division responsible for housing, educating, and training the Ciphers in the care of DAEMON. The other Division, assigned the task of acting as the active branch of the project, was dubbed Veritas. Veritas was placed in charge of maintaining the cloak of secrecy surrounding the existence of Ciphers and locating newly evidenced subjects for the purpose of bringing them in to one of the Aegis Campuses. Over time, Veritas also became responsible for neutralizing threats to

DAEMON and National Security, including, but not restricted to, the so-called Rogue Ciphers. At the apex of DAEMON’s hierarchy is the Director. Early in the history of DAEMON the Director’s position was held by the Chief of Staff of the US Army, in recent years the Director has become more of a shadowy figure, governing DAEMON through emails, telephone calls, and his select cadre of Ciphers known as Adjutants. No one aside from his Adjutants has personally seen the current Director, but this does nothing to lessen his power. Those beneath him carry out his edicts quickly, or they are shortly thereafter visited by his Adjutants and “encouraged” to toe the line. The current Director took control of DAEMON in 2003, and has taken great pains to interpret the DAEMON Directives in as aggressive of a manner as possible. The dramatic increase of evidencing Ciphers brought about by the Shift, has given the Director easy justification for this more hard-line attitude concerning the mandate of DAEMON. The Directives Directive Alpha Research the Cipher Condition for a more complete understanding of Ectenic Force and its uses. Directive Beta Apply all data gathered on Ciphers towards the end of developing stronger and more diverse Talents Directive Gamma Contain any and all information concerning Ciphers, Ectenic Force, and Talents from the general public. Directive Delta Train and employ Ciphers for the defense and advancement of American ideals.

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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 DAEMON’s 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.

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questionable methods. He is fortunate that DAEMON is a secret agency, or he would likely be vilified for his unethical procedures. Eugenics, pain tolerance, and determining the limits of Pushing are the primary areas of exploration. These techniques lie at the core of Constantine’s intense disagreements with Doctor Bell, but the Director has made it abundantly clear that Constantine’s methods are acceptable in the eyes of DAEMON. Doctor Bell is the head of Cipher Development. As such, he is responsible for the education, training, and general well being of Ciphers living and training on the various Campuses. It is Bell that accepts the role of surrogate parent to his charges and attempts to ensure that DAEMON has their best interests at heart. Each of the two Division Heads has a number of subordinates beneath him that assist in seeing to their various duties. Campuses

The branch of DAEMON designated AEGIS has been tasked with enacting and upholding Directives Alpha, Beta, and Delta of the DAEMON Charter. Structure From the outside, the hierarchy of Aegis doesn’t appear as rigid as that of Veritas, but Doctors Bell and Constantine maintain a discipline that some have called autocratic. Doctor Emilio Bell and Doctor Elijah Constantine are the Voices of God within Aegis, answering solely to the Director himself. Despite their frequent differences, the two men agree on the fact that the importance of Cipher Research and Development trumps any other concern. The two Division Heads spend time moving between each of Aegis’ facilities, ensuring that progress is made and standards are maintained. The Research Division of Aegis is under the guidance of Doctor Constantine and his

Aegis maintains at least three facilities in the United States. Aside from the Director, Colonel O’Connor, and the Doctors Bell and Constantine, no one person is privy to the location of all three facilities. DAEMON agents and researchers know of only the single facility they report to. The location of the facilities changes every few years, but the general regions remain the same with one on the East Coast, one on the West Coast, and one in the Midwest. Aegis facilities, called Campuses, are constructed and patrolled more like compounds than an educational facility. The Campuses contain a number of buildings. Half a dozen laboratories devoted to the study of Cipher biology and psychology share space with miniature factories dedicated to pumping out Tesla Tech. Doctor Bell and Doctor Constantine have Administrators on each Campus that cooperate in overseeing operations at the Campuses when Bell and Constantine are not present.

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Dormitories and classrooms are also set aside for the Ciphers contained within the Campus, along with a gymnasium and swimming pool that is available to Ciphers and non-Ciphers alike twenty-four hours a day. Security is extremely high at the Aegis Campuses. Standard measures including security cameras, electrified fences and armed guards with trained dogs are visible deterrents to anyone seeking to enter or leave without permission. DAEMON-trained agents are on duty at all times to assist in keeping watch and providing additional security measures. After Skaneateles, DAEMON has worked hard to make their properties some of the most secure locations on Earth. Secrets An entity like Aegis, with a tremendous amount of funding and virtually no oversight, is

guaranteed to have more than a few skeletons in the closet. Some of these secrets are potentially destructive to DAEMON as a whole. A House Divided Trouble is brewing inside the “Shield of DAEMON”. The ongoing feud between Bell and Constantine has filtered down to those that live and work on the Campuses. The arguments between the Division Heads are hard to miss when the two men have shouting and finger-pointing matches that spill over into the cafeteria or outside of one of the labs. The Research Division, nicknamed The Forge by the scientists that drive it, are largely convinced that their Head, Doctor Constantine, is in the right concerning the extreme methods he has chosen to implement. This attitude is primarily born of the frustration of so many years passing without much

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in the way of progress. As far as the scientists of the Forge are concerned, a change was overdue. The men and women of the Forge have begun to feel a burgeoning animosity towards those Doctor Bell and his team. The attitude among the scientists is that the Development Division spends too much time coddling the Ciphers under their supervision, and that a firmer hand is necessary to get results. Those that answer to Doctor Bell have mostly adopted his approach of treating the Ciphers on Campus as family and have even adopted their own nickname for themselves, The Children of Tesla. Bell has made no secret of the fact that Nikola Tesla’s propensity of playing the kindly grandfather is his own preferred method of interaction with the Ciphers. Many of the Children of Tesla live side by side with the Ciphers, and find it difficult to perceive them as lab-rats. Their growing disgust with The Forge’s practices is reaching a boiling point as they feel that their friends and adopted family members are being subjected to inhuman experiments. It is beginning to be a common conversation amongst the people in Development that “something needs to be done” about Constantine and his lackeys. Pandora’s Box Almost ten years ago Aegis scientists were conducting experiments upon young Ciphers that had recently evidenced their Talents. These experiments involved the injection of carefully measured amounts of stabilized ectoplasm. The goal of these experiments was to enhance the Potential of the children. Previous tests had been run on adult Ciphers with no positive results. The procedures were run on a batch of one hundred children. The experiments proved to be fatal to the young Ciphers in all cases save one. A thirteen-year-old girl named Joan, already a potent Pyrokinetic, saw a dramatic spike in her Potential. Further testing showed that as a result

of the injections, she had become one of the most powerful Psychokinetics on the planet overnight. Their triumph was short-lived however. Weeks after Joan proved to be a success, Captain Platte and a small army of Rogue Ciphers struck at the Campus where Joan was being held. The Rogue Ciphers proved to be more effective than DAEMON expected, and they managed to abduct a number of Ciphers from the dormitories. Unfortunately for Aegis, Joan was on the list of those missing once order was restored. Since then, the scientists of Aegis have been feverishly attempting to reconstruct their accidental success. Doctor Constantine has designated the experiment as a top priority, and the increased number of damaged and dead Ciphers is one of the reasons the two Divisions of Aegis have been at odds of late. Recently, researchers have once more stumbled upon the process of amplifying a Cipher’s Potential. There is an unexpected downside. Something Platte has been aware of for years, as he has struggled to contain Joan. The Ciphers that have shown an increase in their Potential are highly susceptible to contracting Aberrations, much more so than normal Ciphers. Despite this drawback, Constantine has authorized the program to proceed, producing more of these so-called Super-Ciphers. Aegis is playing with fire as they continue to create individuals they will have only an extremely tenuous control over. Doctor Emilio Bell Emilio Bell is not a Cipher. While some might think this would pose difficulties in fulfilling his duties as Head of Cipher Development within Aegis, the truth is that Doctor Bell is doing a noteworthy job considering the circumstances. Bell is a shortish man in his early sixties. A ring of snow-white hair frames his bald pate, and the mild stutter that affects his speech when he

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is frustrated makes for a less imposing figure to those in his care. There has not been a more devoted advocate for Ciphers within DAEMON since Tesla himself. This has endeared him to the Ciphers that live and train on Aegis Campuses, but has made him no small number of enemies amongst his peers. His greatest opponent is the Head of Cipher Research, Doctor Elijah Constantine. The protectiveness that Bell feels for “his” Ciphers puts him at cross-purposes with Constantine on a regular basis. While Constantine views Ciphers as little more than a pool of test subjects, fodder for his experiments, Bell has come to see those with Talents as family. The Development Division of Aegis has come to see Bell as their moral compass, and the inheritor of Nikola Tesla’s role as advocate for the Ciphers. The so-called Children of Tesla do everything they do out of admiration for the aging Bell. While he has yet to comment on the existence of the Children of Tesla, there is no way he could miss the growing factionalism that is beginning to take place between the two branches of Aegis. Should push come to shove, Doctor Bell will side with the Ciphers and those under him in Development, but he sees a schism in DAEMON as ultimately leading to nothing but a worsening of conditions for the Ciphers he cares so much for. Attributes Strength: 3 Agility: 4 Vitality: 4 Knowledge: 9 Wits: 7 Willpower: 6 Reaction: 2 Mental Resistance: 4 Physical Resistance: 2 Strength Modifier: 1 Movement: 4 Health: 10 Stun: 8

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 Army’s 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.

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The experiments that take place in the labs and medical facilities of Aegis Campuses are his life’s work. If it were necessary for him to sacrifice hundreds, if not thousands, of Ciphers for him to further his research he would do so without blinking an eye. On the matter of the growing divide between the Children of Tesla and those dubbed the Forge of Research, Constantine couldn’t care less. He is confident in the continued support of DAEMON’s Director, and should it come to a conflict between Constantine and Bell, the Head of Research is certain he knows who will come out on top. Attributes Strength: 5 Agility: 4 Vitality: 5 Knowledge: 9 Wits: 6 Willpower: 7 Reaction: 2 Mental Resistance: 5 Physical Resistance: 3 Strength Modifier: 2 Movement: 5 Health: 12 Stun: 10 Important Skills Academics: 10 (Computer Usage: 2, Politics: 4, Research: 5) Athletics: 2 Clandestine: 3 (Conceal: 2, Deception: 4) Crafts: 3 Investigation: 7 (Interrogation: 3, Notice: 4) Medicine: 9 (First Aid: 1, Forensic Medicine: 4, Obstetrics: 1, Pharmaceuticals: 4, Surgery: 5) Nature: Performance: 3 (Public Speaking: 2) Science: 9 (Biology: 5, Chemistry: 5) Social: 6 (Intimidate: 3) Vehicle: Weaponry, Melee:

Weaponry, Ranged: 1 (Pistol: 1) Veritas Mandate The branch of DAEMON designated Veritas has been tasked with enacting and upholding Directives Gamma and Theta of the DAEMON Charter. Along with their Aegis counterparts, the highranking officers and officials of Veritas maneuver their agents in accordance with the Mu Directive. Structure Veritas has traditionally maintained a military officer as Commander. The current Commander, Colonel Elizabeth O’Connor answers to the Director without intermediaries. Colonel O’Connor runs Veritas with a ruthless efficiency and complete lack of sympathy for failure. O’Connor maintains an office in New York City, but is rarely there as she prefers a hands-on approach to administration. Where she perceives a potential problem is where she directs her attention. Beneath Colonel O’Connor are numerous Office Supervisors that are held responsible for the activities of their respective Field Offices. Working under each Office Supervisor is a varying number of Agents and Special Agents. Special Agents have seniority and more authority than standard Agents. Whether or not a particular Veritas Agent is a Cipher has little to do with whether or not O’Connor makes him a Special Agent. Promotions are entirely performance-based under the current Veritas administration. Hunting Rogue Ciphers Veritas Agents use a variety of tactics to locate and apprehend Rogue Ciphers. Traditional and advanced law enforcement techniques as practiced

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by the FBI are the foundation upon which each case is built. DAEMON also establishes liaisons with local FBI offices and traditional police and sheriff’s offices under the guise of special units of Homeland Security. The more esoteric tools that Veritas brings to bear against Rogues are Talents wielded by their very own Ciphers and the Tesla Technology that allows non-Cipher agents to level the playing field to a degree. Once a Rogue has been detected, whether through local authorities, Talents, or sheer dumb luck, DAEMON agents flash Federal badges to the populace as they go about the business of arresting a “dangerous fugitive”. Should the Rogue attempt to flee or fight, lethal force is not only allowed but encouraged by the Director and Colonel O’Connor. The preferred outcome of such a confrontation is, of course, capture but as long as the threat is prevented from remaining at large, DAEMON considers it a successful conclusion to the case. One tool that agents frequently use to aid in capture is an injection of Morphine. Once introduced into the bloodstream, Morphine not only slows down and disorients the Rogue, but also has

the additional effect of dampening the Potential of the Cipher. If necessary, Veritas agents will continue to administer doses of Morphine until the Rogue Cipher is compliant or unconscious and can be taken to the Field Office and placed in a holding cell containing Dampening Panels. Field Offices Veritas maintains a number of Field Offices across the country. Most major cities have a Veritas presence and up to as many as twenty DAEMON agents at any given time. Field Offices are generally nested within local Federal buildings such as offices reserved the Federal Bureau of Investigation or the Internal Revenue Service. There is at least one Veritas Field Office known to be located in a small room located in the rear of a Post Office. Dampening Panels are placed behind the walls of Veritas locations. While this proves to be frustrating to the Ciphers among the agents, it is considered by the Director to be a necessary precaution. The Dampening Panels are squares of material that are capable of absorbing and bleeding off Ectenic Force from activated Talents. Aside from the Panels, each Field Office has a supply of Tesla Technology at its disposal for use by non-Cipher Agents. Secrets Bought And Paid For It is common knowledge that government employees are underpaid and overworked. DAEMON is no exception. Despite their hazardous duties, most Agents feel overlooked when it comes to the topic of compensation. Jonathan J. Slate is keenly aware of this, and has taken it upon himself to offer financial assistance to these dutiful public servants. Of course, this aid comes with a price tag.

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Slate has made arrangements with a small number of Veritas Agents to provide him with information. Agents are paid handsomely for what they pass on to Slate and his Phantom Security operatives. Most of those on the take from Slate justify their actions by telling themselves that Slate is already aware of the existence of Ciphers and the information he requests is always concerning Rogue Ciphers. Never has he asked for the location of an Aegis Campus, or for access to Tesla Technology. Should Colonel O’Connor become aware of what her Agents are up to, she will likely show them exactly how she shows her disapproval. Heads will roll, and it is doubtful that it would be only in metaphor. The Man In The White Suit

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Reverend Vance Cabot has made no attempt to make himself hard to miss. The traveling evangelist seems to beg to be brought in by Veritas with his every move. The rotund Biokinetic routinely uses his Talents in front of audiences that number in the hundreds, tens of thousands if you consider his television program. While there is little chance that this activity will reveal the presence of Ciphers to the general public, it galls O’Connor that Cabot is allowed to flaunt his abilities, but the Director has declared him hands-off. The Director has explained to O’Connor that the Boundless Faith’s underground railroad of Rogue Ciphers has proven an irritation, but also presents an excellent opportunity to apprehend a vast number of Rogues in one fell swoop. If Veritas were to raid every so-called Sanctuary they discovered, Cabot would simply change tactics and make it even more difficult to track those he offers his aid to. By allowing the network of Boundless Faith locations to continue operating, O’Connor has the chance to begin

making preparations to hit as many of them as possible at once. For a long time, Colonel O’Connor has been making lists of places and names while she prepares plans for the largest Veritas operation to date. The Director has recently given the Commander of Veritas a green light to proceed. All that remains before dozens of Veritas Agents descend upon the Boundless Faith Sanctuaries is for Colonel O’Connor to put the finishing touches on her plans and pull the trigger. Colonel Elizabeth O’connor Elizabeth O’Connor is a tough and resourceful woman; she’s had to be to attain her current rank and position. She fought her way up through the ranks by refusing to give in or give up. Her twentyseven years in the army has forged her into a loyal soldier and a brilliant commander of the men and women serving beneath her in Veritas. Her fiery red hair is a perfect match for her near legendary temper. Many junior officers have faced the wrath that is “Colonel Lizzy”, and will follow her into sudden death if it means avoiding her displeasure once more. O’Connor does not mince words. Every thing she says is unvarnished and straight to the point. The closest she comes to a poetic turn of phrase is the string of inventive curses that pour from her mouth when she is frustrated. Colonel O’Connor is a fair commander. She expects no more from those under her authority than she expects of herself: perfection. Attributes Strength: 6 Agility: 5 Vitality: 7 Knowledge: 7 Wits: 6 Willpower: 8 Reaction: 2 Mental Resistance: 5

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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 Tesla’s 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 Tesla’s 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 today’s 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.

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The foundation of every piece of Tesla Tech is the Ecto-Battery. Nikola Tesla found that if a Chimera were impacted with a tremendous amount of electrical energy at the exact moment in time between the expulsion of Ectenic Force from an evoking Cipher and the formation of the solid monstrous form of a new Chimera, the result was a gelatinous substance fully charged with Ectenic Force. The problem was that once the electricity was no longer applied to the substance, it would complete its birthing into a Chimera. After some experimentation, Tesla was able to construct a device that could contain the substance, and maintain its semi-formed state. As is the case with all Tesla Technology, Tesla was the only person who understood the intricacies behind the containment chambers. After a brief amount of study, the Croatian genius devised a smaller containment device, the Ecto-Battery. While the suspension of Ectenic Force, called Ectoplasm, still has to be performed using one of the larger devices, DAEMON agents were now able to carry portable “refills” should the need arise. Tesla Tech Devices Below is a selection of various Tesla Tech devices available to DAEMON Agents. Remember that these items are costly and time-consuming to replace, so very rarely will a squad of DAEMON Agents be able to requisition more than one or two Tesla Tech items (aside from spare Ecto-Batteries) at a time. When designing your own Tesla Tech, keep in mind that ALL Tesla Tech devices require at least one Ecto-Battery to operate. Ecto-Battery Ecto-Batteries are 12” x 2” tubes of crystal with copper endcaps. They weigh approximately three pounds (empty or full), and can contain 20 units of Ectenic Force when fully charged.

Ecto-Batteries must be recharged at one of the larger DAEMON facilities, as the device capable of filling the batteries is massive and not at all portable. If an Ecto-Battery should be broken, the electro-suspension of Ectenic Force fails and the Chimera formerly held in stasis is now free to complete its transformation. Use the random tables on the Chimera Generation Chart to generate the two variable Talents. Because of this, DAEMON Agents take great care to ensure that the Ecto-Batteries are concealed and protected within reinforced battery packs. Still, accidents do happen. Durability: 1 Thumper The Thumper has the appearance of a 4’ long raygun straight from a Flash Gordon serial. There are a series of crystalline discs around the barrel of the rifle that focuses the Ectenic Force. A medium-size backpack containing 2 EctoBatteries (40 EF) connected to the butt of the Thumper by a 1” diameter cable. The Thumper can simulate the Talent TK STRIKE by emitting a burst of invisible Ectenic Force that does 5 STUN Damage to its target. Each shot from the Thumper on a successful (Agility+Weaponry, Ranged+Rifle) costs 5EF, and the device takes 10 seconds (1 Round) to recharge. Thumper Durability: 2 Battery Pack Durability: 3 Pinger The Pinger itself is textbook sized item with a small battery pack capable of holding one EctoBattery. The battery pack holds one Ecto-Battery

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(20 EF) and can be worn on a belt or slung over the shoulder of the agent. The Pinger is connected to its battery pack by a 1” diameter cable. The Pinger simulates the Telepathic Talent Ping with a small screen that displays direction and distance to the detected sources of Ectenic Force. When activated, it detects Ectenic Force within LOS of the front of the device in an approximately 90-degree arc. The Pinger takes 1 second (1 Phase) to recharge and costs 1 EF per Ping. Pinger Durability: 1 Battery Pack Durability: 3 Ecto-Skeleton This bizarre looking piece of Tesla Tech is brought out into the public even more rarely than the other devices. It is an exoskeleton that covers the wearer’s arms, legs, and torso in bands of a titanium alloy (this being one of few refinements of Tesla’s inventions since the harness itself is not integral to the operation of the device). The key element of the Ecto-Skeleton is the thousands of half-inch long hollow copper needles that puncture the wearer’s skin along the inside of the titanium alloy bands. The needles are just long enough to make contact with the musculature of the wearer and inject a compound of Ectenic Suspension into his body. The suit comes with a larger battery pack capable of holding 3 EctoBatteries (60 EF), and can simulate a handful of Biokinetic Talents. The Ecto-Skeleton has the following abilities with cost listed below.

Boost Physical: +2 to Strength and Agility Duration: 1 minute (6 Rounds) Cost: 10EF Pain Tolerance: Ignore all Wound Penalties Duration: 5 minutes (30 Rounds) Cost: 5EF Second Wind: +5 STUN Duration: Instant Cost: 5 Durability: 5 Battery Pack Durability: 3 Ecto-Mask One of the most unpleasant examples of Tesla Tech is the Ecto-Mask. Unlike the other devices, the Ecto-Mask doesn’t utilize an Ecto-Battery. Instead, the Ecto-Mask is approximately a half-gallon of gelatinous Ectoplasm that has been run through the Masking Device at one of the DAEMON facilities and squirted over the user’s body, covering him from head to toe. At the time of application, the user concentrates on the image of the person he wants to impersonate. Generally there is a photo to assist in visualization. The Ectoplasm, having been run through the large Masking Device acts as a simulation of the Telepathic Talent Mask, by creating a perfect copy of an individual’s appearance. While the appearance is flawless (as long as the wearer is paying attention at the time of application), it does nothing to emulate the voice or mannerisms. A special solvent is carried on the Agent’s person, or carried by his backup, due to the fact that the Ecto-Mask consumes 1 EF from the wearer every half hour and prevents the natural regeneration of a Cipher’s Ectenic Force. There is effectively no Cost in Ectenic Force, as a Masking Device at a DAEMON Field Office must apply the Mask.

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Dampening Panels are squares of 1’ x 1’ fiberglass-like webbing surrounded by a copper frame. The Panels are one of the most effective tools DAEMON has in its crusade against the Rogue Doctrines as it has the capability to nullify the use of any and all Talents of those within the confines of a Dampened area. The Dampened Area must have Panels covering every inch of wall, floor, and ceiling, creating a box of Dampening Panels. DAEMON field offices and the detainment cells in the larger facilities have floor, ceiling, and all four walls covered in Dampening Panels to prevent nasty surprises. These Panels are naturally hidden beneath the drywall, flooring, etc of the building. Teams of Veritas Agents regularly have a van at their disposal with the entire cargo area covered in Dampening Panels for when they manage to apprehend a Rogue Cipher. When a Talent is activated within the confines of a Dampened area, the panels are activated and the fibers take on a pale, ghastly green color as the Talent is cancelled (regardless of the result of the roll). One Ecto-Battery can power 10 Dampening Panels for a period of 1 hour of continuous usage. Needless to say, DAEMON field offices have a large supply of batteries, but as the Dampening of the offices are of very high priority, it is rare that any of the Ecto-Batteries designated for the Dampeners are re-allocated for the use of other Tesla Tech devices.

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.

The self-proclaimed Voice of God is convinced that Ciphers are tools of Satan sent to Earth to make the world ready for the coming Antichrist. In fact, he has named those Ciphers the Damned to delineate them from those with God-given abilities. The bitter irony is that Pastor Frye himself is a Cipher, though he perceives his Talents as a Gift from God that allows him to combat the forces of evil. Frye has a network of churches throughout the Midwest that have bought into his fire and brimstone message. Calling his followers the Church of the Sealed, Frye believes that the congregation is a portion of the 144,000 that are Sealed by God during the time of Tribulation. Other sects of Christianity look to this particular passage from the Book of Revelation as central to their beliefs, but Frye and his faithful are of a different mindset. Many parishioners of the various Churches of the Sealed became aware of the existence of Ciphers from family members evidencing Talents. In many of these cases, the Cipher’s first experience with their Talents was destructive or traumatic in other ways. In some instances, DAEMON took their child away to receive “special education”. Frye plays upon the peoples’ tragedies to convince them that their sons and daughters, mothers and fathers are touched by Lucifer and likely beyond redemption in this world. The only way to assure their loved ones’ places in the afterlife is to prevent them from committing acts of evil in this life. Pastor Frye is a Pyrokinetic. His powers evidenced themselves in the midst of a particularly intense sermon. Flames appeared in his hands as he spoke of the torment of souls that would be damned to Hell. A corona of fire enveloped him as he spoke of the cleansing fire of God. Seeing himself as being touched by the divine, he began attracting people to his sermons with the showmanship with which he accompanied the usage of his Talents.

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It is unknown how Frye came to the conclusions he professes so fervently, but he has taken it as his mission to remove Satan’s creatures from the Earth. Organization Frye has drawn a handful of Ciphers to his Church and convinced them that they are chosen by God, just as he is. These Ciphers, bearing the title of Deacon, assist in the running of the various churches aligned with the Sealed. The general congregation of the Sealed is taught to hate those outside of the church that have powers. While God has seen fit to bless certain of his flock with angelic gifts, there are many other weapons that the common faithful can bring to bear in their war with Hell. Regular retreats are attended by many of the Sealed. These retreats allow Frye and his Deacons to inundate their followers with the message of hate cloaked as Christianity without the distractions of everyday life. In addition, every Sealed from the age of ten on up are taught how to handle a wide variety of firearms during lengthy lessons from those of the Sealed well versed in such things. Deprogramming techniques are taught as well, in case a Cipher can be abducted without violence. It is drilled into everyone however, that should the Damned refuse to repent they must be “sent to Christ” to save their souls from perdition.

Secrets The Two Witnesses Revelation Chapter 11 talks of two witnesses who will proclaim God’s 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 God’s 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 Frye’s 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 Frye’s teachings.

One of the Ciphers working as a Deacon within the Church of the Sealed has a daughter with terminal cancer. In an ironic twist of fate, the Biokinetics of the Church have little in the way of healing Talents, and thus the little girl has continued to deteriorate before her father’s eyes. The Deacon, a potent Cryokinetic, has made the decision to flee the shelter of the Church and take his daughter to Reverend Cabot and his Samaritans. Regardless of what Pastor Frye has taught, the Deacon has heard too many tales

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of Cabot’s ability to heal even the most horrid diseases and injuries. His guilt is what has kept him from taking action sooner. Despite the fact that he is now determined to see his daughter healed by any means necessary, he harbors severe trepidation about taking his child to what he has been told are servants of Lucifer, but a father will do anything to save his child, even it costs him his own immortal soul. Pastor Dwayne Frye

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Dwayne Frye is a gangly man in his late fifties. His bushy eyebrows sit atop a pair of eyes filled with fiery zeal. When he speaks, it’s easy to believe his claims that he has been chosen to act as the Voice of God during these troubling times. The intensity of his passion as he speaks of the Second Coming is hard to dismiss, and it is easy to see why more and more are coming under his sway. His jeans and simple button-up shirt are a stark contrast to Reverend Cabot, who Frye calls the “Pearly White Devil.” Frye speaks frequently, and with much animosity, about Reverend Cabot, saying that the head of Boundless Faith Ministries is more concerned with his fancy clothes than with following the Word of God. Cabot, Frye insists, is a tool of Satan, sent to lead the masses astray. He has even gone so far in recent months as to declare that Cabot is the False Prophet spoken of in the Book of Revelation. It is highly likely that Pastor Frye believes this to be truth. As a Cipher, you are either with Frye and his Apocalyptic vision or you are Damned and must be cleansed from the earth. Anyone with Talents that he comes across will likely be given one chance, and one chance only, to come to Jesus. If that Cipher fails to see the light, Frye and his Deacons will descend like avenging angels to purge the Damned. Pastor Frye is a highly gifted Pyrokinetic who claims that his Talents are gifts from God,

given to fight against the servants of damnation. Technically Pastor Frye is brimming with Aberrations, but it is safe to say that, even without that fact, he is utterly insane. Attributes Strength: 4 Agility: 7 Vitality: 6 Knowledge: 5 Wits: 8 Willpower: 7 Reaction: 3 Mental Resistance: 5 Physical Resistance: 3 Strength Modifier: 1 Movement: 6 Health: 13 Stun: 12 Important Skills Academics: 3 (Religion: 4) Athletics: 5 (Unarmed Combat: 1) Crafts: 3 Clandestine: 4 (Deception: 2) Investigation: 5 (Notice: 3) Medicine: Nature: 2 (Wilderness Survival: 3) Performance: 3 (Public Speaking: 4) Science: Social: 5 (Intimidate: 4) Vehicle: 1 (Truck: 1) Weaponry, Melee: Weaponry, Ranged: 6 (Rifle: 3, Shotgun: 2) Potential: 6 EF Pool: 24 Biokinesis: Clairvoyance: 3 (T) Danger Sense: 2 (T) Identify Crux: 4 (T) Post-Cognition: 3 (M) Insight: 2 (M) Locate Crux: 2 Psychokinesis: 6 (T) Increase Temperature: 4

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(M) Control Fire: 5 (M) Fire Shield: 5 (A) Ignite: 4 Telepathy: Refinements Knack: Danger Sense Aberrations General- Grandiose Delusion Situational- Delusion Of Reference (2) Situational- Social Anxiety (1)

The Slate Corporation Alexander Slate, a brilliant industrialist who made millions in the age of the robber baron, founded the Slate Corporation over a hundred years ago. His name appeared regularly alongside men such as Morgan, Carnegie, Astor, and others. With Walter Rasmussen, Joseph Milton, and William Colbert, Slate founded the Cipher Project to study Lucien Porter and others with similar abilities. Collectively known as the Patrons, these four men began the research into the Cipher condition that the US Government would eventually continue after the Market Crash of ’29 forced the patrons to sell off their project to President Hoover. However, Slate failed to turn over every asset he had at his disposal. Maintaining a handful of Ciphers and copies of what research the Project had accumulated at the time, Alexander Slate began a secret project of his own designed to collect, understand, and utilize Ciphers. Over the years, Slate Corporation’s internal Cipher Project, dubbed Project Beagle after the historic voyage of Charles Darwin, was able to maintain a stable of nearly a dozen evidenced Ciphers. The main focus of Project Beagle was to train Ciphers to utilize their Talents for industrial espionage.

When Slate died, his son Thomas paid little attention to the Beagle Project, allowing a mere trickle of funding to reach it over the years he was at the helm of the Slate Corporation. When Alexander Slate’s grandson, Jonathan J. Slate ascended to the throne of the company in the late 1980’s, things changed dramatically. Seeing a tremendous opportunity, the new CEO set about funneling what cash he could to the anorexic Beagle Project. Over the next few years, the number of trained Ciphers on Slate’s payroll had swelled to nearly two dozen. In addition to his grandfather’s vision of using Ciphers to advance the company’s financial agenda, Jonathan J. Slate also began to develop his own private security force. Today, Slate Corporation holds the invisible reins to Phantom Security Inc., their own group of what can honestly be called mercenaries. Phantom leases its services out domestically for security and bodyguarding jobs, but off the books they have half a dozen units of 10 men each engaged in small border wars overseas. Each unit has at least one trained Cipher included among its complement of trained soldiers. Slate Corporation and Phantom Security attempt to keep under the radar with their Cipher related activities, but from time to time Jonathan requires new blood for his plans. Occasionally a Cipher of great ability will come to Slate’s attention within the United States and he will deploy a squad of Phantoms to bring him in for an interview. More often than not, Slate finds it much easier to keep an ear to the ground in the various Third World nations where his company has a presence. While this puts him in competition with DAEMON’s international operations as well as the activities of other nations’ Cipher projects, Jonathan Slate is more comfortable with the rules of engagement outside the United States.

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The Slate Corporation has a dozen divisions located on three continents. Its interests run the gamut from petroleum research to textile manufacturing. It is the diverse nature of its investments that have allowed it to continue for more than a century. Should one area of the corporation begin to flag, the others hold the line until things turn around or the failing investment is liquidated. Jonathan Joseph Slate is President and CEO of the Slate Corporation and holds fifty-one percent of the stock. While he works very hard to keep his shareholders happy, ultimately he can and does act as he pleases. Luckily his business instincts were inherited from his grandfather. Slate himself is the Division Director for Phantom Security Inc, even though all legal and financial connections to Phantom are buried in a mountain of bureaucratic red tape. Aside from Phantom Security, Slate Corp. operates in a familiar hierarchy with clerks, managers, assistant managers, and the like.

The CEO of Slate Corp only has a handful of Ciphers working for him outside of Phantom, and those are reserved for the purpose of industrial espionage. The last thing he wants is the additional scrutiny from DAEMON should Veritas show up at a Slate Corp building looking for a Rogue Cipher. Phantom Security, Inc. Phantom Security hews to different model. Directly beneath Slate, Phantom has three ranks of employees: Commanders, Chiefs, and Specialists. Currently Phantom has three Commanders, each are responsible for a Company comprised of five Squads containing ten Specialists each. Chiefs are the tenth man in each squad and act as officers in the field. The Ciphers working for Phantom are all Specialists and are treated no differently than the non-Talented men and women in a squad, aside from a slightly larger paycheck. Argus Company operates solely within the United States. Thirty of the Specialists in Argus work as bodyguards for the rich and powerful with

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the remaining two squads functioning as Slate’s private security. Scylla Company has established itself in a variety of small wars and conflicts throughout Africa, with the Commander of Scylla Company operating out of Cairo. Typhon Company is spread throughout Eastern Europe and Southeast Asia, generally working beneath the radar as advisors to various despotic or corrupt regimes. Their Commander is located far away from conflict in Tokyo. Goals The Slate Corporation as a whole has one primary motivation: profit. Every memo written on the company’s letterhead and each product shipped with the company logo is designed to make money for the company and its shareholders. Phantom Security however, while definitively a profit-making venture for Slate, serves two additional purposes. The fighting skills of Phantom Specialists are honed by the nearconstant battle conditions they are subjected to as they fulfill contract after contract. Additionally, more Ciphers that are acquired from developing nations are being brought under Slate’s wing every year. These two factors bring Slate closer to being prepared for the day when Ciphers become public knowledge. Jonathan is convinced that once the public is made aware of Ciphers there will be chaos. And those that are able to bring order to the chaos can gain power from doing so. Jonathan J. Slate plans on securing as strong of a position as possible once the shit hits the fan. Secrets Kingmaker Phantom Security, predominantly through Scylla Company, has half a dozen small nations under its control. The careful placement of Telepaths in positions close to the rulers of these

nations has allowed Slate to rule these countries as an absentee dictator. More than one of these nations has mines that extract precious gems and metals from the earth, which only goes to fill Slate’s coffers all the more. Playing With Fire Slate has heard more than one rumor of a certain Oriflamme agent that interests him greatly. This Partisan, called Joan, is rumored to be the strongest Pyrokinetic in existence,. Joan is said to be not only powerful, but has been involved in every Oriflamme operation of importance in the last few years. Jonathan would love nothing more than to be able to field Joan as a Specialist in one of his internationally based Companies. He has many uses for her if she is half the Cipher she is purported to be. Plans are currently being put into place that will remove Joan from Captain Platte’s private army and place her in a Phantom uniform. A number of Phantom’s strongest Telepaths have been preparing to accompany Joan in the plane that is ready to whisk her off to Africa as soon as she is obtained. Slate is aware of the risk he is taking. Platte may very well divert resources to confront Slate Corp directly, but the CEO is gambling that Platte’s obsessive hatred for DAEMON will heavily influence any response Oriflamme may make. Jonathan J. Slate Jonathan Joseph Slate is an ambitious man, which is no surprise considering his lineage. His grandfather was one of the original robber barons, and the current head of Slate Corp has inherited every ounce of intelligence and ruthlessness that his grandfather possessed. Jonathan is in phenomenal shape for someone in his mid-sixties. He owes his continued good health to a regular exercise regimen and a pair

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of Biokinetic healers on his staff that ensure that he stays alive for as long as possible. He has a passion for expensive European suits and is never seen with a single one of his steel gray hairs out of place. While he maintains an extremely polished image, Mr. Slate can easily sink into whatever filth a situation may require. Slate has no time for what he refers to as “useless people”. Unless you have something to offer the man who has nearly everything, even getting as far as his receptionist is nigh impossible. Slate tends to allow the various officers of Slate Corp to handle the day to day running of the company he inherited, instead preferring to spend his time overseeing the operations of Phantom Security Inc. He stays in near constant communication with the Commanders of Scylla and Typhon Companies, making certain that he is prepared for any potential issues with international law that may crop up while his soldiers are fulfilling their various contracts around the world. While he can be surprisingly generous to the men and women that serve in Phantom, his patience is nonexistent when it comes to failure. No excuses are accepted, and those that disappoint him too often have been to known to have accidents while in the field. Attributes Strength: 5 Agility: 5 Vitality: 6 Knowledge: 8 Wits: 9 Willpower: 8 Reaction: 3 Mental Resistance: 6 Physical Resistance: 4 Strength Modifier: 2 Movement: 3 Health: 14 Stun: 12 Important Skills

Academics: 8 (Computer Usage: 4, Law: 4, Philosophy: 2, Psychology: 3, Research: 1) Athletics: 4 (Sports: 2, Unarmed Combat: 1) Crafts: Clandestine: 8 (Conceal: 1, Deception: 3, Forgery: 3) Investigation: 5 (Body Language: 1, Notice: 1) Medicine: 2 Nature: 5 (Horseback Riding: 2) Performance: 3 (Public Speaking: 2) Science: 4 Social: 8 (Intimidate: 3) Vehicle: 5 (Car: 3, Plane (prop): 2) Weaponry, Melee: Weaponry, Ranged: 4 (Pistol: 1) Karl Mueller Five years ago, a squad from Scylla Company was investigating a lead on a possible Cipher rising through the ranks of South Africa’s illegal fighting tournaments. While the squad were able to locate the Cipher, Karl Mueller. The initial meeting was bungled, resulting in the loss of the entire squad. Little more than a month later, the tall, blonde South African strolled into the lobby of Slate’s corporate offices demanding to meet with the CEO. By dinnertime, an obscene amount of money had changed hands, Mueller had accepted a job with Phantom Security, and was hard at work pointing out the security holes that had allowed him to find the trail back to Slate. Needless to say, heads rolled and Mueller joined the ranks of Argus Company. Being Slate’s pet Cipher has seen Mueller rise through the ranks of Argus, recently taking over the position of Commander. Mueller is six and a half feet tall, with whiteblond hair and a nasty-looking scar running the length of the left side of his face. As Commander of Argus, Mueller is Slate’s aide-de-camp, keeping track of the daily schedule as well as where

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Phantom’s forces are deployed. From time to time, the large man is sent to deal with situations that require Slate’s personal attention. Efficient and professional, Mueller is the perfect assistant for a man that demands perfection. Mueller’s loyalty is ironclad as well, as long as Slate keeps signing his checks. Attributes Strength: 8 Agility: 8 Vitality: 7 Knowledge: 4 Wits: 5 Willpower: 7 Reaction: 3 Mental Resistance: 4 Physical Resistance: 5 Strength Modifier: 3 Movement: 8 Health: 14 Stun: 14 Important Skills Academics: 2 Athletics: 7 (Climbing: 2, Running: 3, Unarmed Combat: 5) Crafts: Clandestine: 3 (Conceal: 4, Urban Survival: 3) Investigation: 2 (Notice: 4) Medicine: 1 Nature: Performance: Science: Social: 3 (Intimidate: 5) Vehicle: 2 (Car: 2) Weaponry, Melee: 7 (Club: 2, Improvised: 4, Knife: 3) Weaponry, Ranged: 6 (Pistol: 4, Smg: 3) Potential: 7 EF Pool: 28 Biokinesis: 8 (T) Pain Tolerance: 5 (T) Second Wind: 4

(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

To some Ciphers, Harrowers are the most frightening threat they could ever face. DAEMON may capture you and take you away to be re-educated, but there are enough stories of individuals escaping or being rescued from Aegis Campuses to offer a ray of hope. The Sealed follow a program of convert-ordie, and Ectovores will likely just kill you. If the Harrowers get on your trail, you will find yourself being hounded through alleys and darkened streets while being assaulted by horrifying visions, feelings of terror, and the spine-chilling sounds Chimerae make when they are hunting. Most Rogue Ciphers that have experienced the Harrowers tell of being chased by not only Chimerae but other Ciphers as well; including some that appear to have the ability to summon and control Chimerae like pets on a leash. Bogeymen have been seen to show such abilities, but those creatures have never been seen to associate with normal humans or Ciphers in such a coordinated fashion. What is unknown to all but the select few that have been initiated into the Harrowers is that there are a number of Harrower Enclaves across the

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Additional payments are collected for a package of software filled with lesson plans, tests, and PowerPoint presentations to enable the aspiring Nexus Achiever to grow towards Synthesis at their own pace. Buried within the software packages are carefully hidden Trojan programs that allow Marianne and Victor’s inner circle to access the user’s information to gather financial data. Once this data is obtained, prospective inductees to the Next Level of learning are contacted and offered a chance for further study through one of the Nexus Centers. Once an individual is allowed into the Next Level, it is revealed that there are people who have developed awesome powers of the mind. They are told that if they can attain an iron grip their Two Minds, they can wield the same powers. This, of course, is all bull. The normals that are brought deeper into the organization in this manner are quickly immersed in an entirely new worldview, and are persuaded to begin taking part in the True Work.

country, growing in number with every passing day. Motivational speakers Marianne Lawrence and Victor Mansfield have dozens of offices nestled in the strip malls of suburbia where local businessmen, housewives and anyone else in need of selfhelp advice can come by and speak to one of the devotees of Mike and Victor’s study course. The course shares its name with the company: Awakening to the Nexus of the Two Minds, or The Nexus for short. Marianne and Victor have built a curriculum around modern day pop psychology and buzzwords that teaches that there are two minds in every individual: the Logical Mind and the Instinctive Mind. Nexus seminars inform attendees that the Logical Mind acting alone can often make decisions that adversely affect a person’s social interactions, while the Instinctive Mind can cause you to leap before you look. The central message of The Nexus is that most people have an imbalance between their Two Minds and that a synthesis must be reached to achieve your true potential. Numerous people pay huge sums of money to attend the Nexus seminars and hear Marianne and Victor speak.

Organization Those without Talents that are brought into the Inner Circle are called Initiates. Once an Initiate has been Chapter Four: Gamemaster

shown what can be achieved through hard work and dedication (i.e. the attainment of Talents), they are shown Chimerae and taught that Chimerae are nothing more than a person’s fears and weaknesses made manifest. It is also revealed that those with abilities outside of The Nexus give birth to their fears without being able to control them. Initiates are told that by following the new course of study, involving meditation and divesting oneself of worldly distractions, and assisting in the True Work of the organization, they can develop abilities of their own and be promoted to the next tier of understanding: Tyro. Tyros are in actuality Ciphers that have been brought into the organization with a similar but slightly altered collection of lies. Ciphers inducted in this fashion are promised the ability to manifest Chimerae at will and control them, thus gaining even more power than they currently possess. This level of involvement requires the Tyros to act as accomplices in selling the façade to Initiates. One of the things taught to Tyros is that by Pushing to the point of birthing Chimerae, they can eventually learn to do so at will without the random chance that comes with overextending one’s Talents. This, like so many things told those following Marianne and Victor, is absolutely untrue. As of yet, no Cipher has ever manifested such a Talent. The truth of the matter is that eventually one or more of the Chimerae spawned by a Tyro during practice will eventually evolve into a Bogeyman. It is an easy matter after this has happened to take a Tyro behind closed doors, allowing the Bogeyman to drain him entirely and then take their place. A Bogeyman that takes on the identity of its parent in this fashion is dubbed an Ascendant and hailed as having had a breakthrough and now worthy of respect and loyalty. Ascendant Bogeymen are informed of the reality behind the entire complicated affair devised by Victor and Marianne; that is the true nature of

the charismatic leaders of The Nexus: Victor and Marianne are Eidolons. The two, titled Doyens by those within the Inner Circle, were Ciphers that became possessed by Eidolons years ago. Working together, they are putting an immense amount of time and effort into making more of their own kind. As Chimerae eventually grow into Bogeymen, Bogeymen grow into Eidolons over time. Marianne and Victor are working for nothing less than the procreation of their species. To what end, only they know. The Harrowing The Byzantine network of lies that are necessary to support the Eidolons’ plans would mean little to the Cipher that has become a target of the Harrowers. All he is concerned with is the fact that he has stepped into the lead role in a horror film with no warning whatsoever. Initiates and Tyros are told that Ciphers outside of the organization are dangerous beyond belief. They have the capability to manifest their fears in the form of Chimerae, but are controlled by their fears instead of mastering them, as the Ascendants have proven capable of doing. Ciphers are selected from the local population to become targets of a process intended to help these errant souls learn to control their weaknesses instead of being subjugated by them. An Ascendant gathers Initiates and Tyros and takes them hunting. Once the prey is located, Tyros begin the Harrowing by utilizing Talents to let the Cipher know that he is not alone. Telepathic assaults aimed at bringing the Cipher’s fears to the surface combined with Psychokinetic harassment are normally enough to get the Cipher on the run. From that point, the entire hunting party continues to chase their quarry, never actually coming into direct conflict with him, but allowing no chance for the Cipher to catch his breath. Illusions and mild Telekinetic strikes continue as

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the Ascendant births a pack of Chimerae to join in the chase. The tamed Chimerae are allowed to engage the now panicked Cipher, forcing him to use his Talents to defend himself. As the torment continues, the Cipher Pushes himself harder and harder, draining his Ectenic Force and edging him closer to giving birth to his own Chimera. Once a Cipher has been Harrowed, he either births a Chimera or falls unconscious, ending the hunt. In some cases, the unconscious victim is carried back with the Harrowers to be taken by the Ascendant for further assistance. In other instances, the Cipher is left to wake on his own in the hopes that he will pass on his tale to others, thus heightening the terror for those that eventually find themselves fleeing for their life. Goals

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As stated, the ultimate mission of those associated with The Nexus is to bring more Eidolons into existence. However that ambition can only be reached by a series of smaller, more specific, goals. To begin with, the organization needs money to continue its operation. The Nexus seminars fulfill this need while also acting to collect a pool of potential Initiates. Secondly, more Chimerae need to be spawned, many more. Thus Initiates and Tyros are sold a line of deception to add potent manpower and expendable meatshields to the process of Harrowing Ciphers. The training that Tyros undergo also helps to provide more Chimerae for the effort.

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.

Many Rogue Ciphers are aware of Reverend Cabot’s Boundless Faith Ministries and the Sanctuaries that the member organizations offer to Ciphers in need of a place to sleep or a warm meal. The Harrowers, are aware of Cabot’s humanitarian efforts as well. In some cities, the Sanctuary down the street is little more than a honeytrap operated by Initiates and Tyros under the guidance of an Ascendant. These false havens do in fact extend the same services to Rogue Ciphers that authentic Sanctuaries offer; every so often, a Cipher enters what he believes to be a Boundless Faith institution never to be heard from again. The Harrowers that operate these establishments are cautious not to poach too many Rogues lest their cover be blown. Observation and research allows them to select those Ciphers that are passing through, and preferably traveling alone. Ciphers that are abducted in this manner are taken to discrete locations where Tyros and Ascendants do their best to Push him to his limits to birth Chimerae. Judgement Day Not too long ago, Reverend Cabot became aware of the fact that someone was using the reputation of his Boundless Faith Ministries to set up havens for Ciphers. While thus far those few locations he has discovered seem to be performing exactly the kind of good work his network of churches and charities were designed to provide. While pleased that people are showing initiative in offering assistance without the need for him to organize it, the Reverend is bewildered as to why they haven’t contacted him or his Ministry to connect with the rest of the Sanctuaries. He has been exceedingly busy of late, bringing newly evidenced Ciphers to safety and managing the legitimate Sanctuaries. Should he ever take the time to investigate these false fronts and discover the presence of what have come to be known as

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Harrowers, eternal damnation will be the least of their worries. While the Harrowers have the hidden asset of a pair of Eidolons on their side, Reverend Cabot is a strong Biokinetic with hundreds of Samaritans at his disposal. There is a very real possibility that Cabot may be able to eliminate the threat posed by the self-styled Harrowers root and branch. Doyens Marianne Lawrence & Victor Mansfield

The charismatic founders of the Nexus, Marianne and Victor, seem little more than caricatures at first glance. Marianne wears a bit of extra weight on her fifty-five year old frame, and the bifocals that are attached to a chain around her neck are commonly found perched towards the end of her nose. Her appearance, along with her downhome manner of speaking, is carefully cultivated to make older housewives with an abundance of free time on their hands feel more comfortable. She crafts her speaking engagements to appeal to women whose children have grown up and left the house, but are in those in-between years before their husbands retire. Her version of the Nexus is geared towards unifying the Logical and Instinctive Minds to achieve a greater sense of inner peace. Once they become Initiates, those that Marianne has drawn into the organization provide a good deal of Nexus’ operating capital; usually drawn from the savings the older couple has built over the years. Victor, on the other hand, presents a slick Ricky Roma persona for businessmen who are constantly looking for the next sales guru to assist them in making it to the top one percent. Victor’s pitch differs greatly from Marianne’s by focusing on the limitless heights of success the unification of the Logical and Instinctive Minds can bring. The carefully crafted presentation of expensive suits, perfect hair, and a clear and ruthless message draws aspiring tycoons to Victor’s lectures in droves. Instead of Marianne’s comfortable town-

hall style, Victor’s talks are filled with statistics and charts designed to convince even the most rigid skeptic. Once Victor’s Initiates become fully entrenched in the organization, they are the “doers”. Those that find Victor’s message appealing are frequently willing to do whatever it takes to achieve their goals, making them perfect tools for proselytizing; working the offices; and most importantly, assisting in the Harrowing of Ciphers in hopes of attaining Talents themselves. As Marianne and Victor can take a number of different roles in a story, their Attributes, Skills, and Talents have been left for the GameMaster to develop as each individual story requires.

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,

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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 UK’s borders. This benefit, added to the Tesla Tech purchased from the United States, makes the United Kingdom’s Cipher program more effective than DAEMON despite its relatively small size. Russia

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The former Soviet Union had a robust Cipher program started during the reign of Stalin. The Komitet Razvitiye Ekstrasens (Committee of Psychic Research), or KRE, was a special project overseen by the KGB and focusing on developing Cipher-like abilities in normal humans. Over the decades of its operations, the KRE subjected thousands of citizens to numerous bizarre and cruel experiments in an attempt to bring about Talents in those that did not have them. Those Ciphers that were brought into the KRE were rapidly commissioned to either the KGB for internal operations or the GRU for international intelligence gathering. During the Cold War, Soviet and American Ciphers came into frequent contact and conflict. Numerous unexplained deaths and missing agents from both sides can be attributed to Ciphers from different agencies coming to cross-purposes. With the fall of the Soviet Union, the KRE lost its funding and was subsequently shut down. In the chaos of 1991, the Ciphers of the former

KRE quickly fled the various facilities they had known for their entire lives. Left free to their own devices for the first time, they quickly hid from the all-seeing eye of Mother Russia before they were pulled back into government service. They attempted to make lives for themselves, but in the tumult following the collapse of the Soviet Union, many ended up associating themselves with the Bratva, the collection of criminal organizations that sprang up to fill the power vacuum. Today, Russia has once more created a hidden project within their military to acquire and utilize Russian Ciphers for the benefit of the Motherland. Unfortunately, Russia has had tremendous difficulty in finding the means to track Ciphers inside of Russia, and have had to start from scratch on their research into Ectenic Force and the Cipher Talents, placing them miles behind the United States and others. A large number of Russian Ciphers remain attached to Russian crime syndicates, and operate internationally. Wherever Bratva has a presence, there are Russian Ciphers. China The most populous nation on the planet most certainly has a program dedicated to using Ciphers as intelligence gathering operatives. DAEMON, Pendragon, Slate Corp, and others have run afoul of Chinese Ciphers numerous times over the years. The operatives seem to be highly trained, and in most cases Ciphers of high Potential. Unfortunately, there has been no success whatsoever in gathering information on the Chinese program. Attempts have been made to infiltrate it, but not a single agent sent in has

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returned. Strong Veils have blocked all attempts to use Clairvoyant Talents, and even traditional satellite imagery has failed to determine a likely location for such a program. Guesses can be made as to the implementation of trained Ciphers within China, but guesses are all the other nations have as to the depth and focus of any such program. The one persistent rumor has little to do with any possible program within China’s borders; instead frequent tales are told of a Cipher haven hidden deep inside the Tibetan Himalayas.

Other Locations There are most certainly other Cipher programs in existence in countries not mentioned above.

First World nations are likely to have advanced programs similar to those of the United States and the United Kingdom. Second World nations may or may not have formal programs for Ciphers, and those that do are likely to be under-funded with a much looser control over their native Ciphers. Ciphers from developing, or Third World, nations frequently set themselves up as petty warlords, are killed by their neighbors due to local superstitious beliefs, or as is becoming more and more frequent, recruited by one of the established programs such as DAEMON or the Slate Corporation. The poorer areas of the world have become a hotbed for Cipher espionage in recent years as nations and corporations around the globe struggle to lay claim to Talented individuals.

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hile DAEMON may well kill you, they’d much rather bring you to a Campus and explain the reality of things. They are, after all, only trying to help. The Sealed are zealots of the worst flavor, but their small numbers ensure that most Ciphers will never run afoul of them. Ultimately, it’s the horrors that spring from the mind of a Cipher that are perhaps the most lethal threat that Rogue Ciphers face today. One vital piece of information that many Rogue Ciphers are missing is that Chimerae are merely the infant form of a creature that matures into what Ciphers know as Bogeymen, and ultimately to Eidolons. Some of the most powerful members of DAEMON, especially those in the ranks of Aegis Division, are aware of this life cycle, but have yet to divulge this information to the rank and file for their own reasons. Others, such as the Harrowers are aware of the life cycle of these creatures for very different reasons.

Chimerae Chimerae are born from the darkest recesses of a Cipher’s 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 Cipher’s past. Each Chimerae takes only one form, unlike their more mature cousins the Bogeymen and Eidolons. An individual Chimera’s shape is locked into place by their Cipher Parent’s 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.

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Chimerae do not generate their own Ectenic Force, instead relying upon a form of vampiric existence to remain alive and to fuel their abilities. A Chimera, while bestial in nature, retains an uncanny knowledge of its parent even months and years after its birth. In some cases, a Chimera will shy away from attacking the Cipher who birthed it, but in most instances, the creature will home in on the Cipher and attack it as if in a blind rage. Chimerae present a lethal threat to a solo Cipher, especially at the moment of its birth when the Cipher Parent is already empty of Ectenic Force and will be forced to Push even further to fend off any attacks from the newborn monster. However, a Cell of Ciphers is more than capable of handling a Chimera under most circumstances. One thing to remember is that Chimerae are pack animals, and if one should survive the initial minutes following its creation, the next time it is seen will likely be in the company of other Chimerae. Even a seasoned Cell of Ciphers will be hard-pressed to handle half a dozen Chimerae of varying Talents. A Chimera sustains itself solely upon Ectenic Force, selecting Ciphers and other Chimerae its only prey. In most cases, a Chimera’s first meal is the Cipher from whose mind it sprang. Once a Chimera has managed to store an indeterminate amount of Ectenic Force, it finds a hiding place and enters a form of hibernation. Aegis researchers have observed this part of the Chimerae life cycle and have found the required amount of Ectenic Force and hibernation period are of variable lengths; ranging from 20-50 units of EF and from one week to as much as six months respectively. Upon leaving hibernation, the Chimera has transformed into the next stage of the creature’s evolution, the Bogeyman. Creating Chimerae Chimerae are foul and nasty critters. Spawned from the dark places of the human psyche, they can be birthed in an unlimited number of forms.

While they cannot change forms, the one they are born with is generally sufficient to strike fear into the minds of most Ciphers. Since Chimerae mostly enter the game during Combat, the GM needs to be able to create them quickly and easily. Using the rules and charts below, an appropriate Chimerae can be whipped up in less than a minute. 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:

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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 Determined By The Conditions Under Which They Were Birthed. All Chimerae Talents Are Ranked At A (5) The Common Talents Are Drain, Ping, And Blend. Biokinesis: 5 *Drain (5) [5Ef] Clairvoyance: 5 Psychokinesis: 5 Telepathy: 5 **Blend (5) **Ping (5) *Only Chimerae, Bogeymen, And Eidolons Possess The Drain Talent. Physical Contact Must Be Made Before The Chimera May Attempt To Activate Drain. **Blend And Ping, When Used By Chimerae, Function Differently Than When Activated By A Cipher. Telepathy: Blend Base Effect Potency: -3 To Notice Checks Unless The User Attacks, At Which Point The Effect Fades. Targets/Area: Self-Only Duration: Always On Range: All Within Los Cost: Blend Costs No Ef Or Activation Roll For Chimerae. It Is Considered To Be Always On. Scales Blend May Not Be Scaled By Chimerae Dominance Test: yes Roll: Resisted (Target’s Mental Resistance) if there are multiple potential observers, use the highest mental resistance present. Ping Base Effect

Potency: Detect presence of Ectenic Force Targets/Area: 100-yard radius Duration: Always On Range: Self-Only Cost: Ping costs no EF or Activation Roll for Chimerae. It is considered to be always on. Scales Ping my not be scaled by Chimerae Dominance Test: No Roll: Basic

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 (Target’s 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

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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 Chimera’s 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

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Ectenic Force within the Cipher and frequently rouse itself from its passive state to hunt. Unlike Chimerae, Bogeymen do not need Ectenic Force to sustain their lives. Instead, they require food, water, and sleep just as humans do. They still do not generate their own Ectenic Force, and so need to drain it from Ciphers to fuel their Talents and work towards their next stage of evolution. Bogeymen find themselves drawn to one another from time to time, though these collectives rarely last. An individual Bogeyman’s personal goals will eventually clash with those it has become associated with and they will go their separate ways. As with Chimerae, once a large but indeterminate amount of Ectenic Force has been built up in the system, the Bogeyman begins its transformation into an Eidolon. Creating Bogeymen Unlike a Chimera, whose only abilities revolve around the form it takes at birth; a Bogeyman has the Forms, Talents, and Potency that its Parent had at the time of its birth as a Chimera. This alone makes it a dangerous foe, but Bogeymen also carry over any Talents it had as a Chimerae (including Drain) and a frightening ability to spawn Chimerae at will and control them completely. The Blend and Ping Talents are considered to be “Always On” as they are with Chimerae. Creating a Bogeyman is as simple as creating a Cipher character with an appropriate amount of experience applied, and adding in the additional Talents that are inherent to Bogeymen. Ping and Blend work for Bogeymen exactly as they do for Chimerae with no cost or activation roll and are considered to be always on. Bogeymen do not consume Ectenic Force simply by existing as Chimerae do.

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.

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Control may not be exerted at a later time. Control may be relinquished at any time, but may not be reacquired. If a Chimera is birthed by a character and manages to escape, take a moment to make a copy of the character in the eventuality that it later returns to plague him as a Bogeyman. Roleplaying Bogeymen

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Portraying a Bogeyman requires a certain amount of disconnectedness. Aside from vague memories of its creator, each Bogeyman is a virtual Tabula Rasa upon completing the transformation from Chimera. The driving motivation for Bogeymen is the attainment of knowledge and understanding. It is not enough for a Bogeyman to learn what an automobile is, it must also determine why humans use them instead of walking or some other mode of conveyance. Why are shoes important, and what is the difference between weekdays and weekends? These are the simple questions a Bogeyman may seek the answers to, but the curiosities that make them dangerous to Ciphers tend to be those that may require a Bogeyman to capture a Cipher and experiment upon him, or to kill simply to take the pieces apart to see how things work. Bogeymen can be used in a number of different ways. A GM may introduce a Bogeyman that is more than willing to just talk to the characters if they are willing to answer a few questions for it. Some may be willing to lend its assistance to a Rogue Cell in exchange for Ectenic Force. The ones to truly inspire fear in the characters are those Bogeymen that hunt Ciphers with a pack of bestial Chimerae at their beck and call.

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

a number of Ciphers working together to put an end to one. While these beings are frightening enough to encounter due to their near mastery of a number of Talents and seemingly inexhaustible supply of self-generated Ectenic Force, the true dread they inspire in Ciphers is their ability to exist virtually undetected within the human mind. Eidolons in their natural form appear as a translucent, pale green cloud when they are seen at all. As with other Ectovores, the Blend Talent is always active, making them difficult to notice. When possessing a host, the occasional brief flash of pale green washes over the retina. Most observers that catch this tend to write it off as a trick of the light. Eidolons are intended to play the role of one of the “Big Bads” in a Cipher campaign. They are extremely potent foes with a tendency to place themselves in positions of influence where they can more efficiently see their goals realized. It is uncertain what these goals may be as they tend to be different for nearly every Eidolon that Ciphers may encounter. Some Eidolons spend their time and energy attempting to control corporations and governments while others, like the Eidolons inhabiting Marianne Lawrence and Victor Mansfield of the Harrowers, are interested in little more than the propagation of their species. It is up to the individual GM to decide if Eidolons have a role to play in their game, and if so what that role is to be. The creatures at the culmination of the Ectovore life cycle share the ability to create and control Chimerae in the same way that Bogeymen do, but they must resort to persuasion and intimidation to maintain a hold on any Bogeymen that may be serving them. Creating Eidolons Eidolons have the Strength, Agility, and Vitality of their host body and can have anywhere

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from 8-10 Ranks in their own Knowledge, Wits, and Willpower. Apply 40 Ranks each to Skills and Focuses if you are constructing an Eidolon from scratch; otherwise carry over the skills from the Bogeyman incarnation and add an additional 20 Ranks each to Skills and Focuses. Eidolons also have the following Traits. Potency: 10 EF Pool: 40 Forms Biokinesis: 7 Drain (5) Clairvoyance: 7 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 (Potential+Telepathy+Create Chimerae) (Chimera’s Mental Resistance) **New Talent Telepathy: Possession Eidolons have a Talent similar in effect to Bodyjacking. The difference is that an Eidolon may stay in its host as long as it likes. When Possessing a Cipher, the Eidolon need only expend 1 point of EF and re-roll the activation once per day. With Possession, an Eidolon enters its intended host, coalescing its energy form within the brain. Once a successful activation roll is made, the Eidolon settles in and takes complete control of the body it now inhabits.

If the body is that of a Cipher, the Eidolon has full access to that Cipher’s Talents. If the Cipher’s Potency is higher than the Eidolons, or if the host has more Ranks in any of its Forms, the Eidolon may substitute those instead of its own Potency or Ranks in the various Forms. Possessing a Cipher is much more difficult than taking control of a Talent-less human. The Potential of a Cipher plays a large role in helping to shrug off the Eidolon’s influence. Any subject may opt to willingly submit to an Eidolon’s Possession. At a later date, should they Change Their Mind, They May Force The Eidolon To Make A Resisted Roll To Maintain Control. Base Effect Potency: See Description Targets/Area: 1 Target Duration: Instant/Permanent Range: Touch Cost: 1 Ef Scales Possession Does Not Scale. Dominance Test: Yes Roll: Mental Resisted (Target’s Resistance+Potential) ***New Talent Telepathy: Ectenic Ghost The natural state of an Eidolon is that of a being comprised of pure Ectenic Force. The Ectenic Ghost form of an Eidolon has the solidity of water vapor and may move along in much the same manner; sliding between cracks and flying above objects if it desires. When in this form, the Eidolon may not activate Talents within the Biokinetic Form, as it has no substantive body to work with. Talents within the Forms of Clairvoyance, Psychokinesis, and Telepathy have no such limitation. Biokinetic and Psychokinetic Talents have no effect upon an Ectenic Ghost, but Clairvoyant and Telepathic Talents may target it. When an Eidolon is in-between hosts, weapons do it no harm, nor can it be held by anything that is not airtight.

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The Ectenic Ghost Talent requires neither an activation roll nor EF cost to use, as it is the Eidolon’s natural state. The world as we know it is about to change. The Shift has made it impossible for Ciphers to remain hidden for much longer. Despite the best efforts of DAEMON and its counterparts around the world, we are about to take a bite of the apple from the Tree of Knowledge and nothing will ever

be the same again. The question is what the future will look like once Ciphers are thrust into the light. The Prophet claimed to have seen only three possibilities for the future. His glimpses of the time yet to come have guided all Ciphers to one extent or another for the last few decades. If he and his spiritual successor Daniel are to be believed, we will be living in one of the Three Tomorrows before much more time has passed.

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hile the default setting of Cipher is the world of today made different by the addition of Ciphers, their Talents, and the various cultures that have sprung up as a result, the Three Tomorrows are quickly approaching. GMs may wish to construct a story that results in one of the Three Tomorrows coming to pass. Alternatively, the players may want to begin the game after the moment of change has come and gone. It is left to the individual GM to decide the exact shape each of the Three Tomorrows will take. Each of the Tomorrows offers its own benefits and difficulties as the world undergoes tremendous change. The GM may decide to remove certain factions from the playing field altogether, create new ones, or simply shuffle around the influence each holds. New alliances can be formed, and old friends can become enemies in the time to come. While we have encouraged GMs to envision their own take on the Three Tomorrows, we offer up a brief example of how each of the Three Tomorrows might develop. In our version, the turning point from which each of the Three Tomorrows grows is a single incident that brings a number of Cruxes and Strings together to determine the final destiny of mankind. Expand upon what is presented below, change it to suit your game, or build your own from the ground up. Never forget, this is your game.

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.

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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 Butterfly’s Wings that initiates a chain of events resulting in the downfall of western civilization. Eddie was one of DAEMON’s Psychokinetics, specifically a Special Agent with Veritas. With dozens of others, he was selected to participate in Doctor Constantine’s Ectoplasm experiments. The experiments performed on Eddie culminated in his achieving a vast increase in his Potential. In addition to Eddie’s leap in power, he also showed signs of the unfortunate side effect of an increased susceptibility to Aberrations that was prevalent in subjects of Constantine’s 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

in a haze of delusion and paranoia. Rumors began to circulate through the Cipher community of a crazed Cipher slaughtering others with Talents with no provocation or explanation. It was very shortly after Eddie began his rampage that the first of the New Madrid quakes hit. The Aberrations clouding his reason directed the former Veritas agent to the Midwest, specifically to a tiny little burg with only a dozen or so inhabitants, a town called Reverie was where Eddie finally stopped his travels and began directing his Talents deep down into the broken tectonic plate that lay far beneath his feet. No Cipher before or since has had the ability to do what Eddie did that day. Perhaps it was simply that the fault was already in such a precarious state, maybe it would have happened anyway, but Clairvoyants have passed down that Eddie McDowell was Pushing his massively enhanced Telekinesis into the fault at the time the earth buckled. The quake registered well over 9.0 on the Moment Magnitude Scale, toppling buildings from Kansas City to New Orleans. The earth ripped open, devouring the Mighty Mississippi and replacing it with the hot blood of Mother Earth. Lava erupted from the massive crevasse, untold numbers of people that had not been killed by the quake were incinerated as their cities and towns fell into the volcanic canyon forming in the middle of the United States. Fires from broken infrastructure ignited throughout the Midwest, and landslides began adding to the destruction across the continent. Tsunamis formed off of both coasts and even South America was a victim of massive waves built by the disaster. The worst was yet to come. The massive tremors set off by the New Madrid fault started a chain reaction across the continent that spread across the world. First, the Wabash Valley Seismic

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Zone in Illinois began to come alive, spreading the destruction even further; this was followed by smaller cracks adding to the chaos. The San Andreas erupted in activity, and despite the leveling of the west coast; it did not fall into the ocean. The Ring of Fire in the Pacific joined in, sparking even more devastation further west as Japan sank beneath massive tsunamis and Australia’s eastern coast was washed clean of any evidence of human presence. The tremors emanating off of the east coast of North America rippled across the Atlantic, and shortly thereafter Europe was little more than lava-encrusted wreckage. Across the world, volcanoes erupted, spilling tons of ash into the sky and flooding the surrounding areas with molten lava. Many of the volcanoes remained active long after the tremors ceased. Nuclear power plants around the globe fell prey to the quakes. Radiation spilled forth from the cracked chambers, making the surrounding areas uninhabitable for centuries to come. A number of noteworthy Ciphers perished in the cataclysm. Reverend Vance Cabot died in St. Louis during the initial quake. His tremendous Biokinetic Talents were unable to save him even as he rushed into ruin after ruin bringing the victims of the quake to safety. Hundreds of people owe their lives to the Reverend’s sacrifice, and he has become a symbol of hope for those that survived that day. Captain Platte had the misfortune to be in Los Angeles when the San Andreas heaved. The few survivors from that area have said that he fell into one of the massive chasms that formed during this time. Daniel has not been heard from since that day. Perhaps he felt the failure to avert the Apocalypse was his burden to bear. There are more than a few that would agree with him.

Living In The Remains Picture in your mind all of those postapocalyptic movies you’ve seen where gasoline is in short supply, and mankind’s worst traits are allowed to blossom in an environment lacking any real civilization. Or think about one of those books that tell of people trying to survive in the midst a shattered world. Nearly every government across the Earth collapsed in the devastation, reducing humanity to a Darwinian arena of survival of the fittest. Brother has turned on brother, and the strong subjugate the weak. Many of the remaining pockets of mankind are ruled over by Ciphers who have set themselves up as brutal warlords in a broken land. A scattered handful of communities have arisen that are governed in a more democratic nature, with councils of leaders leading what has become a new type of tribal existence. Only those willing to risk the precarious architecture that makes up the jagged skyline inhabit the former cities of the world. are Firearms plentiful, but the ammunition to make them useful is in short supply, and has in some areas become the regional currency. There are names of Ciphers that are still known across the devastation. Ciphers that travel between the new post-Apocalypse landscapes for reasons of their own. Their

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appearance can bring hope to communities in need of assistance, or terror to the petty dictators lording over their unwilling subjects. Jim Dancer, Joan, and the Cell consisting of three young Ciphers named Charity, Simon, and Porter are among those who are known across the blasted landscape of the United States as Ciphers that have assisted people in need numerous times For every hero that has risen from the ashes, there are dozens of fiends who, either solo or in command of others of a like mind, take advantage of the chaos to revel in violence and depravity. In particular, Leon Thibodeaux, Jim Dancer’s former lieutenant, has gathered a force of nearly a hundred brutes that follow his lead in plundering and raping his way across the cracked and pitted remains of the Midwest. The Ruin Lords, as they are called, travel in packs of ten to twenty. The dust cloud on the horizon formed by the motorcycles and jeeps of the Ruin Lords is enough to make most communities close their gates if they have them, or evacuate if no walls have been built. Either course leads to slaughter. The ammunition, food, and gasoline they acquire from the pillaging allow the Ruin Lords to remain a force to be reckoned with. Enormous herds of Chimerae roam the wastelands, searching for sources of the Ectenic Force that is their only sustenance. Miles-wide swaths of chittering nightmares have been seen in the empty spaces between settlements. When an army of these monsters descends upon a community, there is little the people can do aside from fleeing with the hopes of starting over yet again. The Chimerae that thrive in the Apocalypse have mutated to allow them to gather sustenance from the flesh of humans as well as the Ectenic Force of Ciphers. Central Asia was the least affected by the catastrophe due to a significant lack of seismic hotspots. As such, that part of the world has become a shining goal for the survivors of the holocaust. Few make it across the thousands of

miles between themselves and their destination, but it offers hope of a sort nonetheless. The world is now a bleak, dangerous place. To survive, you have to be resourceful. Only the strongest or the most unhinged roam the broken world alone. Resources must be found and protected against an uncertain future. To defend against the threat of Chimerae hoards, brutal Cipher warlords, and the harsh environment, humanity must rely upon the Ciphers that have chosen to live among them. Without the presence of Talented individuals, humanity will soon perish.

Evolution Of The Species With the daily fight to endure the PostApocalyptic world, Ciphers have had to Push their Talents with more frequency than was required before civilization fell. As a result of this, or perhaps as an incredible coincidence of evolutionary timing, Ciphers have discovered new Talents that arise from the blending of different Forms. These new abilities require a certain amount of proficiency with the respective Forms that are necessary for each new Talent. When activating a Gestalt Talent, the player adds their Potential to the Ranks of the two Forms to figure the Target for the activation roll. The only time the Base Effect of a Gestalt Talent can be activated for no EF cost is if the Cipher has acquired the Dual Primary Refinement for the two Forms necessary for the Gestalt Talent. Gestalt Talents do not have Ranks of their own; they are made stronger by the increase in Ranks of the appropriate Forms. Dominance Tests require the defending Cipher to have the specific Gestalt Talent they are trying to counter. Each Gestalt Talent costs 75 Experience Points to purchase

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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 (Target’s 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.

The one aspect of this Talent that prevents Ciphers from being able to merrily transport their foes off of the edge of the cliff is that fact that the Cipher activating Teleportation has to guide the Talent. Thus, they cannot use this ability on others unless they are bringing passengers. It does not allow the teleporting of individuals without the accompanying presence of the Cipher himself. Base Effect Potency: Movement to any location within the Cipher’s field of vision. Targets/Area: Self Duration: Instant Range: Self Scales Potency: N/A Targets/Area: +1 Person Duration: N/A Range: Touch Dominance Test: Yes Roll: Basic/Resisted (Target’s Physical Resistance) Mind Link Prerequisite: Biokinesis (5) AND Telepathy (5) Ciphers with the Mind Link Talent, are able to forge a psychic connection between themselves and others. This link allows not only instant Telepathic communication, but allows the participants of the Mind Link to shift their consciousness in such a way as to experience what another participant is experiencing. The host may block out any sensory information from their partner in the Link whenever they desire without a Dominance Test. To establish a Mind Link, the members of the link must be within sight of each other and willing to engage in the link. The Mind Link has an infinite range once created until the Duration expires.

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Telepathic Talents may be activated while sharing another’s senses even if the host is not a Cipher himself. Base Effect Potency: Establishes a Mind Link between multiple willing participants and allows for sharing of sensory information. Targets/Area: 1 Participant Duration: 1 Hour Range: LOS/Sympathetic Scales Potency: N/A Targets/Area: +1 Participant Duration: +1 Hour Range: N/A Dominance Test: No (Participants must be willing) Roll: Basic Surge Prerequisite: Psychokinesis (5) AND Telepathy (5) Ciphers with proficiency in both Psychokinesis and Telepathy have discovered the means to manipulate the Pauli Effect that comes with Telepathic usage: the generation of a carefully modulated electro-static burst that can cause direct damage to living tissue and, in some cases, turn off currently active Talents. With a successful activation of Surge, n amount of Stun damage is inflicted upon the target. Should the Potency of the Surge meet or exceed the Potential Rank of the targeted Cipher, all Talents currently being held by the target are turned off prematurely. Surge is an instantaneous effect and does not prevent the activation of Talents in subsequent Phases. Base Effect Potency: 1 Stun Damage Targets/Area: 1 Target Duration: Instant Range: LOS

Scales Potency: +1 Stun Damage (If the scaled Potency of Surge equals or exceeds the Potential of Target, the targeted Cipher’s active Talents are turned off prematurely.) Targets/Area: +1 Target Duration: N/A Range: N/A Dominance Test: Yes Roll: Resisted (Target’s 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 (Object’s Durability) Projection Prerequisite:Clairvoyance (5) AND Telepathy (5) Ciphers that have achieved some degree of competence with both Clairvoyance and Telepathy

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have found that they can learn to disconnect their consciousness from their physical body. The effect is akin to what some have described as an Out-of-Body Experience. The Talent allows the Cipher’s mind to move around in the material world without fear of being detected or disturbed through conventional means. Only through the usage of certain Telepathic or Clairvoyant Talents can the thought-form of the Cipher be noticed or acted upon. As a counterbalance however, the Cipher only has his Telepathic and Clairvoyant talents at his disposal. Psychokinesis and Biokinesis simply do not work while a Cipher is Projected. Base Effect Potency: Project the user’s mind outside of the body for a limited duration. Targets/Area: Self Duration: 1 Hour Range: Self-Only Scales Potency: N/A Targets/Area: N/A Duration: +1 Hour Range: N/A Dominance Test: No Roll: Basic

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, Eddie’s 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

sent him on a rampage. Instead, Special Agent McDowell was available when the call came from Colonel O’Connor. She informed him that he had been selected to perform a covert mission of the highest priority. After the New Madrid fault awoke and caused such devastation in St. Louis and Memphis, the leaders of the world were desperately trying to find a way to prevent the massive follow-ups to the initial earthquake. In the scramble to devise a means to forestall imminent destruction, the Director of DAEMON sent word down: Doctor Constantine and Colonel O’Connor were to have a meeting with the President of the United States and reveal the existence of Tesla Tech and present it as a possible solution. This, of course, required revealing the presence of Ciphers as well as DAEMON itself, but the Director made it clear that all would be well. No record has been passed down as to how the President received the information, but shortly after the private meeting, a press conference was held. The President announced that salvation was possible, but the United States would need the assistance of the brightest minds the world had to offer. There was no exact timetable for the next quake, so time was of the essence. Within days, nations from around the globe flew in their best and brightest to assist Doctor Constantine in cracking the enigmas that had stymied Tesla Tech for so many years. The plan was to construct a variant on the Thumper, but massive in size, and more precise in its operation. With the new Telekinetic device and the aide of DAEMON’s own Ciphers, they theorized that they might be able to counter the seismic activity threatening to rip the continent to shreds. Weeks passed as the world held its breath. Geologists watched their instruments carefully for any sign that the time of waiting was over. Cheers

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were heard as the President once more spoke to the world and announced that a breakthrough had been made. Construction of the new device had already begun on the site of the predicted epicenter of the next quake. The first tremors were detected by deepsensing instrumentation long before they were felt above ground. That was the cue to begin. Gallons of Ectoplasm gurgled and a loud hum began emanating from the two-story tall Telekinetic Cannon that was aimed at the tectonic plate below. DAEMON Ciphers with any Telekinetic ability whatsoever add their Talents to that of the new Tesla Tech. The ground heaved and bucked, but over the span of hours it slowly began to calm and settle. It had been less than a month since Ciphers had been revealed to the world, but DAEMON, its technology, and the Ciphers that served the agency were being lauded as heroes. It looked like things had worked out perfectly for the Director and DAEMON. He had no idea how lucky he was about to get. An urgent report reached the Director’s desk while he watched the spectacle at the New Madrid fault along with everyone else. While patrolling the area around the fault for civilians, a unit of Veritas Agents had come across a dozen men and women in paramilitary garb heading straight for the fault. The unexpected intruders proved to be Ciphers, and due to the element of surprise most of them had been captured with minimal losses to the Agents that engaged them. Captain Platte and the inner circle of Oriflamme had fallen right into DAEMON’s lap. As soon as the Director finished reading the report, the he picked up the phone and gave Colonel O’Connor the go ahead.

Minutes later, as the President came on camera, prepared to speak once more to the citizens of the world, the guns leapt from the holsters of the Secret Service detail surrounding him and emptied their clips into his chest. The President of the United States had just been assassinated by a Cipher. The Vice-President was quickly sworn in amidst the chaos of the moment. All across the Earth, elation quickly turned to horror. Captain Platte, along with Joan, Harry and other key members of Oriflamme were paraded in front of the world and declared terrorists. The blame for the assassination of the President was cast at their feet and thinly veiled implications were allowed to circulate that they may have even been the cause of the New Madrid disaster. Special Agent Eddie McDowell was never heard from again, though few noticed. As the weeks turned to months, the new President began vilifying Rogue Ciphers while heaping praise upon DAEMON as the only possible solution to the menace of psychic terrorists. Captain Platte was eventually executed before the public for his crimes, while the remainder of the Partisans that had been captured disappeared into the bowels of various DAEMON Campuses across the country. Fear ruled the day. Laws were passed prohibiting Ciphers from remaining outside the protective custody of DAEMON. Any Cipher that came forward was allowed to become a member of Veritas or Aegis, and thus under ostensible control of the government. Ciphers were considered too dangerous to be allowed to roam free. Years passed, and when public attention in Rogue Ciphers began to wane, a new terrorist attack would occur, once more fueling the nation’s fear

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and hatred for Ciphers that lived outside the law. DAEMON enjoyed ever-increasing latitude in dealing with the threat. Civil rights were revoked. Not only for Ciphers, but for anyone believed to have had contact with one. Detention centers were built to house those not killed while resisting arrest, and DAEMON became an ever-present police force throughout America. Now DAEMON operates under what amounts to martial law, with the power to act as it wishes whenever it desires. The President is alternatively being Bodyjacked or coerced into acting as a puppet for the Director. America is under the jackboot of DAEMON, and Rogue Ciphers are becoming an endangered species. Under The Boot

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Life under DAEMON’s police state is claustrophobic and oppressive. Agents are frequently seen in every population center, and have carte blanche when dealing with a potential Rogue Cipher threat, be it from Rogues themselves or ordinary citizens under suspicion of collusion. Detention centers are present in major cities: places where Rogue Ciphers and suspected accomplices are held without regard to the Constitution or basic Civil Rights. Rogue Ciphers are given a choice. Join DAEMON or be processed. Cipher ghettoes are maintained in the open spaces between major cities, and DAEMON Ciphers act as guards patrolling the fences along with their human counterparts that are armed with Tesla Tech and guard dogs. Security cameras are everywhere. Every office, every place of business, every street corner; the all-seeing eye of the government observes the movement of the nation. Pingers have been miniaturized and integrated into a large percentage of the security cameras, allowing an

alarm to sound in the local DAEMON Field Office should a Cipher come into view. DAEMON can, and does, enter any building they choose under the auspice of investigating a cipher threat. People are regularly taken from their homes for questioning, some of them never return. Lethal force is authorized in any situation where Cipher involvement is suspected, and mistakes are never acknowledged or publicized. As far as the public is concerned, DAEMON embodies the government of the United States. They’re not far from wrong. The Breakthrough When the world’s most brilliant minds gathered together under the threat of global destruction, they finally unraveled the secrets of Nikola Tesla’s inventions. This allowed the construction of the Telekinetic Cannon and paved the way for not only the modernization of existing devices, but also the creation of new Tesla Technology. These additional devices are instrumental in the maintenance of DAEMON’s regime. Examples of possible advances in Tesla Tech are the Seneschal Device, Scramblers, Normalizers, Sap Cloth, and Android Proxies. Ecto-Batteries have remained the same size due to the fact that it takes a finite amount of Ectoplasm to equal one unit of Ectenic Force. The battery wires have become miniaturized however, with standard electronic wiring replacing the traditional 1-inch copper tubing that was standard with previous iterations of Tesla Tech. The devices themselves have been modernized and miniaturized allowing for easier portability and concealment.

Advanced Tesla Tech Normalizer The Normalizer is a device that is based on the Drain Talent that is inherent to Ectovores.

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With the advancement of Tesla Technology, Aegis has been able to apply their years of Chimerae research towards the invention of new tools for the agents of Veritas. The Normalizer works in a similar fashion to a wired electroshock weapon. The key difference is that instead of applying electric shocks through a pair of wires, the Normalizer instead siphons Ectenic Force from Ciphers. The Normalizer fires a pair of darts up to fifteen feet away; the darts are connected to the gun by thin wires constructed of a copper alloy. Upon contact with the Cipher’s skin, Ectenic Force is drained along the wires into an empty Ecto-Battery pack carried by the user. The Normalizer looks like a bulky pistol attached by 1/8-inch cables to a battery pack designed to be worn on a belt or in a shoulder sling. After each use, the operator can withdraw the darts and wires back into their original firing position within the chamber of the gun by use of a motorized reel. The Ecto-Battery attached to the Normalizer is capable of holding up to 20 units of Ectenic Force. Many Veritas Agents have multiple empty canisters near at hand. The Normalizer withdraws 5 units of Ectenic Force upon contact and an additional 5 units every Round (10 seconds) that the darts remain in contact with the target. Normalizer Durability: 3 Battery Pack Durability: 3 Proxy The Proxy is by far the most dramatic leap in Tesla Technology. The android shells capable of acting as a conduit for Bodyjacking DAEMON Agents have become the greatest fear of Rogue Ciphers. Proxies are lifeless metal constructs until a Cipher inserts his consciousness into it and takes control. The outward appearance of the Proxies is

something out of a science fiction movie: six feet of gleaming steel skin covering robotic limbs with enough strength to crush the life from a human body. The Bodyjacking Talent is required to drive a Proxy, but once in control, a Cipher has access to all of his Talents save any within the Form of Biokinesis. The lack of Biokinetic Talent activation is greatly offset by the tremendous strength and durability of the Proxy. The operator is able to put any Skills he possesses to use through his robotic surrogate. Enhanced optical sensors allow for low-light and infrared vision, and sensitive microphones pipe even the subtlest of sounds into the headgear being worn by the operator. The sense of touch is simulated through a complex series of gyroscopes and motion sensors. While the DAEMON Agent is not able to tell what the Proxy is in contact with, pressure and impact to the android shell is transmitted to the operating Cipher. Proxies also have additional pieces of Tesla Technology built into it, allowing for the agent to locate and apprehend Rogue Ciphers with ease, as they have to spend less of their own Ectenic Force to apprehend Rogues. The most horrifying aspect of the Proxy is the fact that a living Cipher brain is necessary for the Proxy to work. Rogue Ciphers deemed too dangerous by DAEMON provide the necessary components. Very few outside of Aegis are aware of this characteristic of the Proxies. A Cyberkinetic can easily manipulate a Proxy, however they lack the ability to activate additional Talents through the connection, and are restricted to driving a very sophisticated tank, albeit one with Tesla Technology embedded. Proxy Attributes Strength: 8 Agility: 5 Vitality: 8 Movement: 7 feet/Phase Strength Modifier: 3

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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

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Sap Cloth is one of the most useful improvements of Tesla Tech to date. It is a thick, wool-like material comprised of durable polyester interwoven with strands of material made from neutralized Ectoplasm. The material acts to dampen any Ectenic effects that come into contact with it. This protection extends to extremities such as the head and hands of the person wearing Sap Cloth. Any Talent aimed at a person wearing Sap Cloth receives a 2 Rank reduction in Potency. If this takes the Potency below the Base effect, the Talent is neutralized. The drawback to Sap Cloth is that it affects Talents being activated by the user wearer as well. Many Veritas Ciphers eschew the use of Sap Cloth for this very reason. Should a situation develop that requires the activation of an agent’s Talents, the additional 2 units of Ectenic Force required to overcome the effects of Sap Cloth can drastically reduce an agents capabilities in the field. Sap Cloth Durability: 2 Scrambler A potent weapon in DAEMON’s arsenal, the Scrambler simulates the Static Talent that makes it nigh impossible for the target to form a coherent

thought, thus enhancing the Agent’s capability to apprehend Rogues. The Scrambler is constructed to resemble a small rifle. It comes with a single Ecto-Battery (20 EF), and costs 3 EF per shot. A successful hit applies a –3 penalty to all actions undertaken by the target of the Scrambler. Multiple hits from the Scrambler have no additional affect. Scrambler Durability: 4 Seneschal Device The Seneschal Device is a smart-phone sized item with a small battery pack capable of holding one Ecto-Battery. The battery pack holds one Ecto-Battery (20 EF) and can be worn on a belt or slung inside a jacket like a shoulder holster. The Seneschal Device simulates the Psychokinetic Talents Access Data and Use Machine with a small high-resolution touchscreen that allows the operator to manipulate nearby electronic devices. The device is capable of accessing one electronic device at a time, but the Seneschal consumes such a miniscule amount of Ectenic Force that it is capable of up to 20 hours of continuous use before a new Ecto-Battery needs to be connected to the device. Seneschal Device Durability: 1 Battery Pack Durability: 3

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, Eddie’s Field Office must die in a violent confrontation with a Cell of potent Ciphers. This sends McDowell over the

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edge and onto a rampage, slaughtering Ciphers across the United States. This turn of events diverts the resources of DAEMON from delving into Tesla Tech for a solution, as McDowell becomes top priority for the Agency. His activities threatened to uncover Ciphers in general and DAEMON in particular. The last thing the Director desired was for DAEMON to be thrust into the public eye and risk their inhumane experiments coming to light. Oriflamme was also on McDowell’s trail. Having proven to be a dire threat to Ciphers, Platte’s organization placed the renegade DAEMON Agent at the top of their list. When the first quake nearly leveled St. Louis, the world began waiting for the end. Oriflamme and DAEMON were too preoccupied with the McDowell situation to give much attention to the ominous predictions of the geologists. It seemed that nothing could be done; that civilization, if not humanity, could end in a matter of days or weeks. Nearly seven billion people began to give up hope and say their goodbyes to loved ones. What no one noticed, at least first, was the small collection of Rogue Ciphers that had gathered in a tiny town in Tennessee that sat right atop the New Madrid fault. The next day, another Cell arrived, then another. Each group of Ciphers made the trek to Reverie with little more than a vague intent of helping. None of the Ciphers present at the time recall anything peculiar about their desire to come to the fault. It seemed to be the natural response to the situation. The Clairvoyant Talents among the groups had led them to the place they saw as the epicenter of the coming disaster. There was no Telepathic call like the storied Prophet’s summoning of Ciphers to New Mexico. There was no

master plan, no charismatic leader drawing them there. They just came. At first it was a trickle, then a flood. Ciphers in the hundreds, then thousands, began making camp in the area around Reverie, forming a small, impromptu tent community. The Clairvoyants that had made the journey stretched their Talents to determine the exact time the quake would begin. When the moment for action came, the gathering of Ciphers turned their attention to the trembling earth beneath their feet. Those with Telekinetic Talents focused their abilities downward, attempting the impossible task of easing the pressure in the fault miles beneath them. Available Telepaths directed their attention towards forging a connection between the Psychokinetics and the Clairvoyants who were acting using their Talents to concentrate the effort at the exactly the precise location that would do the most good. Those with Biokinetic abilities acted as a corps of medics, Pushing their Talents further than ever before to heal the damage the Psychokinetics were doing to themselves as they Pushed with everything they had at the fault. Even with these efforts, no small amount of Ciphers Pushed too far and fell lifeless to the ground. After what seemed like an eternity, the tremors subsided, and the Ciphers that had gathered in Reverie, Tennessee celebrated a bittersweet victory. The quake had been held back, the seismic force dispersed, but more than half of them had died in the act of preventing a disaster that would have affected the entire world. News crews had arrived as the Ciphers began their work, and the entire event had been broadcast across the world. The secret existence of Ciphers had been announced to humanity, and things would never be the same. While many reacted to the presence of people with psychic abilities with no small amount of confusion and fear, the fact that the first image the world had of them was the valiant self-sacrifice given to preserve a world that didn’t even know

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they existed. The uncertainty was overcome with admiration for what they had done. Deep in the recesses of an Aegis Campus, a meeting was held among those that called themselves the Children of Tesla. A decision was reached. They decided that they could bear the guilt no longer. The tortuous experiments that the scientists under Constantine’s supervision had conducted had to be put to an end. Evidence, not only explaining DAEMON’s history, but the details of the experiments were presented to a special committee of the United States Senate. Again, the spectacle was televised as Aegis scientists began giving testimony concerning the atrocities that had been committed over the years within the hidden government project known as DAEMON. A Cipher by the name of Joan was somehow convinced to give testimony of her own horrific childhood under the not so gentle care of Doctor Elijah Constantine. In a twist of fate, the broken, abused young woman became the poster-child for a growing movement to accept Ciphers as a part of humanity and not a threat to be feared. As the events unfolded, Doctor Constantine was tried and convicted for crimes against humanity and sentenced to death. Other members of Aegis shared a similar fate, either executed for their actions or destined to spend the rest of their lives in prison. Today Ciphers live openly in the midst of many nations. In the United States, after some debate, it was agreed that they were entitled to the same rights and privileges as those who had no Talents. Everything may not be perfect; there are still Ciphers out there that seek to use their Talents for personal gain as well as those that see themselves as above the Rule of Law and the Talent-less humans that enforce it. Ectovores still pose a threat from their place in the shadows, but now there billions standing against the perils instead of just thousands.

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,

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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 America’s newest citizens. All in all, the Prophet’s, and later Daniel’s, dream of attaining Balance has come true. Ciphers enjoy the same civil rights as those without Talents,

and have even shown the world that superheroes can be a reality. The Sum Is Greater One important by-product of so many Ciphers working together to prevent the New Madrid quake is the ability to work together to produce staggering results. This process is called Harmonization. Harmonization If two or more Ciphers with the same Talent join hands and Harmonize their Talents, an increase in the flow of Ectenic Force occurs. Researchers of the BCR are currently studying this effect, but as of yet no one knows where this additional EF originates. Regardless of where it comes from, when working towards a common goal, the Talent being activated is “super-charged”, acting as if more than the actual numbers of Ciphers are contributing. Physical contact must be maintained during the activation and subsequent manipulation of any Talents used in this fashion. For each Cipher contributing Ectenic Force towards a common purpose, up to his own personal limit of EF per second (Phase), the total units of Ectenic Force is doubled. One Cipher has to be designated the leader of the effort, and it is his combination of (Potential+Form+Talent) that determines the Mark of the activation roll.

Chapter Four: Gamemaster

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THE UNITED STATES OF AMERICA DEPARTMENT OF ALTERNATIVE ENERGY MONITORING

Exit Stage Left (A Note From The Author), This is where we part ways. By reading through to this page, you have completed a journey that we began more than two and half years ago. After months of design, development, debate, brainstorming, bitching, and blood; the game is now yours. While we conceived Cipher and carried it to term, it’s time to cut the umbilical and hand it over to you, the player. With any luck, we’ve provided you with everything you need to hop into the world we’ve created and take it for a spin. If we’ve done our job, the system should be a smooth ride with lots of room for customization. In the end though, it’s your game. Tilt the steering wheel. Slide the seat back. Play with the mirrors. Make it yours. It’s been a hell of a lot of fun making this game, and we truly hope you find half as much enjoyment in it as we did. Until next time,

D.A.E.

Paul E Holmes 181:90

WASHINGTON, D.C.

MON

It started as a push. A burn. A throbbing.

All in all, I was surprised it didn’t hurt that much. I’d 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 ain’t 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 hadn’t 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 man’s 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 don’t have any money,” was that me? I sounded…cruel. 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 hadn’t 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 junkie’s 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 driver’s 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 wouldn’t,” my voice was croaky, far away. I shook my head to clear it and moaned from the pain of the motion. “You don’t 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 mugger’s pocket. “Where...” I had to lick my lips and cough, then my voice came back, “Where are we going?” “The Reverend’s 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 just…ah, 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 white’s Southern accent seemed a perfect compliment to his suit, “Daniel’s Oracles told me you’d 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, it’s what I do,” his rumbling voice became my world, filling my mind, “Dr. Anthony, you’re 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 someone’s 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 I’d 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, “It’s good to see you up. I’ll let the Reverend know, he’ll want to talk to you.” “Where am I?” the shirt was a tad too big, but easily the nicest thing I’d 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 hadn’t 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 Reverend’s 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 I’ll see about letting the Reverend know you’re awake.” “I’m sorry,” I couldn’t help but smile at her, her familiarity, a warm wind from my old life, “I didn’t get your name.” “I’m Mrs. Donaldson, I’m 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 didn’t 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 Reverend’s voice was lower now, the instrument reigned in, creating a sense of intimacy even here on the lawn surrounded by people, “Don’t worry about Joan. There was an…

incident a year or so back. Some people have trouble forgiving, that’s all, trouble with blaming. They’ll learn, you’ll see, they’ll learn. That’s why they’re 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 I’d 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 Reverend’s eyes grew sad for a moment and his head shook ponderously, “Hopefully, there won’t be a place for her in the future. And hopefully, she’ll 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

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Academics: 6 (Computer: 1, Law: 2, Literature: 2, Politics: 1, Research: 2), Athletics: 3 (Climb: 3, Run: 2, Unarmed Combat: 1), Crafts: 3, Clandestine: 6 (Hide: 2), Investigation: 5 (Body Language: 2, Interrogation: 2, Notice: 3, Search: 2, Urban Tracking: 2), Medicine: 2 , Performance: 5 (Journalism: 2, Photography: 1), Social: 6 (Charm: 1), Vehicle: 2, Weaponry, Melee: 1, Weaponry, Ranged: 2 (Pistol: 3)

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,

Speech Writing: 3), Social: 6 (Body Language: 4, Charm: 3, Etiquette: 2, Gang Territory: 2, Intimidate: 1), Vehicle: 2

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

Chapter Five: Appendix

Resistance: 5, Physical Resistance: 3, Strength Modifier: 2, Movement: 5, Health: 12, Stun: 10 Important Skills Academics: 4 (Computer: 2, Law: 2, Research: 3), Athletics: 4 (Boxing: 2, Run: 1) , Crafts: 2 (Car Repair: 1), Clandestine: 4 (Pick Lock: 2, Urban Stealth: 2, Urban Tracking: 2), Investigation: 4 (Body Language: 2, Interrogation: 2, Notice: 3, Search: 3), Medicine: 2 (First Aid: 1), Performance: 3, Science: 2, Social: 4 (Bullshit Artist: 2), Vehicle: 1 (Car: 1), Weaponry, Melee: 2, Weaponry, Ranged: 4 (Pistol: 2)

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),

Vehicle: 5 (Car: 2, Truck: 2), Weaponry, Melee: 4 (Baton: 2, Knife: 2), Weaponry, Ranged: 6 (Pistol: 3, Rifle: 4, Shotgun: 3, SMG: 3)

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)

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A Quick Scenario

B

elow you will find a quick look at a scenario that is intended to help kickstart your imagination when planning a Cipher game. Loose Ends, is intended as an introductory story for a new Cell of Ciphers. Following Loose Ends are a handful of plot hooks that may prove useful as well.

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The players are a new Cell of Ciphers; new to the hidden world of Ciphers and fresh into their Talents. While they are in a somewhat isolated part of town; warehouse, industrial district, the “bad part of town”; they encounter a Chimera. Shortly after they dispatch the Chimera, the players encounter another Cell of Ciphers who have been tracking the Chimera. The exact makeup of the NPC Cell is unimportant save for the fact that they must have at least Clairvoyant. The strangers thank the PCs for dealing with the creature, and present themselves as generally helpful. This could serve as a way for the characters to learn more about the world of Cipher from a more experienced Cell. Three days after the encounter, one of the characters receives an email from the Clairvoyant they met earlier. The email contains a video file of the Clairvoyant looking jittery and furtive. He explains that by the time this email was sent, all but one of his Cell has been killed by DAEMON. He had seen this in a Prophecy, and chose not to inform his partners due to the fact that the events were

important Cruxes involving the prevention of Dystopia. Unfortunately, the Cell’s leader, Reggie will have been taken by DAEMON and is en route to a DAEMON Field Office. If DAEMON manages to get him to the Field Office, it is likely that a Deep Scan will reveal whatever facts the PCs divulged during their earlier meeting as well as what they look like. As if that weren’t bad enough, he also has important information concerning a handful of Boundless Faith Sanctuaries. The player characters can choose to run at this point, knowing that DAEMON will be aware of their existence, or they can attempt to rescue the captured Cipher. Luckily, the Clairvoyant is able to provide the route the DAEMON Agents will be taking on their way back to the Field Office. Should the players opt for a rescue attempt, they will find that Reggie has already been subjected to at least a small amount of Telepathic interrogation. Afterwards, as the PCs are deciding what move to make next, there’s a knock on the door and teenager is standing there. He tells them that it’s nice to have new players on the board and he will be seeing them later. Should the PCs be in a public place, have the message delivered by a random passerby. Regardless of the messenger, once the message has been delivered, the person shakes their head as if coming awake and seems confused before wandering off apparently unaware of what has just happened.

Chapter Five: Appendix

moment the Oracle departs, Cabot trots to his bus in as big of a hurry as anyone has ever seen him.

Hooks: Signs Of Betrayal A Partisan discovers Bonnet Island’s involvement with Dr. Constantine. Considering Oriflamme’s Tenet’s 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 it’s obvious she doesn’t 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 Platte’s 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. Platte’s 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 Oriflamme’s 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 Platte’s 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.

Chapter Five: Appendix

79:42

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It is up to the PCs to prevent the Senator from being killed, even though it means doing so in the heart of DAEMON’s power. Difficult Choices Word has reached the PCs that Daniel may not be human. The information that comes to them hint that the leader of the Oracles may be a Bogeyman. The question is, does it matter? Daniel has been one of the cornerstones of the Rogue Ciphers. Is it important that he be human at all? If the Cell decides to investigate, they must first find a way to locate the mysterious man who claims to be the philosophical descendant of the Prophet. Homeland Insecurity A Cell of Harbingers intends to use their Psychokinetic and Biokinetic Talents to slaughter hundreds, if not thousands, at an awards ceremony in Los Angeles. With the entire world watching,

Ciphers will be thrust into humanity’s awareness in the worst way possible. If this is allowed to happen, Dystopia will take a giant leap towards becoming a reality. You Reap What You Sow Jim Dancer’s affiliation with the Harrowers has brought him into very real danger. No longer satisfied with a simple alliance, the Doyens of the Nexus have managed to capture one of Dancer’s Chimera and nurture it into a Bogeyman. Their plan is to eliminate Dancer and replace with him with a creature under their control. The Great Escape This one is easy. Start the story with the Cell contained within one of the Aegis Campuses. For any number for reasons, they have grown tired of being under the constant watchful eye of DAEMON and have decided to break out of their gilded cage.

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Chapter Five: Appendix

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

Determined By The Conditions Under Which They Were Birthed. All Chimerae Talents Are Ranked At A (5) The Common Talents Are Drain, Ping, And Blend. Biokinesis: 5 *Drain (5) [5Ef] Clairvoyance: 5 Psychokinesis: 5 Telepathy: 5 **Blend (5) **Ping (5) *Only Chimerae, Bogeymen, And Eidolons Possess The Drain Talent. Physical Contact Must Be Made Before The Chimera May Attempt To Activate Drain. **Blend And Ping, When Used By Chimerae, Function Differently Than When Activated By A Cipher. Telepathy: Blend Base Effect Potency: -3 To Notice Checks Unless The User Attacks, At Which Point The Effect Fades. Targets/Area: Self-Only Duration: Always On Range: All Within Los Cost: Blend Costs No Ef Or Activation Roll For Chimerae. It Is Considered To Be Always On. Scales Blend May Not Be Scaled By Chimerae Dominance Test: yes Roll: Resisted (Target’s Mental Resistance) if there are multiple potential observers, use the highest mental resistance present. Ping Base Effect Potency: Detect presence of Ectenic Force Targets/Area: 100-yard radius Duration: Always On Range: Self-Only

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Cost: Ping costs no EF or Activation Roll for Chimerae. It is considered to be always on. Scales Ping my not be scaled by Chimerae Dominance Test: No Roll: Basic

New Talent Biokinesis: Drain

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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 (Target’s 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 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

Chapter Five: Appendix

Unlike a Chimera, whose only abilities revolve around the form it takes at birth; a Bogeyman has the Forms, Talents, and Potency that its Parent had at the time of its birth as a Chimera. This alone makes it a dangerous foe, but Bogeymen also carry over any Talents it had as a Chimerae (including Drain) and a frightening ability to spawn Chimerae at will and control them completely. The Blend and Ping Talents are considered to be “Always On” as they are with Chimerae. Creating a Bogeyman is as simple as creating a Cipher character with an appropriate amount of experience applied, and adding in the additional Talents that are inherent to Bogeymen. Ping and Blend work for Bogeymen exactly as they do for Chimerae with no cost or activation roll and are considered to be always on. Bogeymen do not consume Ectenic Force simply by existing as Chimerae do.

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. The Bogeyman chooses whether or not to assert dominion over a particular Chimera at the time it is created. Control may not be exerted at a later time. Control may be relinquished at any time, but may not be reacquired. If a Chimera is birthed by a character and manages to escape, take a moment to make a copy of the character in the eventuality that it later returns to plague him as a Bogeyman.

New Talent

Creating Eidolons

7: Mask 8: Telepathic Shield 9: Twitch 10: Communicate

Creating Bogeymen

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

Eidolons have the Strength, Agility, and Vitality of their host body and can have anywhere from 8-10 Ranks in their own Knowledge, Wits, and Willpower. Apply 40 Ranks each to Skills and Focuses if you are constructing an Eidolon from scratch; otherwise carry over the skills from the Bogeyman incarnation and add an additional 20 Ranks each to Skills and Focuses. Eidolons also have the following Traits. Potency: 10 Ef Pool: 40 Forms Biokinesis: 7 Drain (5) Clairvoyance: 7

Chapter Five: Appendix

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 (Chimera’s Mental Resistance) **New Talent Telepathy: Possession

218

Eidolons have a Talent similar in effect to Bodyjacking. The difference is that an Eidolon may stay in its host as long as it likes. When Possessing a Cipher, the Eidolon need only expend 1 point of EF and re-roll the activation once per day. With Possession, an Eidolon enters its intended host, coalescing its energy form within the brain. Once a successful activation roll is made, the Eidolon settles in and takes complete control of the body it now inhabits. If the body is that of a Cipher, the Eidolon has full access to that Cipher’s Talents. If the Cipher’s Potency is higher than the Eidolons, or if the host has more Ranks in any of its Forms, the Eidolon may substitute those instead of its own Potency or Ranks in the various Forms. Possessing a Cipher is much more difficult than taking control of a Talent-less human. The Potential of a Cipher plays a large role in helping to shrug off the Eidolon’s influence. Any subject may opt to willingly submit to an Eidolon’s Possession. At a later date, should they

Change Their Mind, They May Force The Eidolon To Make A Resisted Roll To Maintain Control. Base Effect Potency: See Description Targets/Area: 1 Target Duration: Instant/Permanent Range: Touch Cost: 1 Ef Scales Possession Does Not Scale. Dominance Test: Yes Roll: Resisted (Target’s Mental Resistance+Potential) ***New Talent Telepathy: Ectenic Ghost The natural state of an Eidolon is that of a being comprised of pure Ectenic Force. The Ectenic Ghost form of an Eidolon has the solidity of water vapor and may move along in much the same manner; sliding between cracks and flying above objects if it desires. When in this form, the Eidolon may not activate Talents within the Biokinetic Form, as it has no substantive body to work with. Talents within the Forms of Clairvoyance, Psychokinesis, and Telepathy have no such limitation. Biokinetic and Psychokinetic Talents have no effect upon an Ectenic Ghost, but Clairvoyant and Telepathic Talents may target it. When an Eidolon is in-between hosts, weapons do it no harm, nor can it be held by anything that is not airtight. The Ectenic Ghost Talent requires neither an activation roll nor EF cost to use, as it is the Eidolon’s natural state.

Chapter Five: Appendix

Index Symbols

C

2s 87

Campus 8

20s 88

Cell 8

A

Cells 79

Aberration 7, 105

Chimera 8, 20

Aberration Checks 106 Academics 43 Action Clock 91 Activation 102 Aegis 8, 23, 158 Affinity 77

Derived Attributes 40

Character Generation Quicksheet 39 Check 104 Chimerae 181 Creating 182 Cipher 7, 8 Cipher Patch 45 Clairvoyance 8, 18, 48, 58

Agility 40

Clandestine 43

Aiming 95

Cloverdale, New Mexico 13

Apex Talent 46

Cold. See Exposure

Apocalypse 8, 16, 189

Combat 89

Directive Alpha 157 Directive Beta 157 Directive Delta 157 Directive Gamma 157 Directive Theta 158 Disarm 93 Doctrine 8, 30 Dodge 96 Dominance Test 8, 97 Doubles 87 Dramatic Time 89 Drugs 109 Dual Wielding Melee Weapons 93 Dual Wielding Pistols 95 Durability 111 Dystopia 8, 16, 194

Armor 101

Combat Reference 90

Athletics 43

E

Attack 92

Complex Action 66, 92 Consciousness Check 101

Attribute 38

Crafts 43

Ectenic Force 8, 18

Autofire 95

Creating Bogeymen 185, 215

B Balance 8, 16

Biokinesis 8, 18, 47, 51 Birthing Process 105 Bleed Off. See Pauli Effect Block 97 Bogeymen 8, 20, 184 Creating 185 Bonnet Island 8, 15, 33, 128 Boundless Faith Ministries 8, 36

Creating Chimerae 182, 213

Creating Eidolons 186, 215 Critical Success 87 Crux 8, 17

Cryokinesis 8, 48

Cyberkinesis 8, 48

D

Ecto-Battery 166 Ecto-Mask 167 Ecto-Skeleton 167 EF. See Ectenic Force Effects Of Aberrations 106 EF Pool 45 Eidolon 8 Eidolons 186 Creating 186

DAEMON 8, 22

damage 141, 144, 154, 188, 193, 199

Boundless Faith Ministry 134

Damage Type 98

Bows 112

Dampening Panels 168

Breaking A Grapple 93

Daniel 15

Bulletproof Armor 102

Death 101

Burstfire 95

Defensive Action 96

Chapter Five: Appendix

Electricity. See Exposure 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. See Expsoure 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. See Exposure

Radiokinesis 48. See also Cyberkinesis Range 50

Monitor 9, 33

Ranged Attacks 94

Movement 41

Reaction 41, 88

Mu Directive, The 158

Recovering Health 101

N

Recovering Stun 99

Nature 43

Reinforcing Shields 97

Normalizer 197

Resisted roll 50

O

Rogue Cipher 9

Oracle 9

Refinement 77

Round 91

Oriflamme 9, 35, 140

S

P

Samaritan 9, 36

Partisan 9, 35 Patrons, The 11 Pauli Effect 9, 19, 50, 104 Pendragon 179 Performance 44 Period. See Drugs Phantom Security, Inc. 172

Juice 9. See also Ectenic Force

KRE 180

Stun 98

Money 78

Physical Resistance 41

Komitet Razvitiye Ekstrasens 180

Health 100

Metaphysical Security Service 179

Phase 91

Knowledge 40

Pushing

M

J

K

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

Chapter Five: Appendix

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. See Drugs 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. See Athletics Unconciousness 101

Strength Modifier 41

V

String 9, 18

Vehicle 117

Structure 117 Stun 41, 98 Sympathetic 50

Vehicle Agility 117 Veritas 9, 23, 162 Vitality 40

T

W

Talent 9, 18

Way Of The Prophet 34, 151

Talent activation 50, 53, 55, 58, 63, 64, 65, 71, 76 Talents 46 Task Resolution 86 Telekinesis 9, 48 Melee 93

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. See Tesla 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. See Drugs

Chapter Five: Appendix

Very soon now, everyone will have heard the

word ‘Cipher’ and know that people with mental powers exist. The future is screaming down on us like a freight train and every person on this planet is tied to the tracks. Evolutionary accidents, human lab-rats, progeny of a cruel and trickster god; we have searched in vain for the reason of our existence. There is a vast, empty page where the words of our history should be, but regardless of our origin, we have walked among you for nearly a hundred years. We are your children. We have the power to affect body, mind, and matter with a mere thought. We can see the past as clear as the present, and what is to come holds few secrets from us. We can ignite fires with a glance and we will set the world alight by our mere presence…

Whether we choose to or not. This book contains everything you need to get started playing a Cipher gifted with mental abilities in a dangerous reflection of the modern world: • A complete set of original game mechanics, the "Vector System" • Five Doctrines that help define your character's resources and attitudes. • 71 Unique Talents to choose from. • A comprehensive setting including a variety of antagonists, dangers, and plot hooks.

Welcome to the world of cipher; you can see tomorrow, but can you survive today?

BMG0002 Balance

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Broken Meme

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