Godsend AgGODSEND Agenda: Mythosenda - Mythos

September 11, 2017 | Author: Daniel Sheridan | Category: Disaster And Accident, Crimes, Nature
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The 1st GODSEND Agenda sourcebook, GODSEND Agenda: Mythos contains plot hooks for exciting adventures during several tim...

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Garrett Vrieze (order #6663806)

GODSEND AGENDA D6

The GODSEND Agenda is not your typical game of costumes and superpowers. It looks at superhumans and how they affect the world around them. It also deals with how our culture worships them, now and in times past. GODSEND Agenda offers players a chance to not only interact with those legendary celestial beings, but to walk among them as equals. The D6 system offers players a way to explore GODSEND Agenda with the award winning cinematic game engine from West End Games! Written MSRP: $35.95 288 pages, Hardback Product number KHP003 Also Included is; � Over 200 pages of extensive history and character background set in the world of The GODSEND Agenda. � Four new alien races: The Angelos, Atlanteans, Chimerans, and Elohim. � An all-encompassing list of Super human abilities and powers to make your character truly extraordinary. � Clear and concise rules for creating gadgets and artifacts of legendary power. � A style sheet for life in the year 2010 Completely compatible with all D6 titles printed to date, making the game world infinitely expandable!

� � � � � � � � � �

Artifacts of wondrous power used by notable figures in myth Two new organizations: The 5th Sun and the World Serpent Introduction and write up of the Norse and Ashanti Pantheon Expanded encounter and chase rules Renown and Agenda rules to expand your character’s role and influence on earth Pantheon rules for creating truly godlike super beings and the organization they belong to. A full length globetrotting Victorian adventure featuring exciting locations such as England , Africa, and China A full length adventure pitting players against outer gods from beyond our realm of reason. Several Short adventures set in the world of GODSEND Agenda. Over 20 new characters to use in your super heroic adventures

POWERS D6

POWERS is a D6 compatible sourcebook that allows players to create super hero characters! Learn more about new and revised super powers, expanded special abilities, gadget creation, advantages and disadvantages for use in any D6 game. Discover a wealth of information on powers (new and updated), so many details that it took a whole book to contain them all. Soft cover MSRP: $25.95 Page count: 144 Product number KHP005 Also Included is; � Rules for superhero play with point built characters The 1st GODSEND and a modular powers system that lets you build Agenda sourcebook, exactly the character that you want to play. GODSEND Agenda: Mythos � Revised and expanded powers for use with contains plot hooks for GODSEND Agenda and generic “4 color” super exciting adventures during hero games. several time periods such � Scalable rules for over 100 super powers. as ancient Egypt, the Dark � Expanded Gadget creation rules. Ages, Victorian England, � Expanded super heroic combat maneuvers. the Great War, and the � New advantages and disadvantages postmodern age. � 13 new templates for use in any D6 game Soft cover MSRP: $25.95 Page count: 144 Product number KHP004 Also Included is;

GODSEND AGENDA: MYTHOS

Garrett Vrieze (order #6663806)

Garrett Vrieze (order #6663806)

TABLE OF CONTENTS

PAGE

Chapter One: Points of View

6

Myths which are believed in tend to become true.

Angelos

-George Orwell

Atlanteans

8

Black October

10

Chimerans

12

Elohim

14

U.S.E.R.

16

Chapter two: Game Master Tools

“Read myths. They teach you that you can turn inward, and you begin to get the message of the symbols. Read other people’s myths, not those of your own religion, because you tend to interpret your own religion in terms of facts -- but if you read the other ones, you begin to get the message.” -Joseph Campbell

PAGE 2 Garrett Vrieze (order #6663806)

18

Random Encounter Generator

19

Angelos Encounters

19

Atlantean Encounters

19

Black October Encounters

19

Character Complications

20

Chimeran Encounters

20

Crime Encounters

20

Elohim Encounters

20

Extraterrestrial Encounters

21

Natural Disasters

21

Organized Crime Encounters

21

Technology Running Amok

21

U.S.E.R. Encounters

22

Location Encounters

22

Vehicle Related Locations

22

Building related Locations

22

Outdoor related Locations

22

Helpless Bystanders

23

Chase Encounters

23

Ground related Encounters

23

Flying Chase Encounters

24

GODSEND Agenda Victorian Era

25

Dashing Heroes and Dastardly Villains

25

Ten Righteous Men

25

Sons of the Deep

26

Perils of the Red Planet

26

Martian Nibiru

27

Tripod Walkers

27

Chapter Three: Renown and Agendas

28

Renown

29

Ka Increase

29

Followers

29

Agendas

29

Costumes

30

Pantheons

31

Example Pantheons

32

Pantheon Worksheet

33

Chapter Four: Wondrous Gadgets and Artifacts

35

13 Crystal Skulls of Aztec Legend

35

Adinkra Symbols

37

Ark of the Covenant

39

Atlantean Myrmidon Power Armor

39

Bennu Cloak/Firebird Cloak

39

Black Mirror of John Dee

39

Cape, Cloak, Boots, or carpet of Flying

40

Djinn Bottle

40

Eye of Horus

40

Hercules’ Nemean Lion Pelt

40

Maat’s Feather

40

Mask of the Wakinyan (mask of the Thunderbirds) Mimir, the well of wisdom

41

Nambalista’s Necklace

41

Nuada of the Silver Arm

42

Qamatha Skins

42

Robert Johnson’s Guitar

42

Seven league Boots

42

Wakinu’s Star Cloak

43

Zemis

Chapter Five: Organizations and Pantheons th

43

PAGE 3 Garrett Vrieze (order #6663806)

The 5 Sun

45

The World Serpent

50

The Fi-Hankra

54

The Asgardians

62

Villains

70

Yellow Smiley

70

The Sovereign

72

Divine& Rapture

74

The Encephalon

76

Chapter Six: Plot Hooks and Adventures

41

45

79

Periods of Play

79

The Age of Heroes

79

The Dark Ages

79

The renaissance and Victorian Age

79

The Modern and Postmodern Age

79

Plot Hook: ravages of the Black Hole Heart Plot Hook: Mountains of the Mind

80

Plot Hook: The Path of Enlightenment Plot Hook: The Phoenix in the dark

81

Plot Hook: Concrete Jungle

82

Mini Adventure: The King of Stonehenge Mini Adventure: Pompeii and Circumstance Mini Adventure: Marco Polo’s Long Trip Home Mini Adventure: The Dreamtime is Over Mini Adventure: The Son of Man

82

Mini Adventure: The Sleeping Dragon Full Adventure: Mothers Milk

92

Full Adventure: Dr. Theophiles Emporium of the Uncanny Full Adventure: Pandora Project

103

Index

140

80

81

84 86 88 90

94

121

GODSEND Agenda: Mythos Written ,Mike Fiegel, Matt B. Carter, Darren Miguez, and Jerry D. Grayson

For West End Games D6 system Design Nikola Vrtis Based on Material by and with special thanks to Greg Farshtey, Douglas Kaufman, Fred Jandt, Peter Schweighofer, Bill Slavicsek, Bill Smith, Ed Stark, George R. Strayton, Teeuwynn Woodruff, and other D6 System, MasterBook, Shatterzone, and Torg contributors West End Game Publisher Eric Gibson For free support, information about books for this game system and other WEG systems, links to fan sites, details on licensing this system, and much more, visit our Web site at www.westendgames.com! The D6 logo, The D6 System, West End Games, Ltd., D6 System, Legend System, West End Games, and WEG are trademarks of Purgatory Publishing Inc

Editing Mike Fiegel Cover Sam Araya Artwork Aaron Scott, Grace D. Palmer, Renee Grayson, and Jerry D. Grayson Layout Jerry D. Grayson Playtesting, Contributions, and Inspiration Erik Durkin, James Finley, Robert Weldy, Janet Nelson, Aaron Scott, Christopher Buss, Clea Grayson, Gabriel Grayson, Otho and Patricia Bobbins, Renee Grayson, Brandy Stovall, Mr. T, Tracy McCormick, Rex King, and Fishbone

GODSEND Agenda: Mythos

ISBN0-9716234-3-0 Check us out on the web www.godsendagenda.com The contents are TM and © 2005 Khepera Publishing. The Khepera Scarab and the Godsend Agenda logo are ® Khepera publishing. No portion of this book may be reproduced by any means without written consent from the publisher, except for review purposes. Any resemblance to persons living or dead is purely coincidental or used for the expressed purpose of parody.

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Points of View The different factions on Ea� another. However, each Ang� treated by that particular faction or individual. Thus, the opinions presented are broken into two entries: one a high-ranking mover and shaker, and the second (in italics) a member of the group’s rank and file. Keep in mind that the opinions presented below are only generalization of how a particular faction feels towards the others and shouldn’t be taken as gospel.

Angelos Mih’kal, Leader of the Angelos on Earth and Hasdiel, Fledgling Angelos of the Shamayim

Atlanteans Besides the felons (Elohim) I see these beings the single greatest threat to El and his plan for this planet. Their lot is insidious and cunning, though I respect their use of the power Ka. During their battles with the convicts we should have allied ourselves and vanquished our common enemy. I curse myself for not reacting quickly and taking that opportunity. Of all the humans I have encountered on this planet they by far are the most beautiful. They have an infinite wisdom and serenity when dealing with humans and I have been told to study their patience and learn from them. I have also been told to be wary of them when they go to war; they control El’s gifts as good as the renegades and are formidable foes.

Black October The Atlanteans have mimicked the wisdom of the almighty El by genetically engineering a group of warriors to do their bidding. These young upstarts fight almost as well as one of my Matheyim. El be praised that they are so genetically unstable that they burn out and die so young. Even though they are thralls of the Atlanteans I cannot help but feel a sense of admiration and pity for these young warriors…maybe I will send an envoy to parlay with them before the coming horde. Once we were ambushed in the field and all seemed lost. The Chimerans that attacked us would have killed us all if not for the children that came to our rescue. When the battle was over we stood and looked at one another for quite some time, both puzzled by the other. Before we took to the air to return home I swore to them I would not forget the great service they had done that day. The children of Black October would be great allies in our war here on Earth.

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Chimerans The infestation that is the Chimeran menace is a filth that must be burned from the planet. If left unchecked they would bloat this world with their ilk and consume every living thing here. Total eradication is the only possible option. I understand that it is my duty to hate Chimerans but I must confess I truly do not understand why. Since I was born on Earth and never fought in the first or second Chimeran/Elohim war I can only find it in my heart hate them because of my covenant to El. I’m sure if given the opportunity they would rather serve El as servants than be exterminated.

Elohim Thieves, malcontents, deviants, and subversives all. They have stolen and corrupted the gifts and powers of El. They would not bow to the obvious authority of El and in their hubris thought themselves equal to our lord. Their audacity makes my blood boil with anger; if I could I would strangle them all with my own hand. El in his infinite charity spared their lives and sent them to live out their lives on the planet Sheol, but they have repaid this kindness by aping his teachings and posturing as “gods” themselves. El has given me everything I need to combat these Elohim abominations and it is my duty to see El’s will done. I wave witnessed products of Elohim handy work all over the globe, some truly divine and others that are diabolically sinister. They have meddled in El’s designs and must be stopped. We fight for one true god; they fight for themselves and their petty desires. Of all the beings on this planet they are the most magnificent of stature but lack so much spiritually. How could Attis, the most beloved of El, betray him so?

U.S.E.R. These humans are canny and rival the power of the Atlanteans – not in sheer power, but in resources and manpower. Our alliance with these humans is more beneficial to us than to them. We have given them obsolete technology in exchange for their intelligence resources. Their work at cataloging super humans on this planet has freed up many of our own intelligence personnel. They prove useful now just as the church has in years past I have seen these humans work in the field and they fight with valor. Sometimes their plans work in tandem with ours but sometimes they cross us in their ignorance. What sickens me the most is that they play at recreating El’s gifts and have no real understanding that they are children playing with fire.

PAGE 7 Garrett Vrieze (order #6663806)

Atlanteans

Castor Principal of House Gadeirus and Amelia Typho, Atlantean wanderer

Angelos The encounters with these beings are short and to the point, usually ending in some sort of conflict. Although they are not our first priority they are every bit as meddlesome as their Elohim brothers. I do not fully understand their hatred of the Elohim but I understand it has something to do with a religious war that was fought on their planet. Because of our dealings with the Elohim we have inherited some of their ire. When encountering troupes of these zealots I would suggest hanging a defensive spell and then attempting to parlay. When things go sour (and they usually do when dealing with these myopic fanatics) beat a hasty retreat because they usually attack in number and fight with vigor. Earth belongs to humanity and I know what these wankers have in store for us. We should add them to the list of invaders that need fighting.

Black October Our children. It saddens me to see the bright eyes of these doomed children but at the time of their creation we could see no other way. We have provided humanity the means to defend themselves against the coming Horde and in theory the plan is perfect, but to see the faces…so young. The bulk of these children will not see the twilight of the 5th sun. We guide them the best we can but I sometimes think the price is too great. To save humanity we have sold a piece of our own. I feel sorry for the nippers but what’s done is done. It’s just like the aristocrats to decree it’s the peasant’s responsibility to fight their fights. I say once it’s all over with the aliens that we have it out with them.

Chimerans In every ecosystem there exist insects and vermin that help support the environment as a whole. The Chimerans are pests I see no use or value for. The great seers foretold that they would come � then cast the world aside like the husk of an eaten fruit. There is no soul in the eyes of a Chimeran, no humanity or peace, only hunger and rage. Every Chimeran that is eradicated is a small victory for the people of Earth. The only difference between these aliens and the others is that they wear their ugliness on the outside. These things are just as bad as any the other aliens squatting here on Earth. I might actually respect them more because I know what I’m dealing with up front.

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Elohim Their powers and abilities are truly godlike and I must admit the more benevolent members of their race have done many charitable things for humanity. The Elohim I have encountered have all been very polite and helpful, but I can’t help but notice a scarcely veiled air of superiority in their manner. They wield Sekhem with ease and without a care of its consequence. This frightens me when compounded by the fact that many go insane and forget who they really are. Overall they have assisted us in our struggle when they can be bothered to put aside their personal causes. The Elohim have a darker side and when it manifests they are more terrible than any elemental force of nature. Let us not forget that the few Elohim who counted us as enemies destroyed our homeland and killed thousands of us. What can be said about an enemy who would visit a holocaust on a people for a minor slight? A people who can commit genocide for the smallest prickling of his ire? When you encounter an Elohim move with courtesy and trepidation. It doesn’t take a bleedin’ brain surgeon to understand that these bastards ain’t gonna give up the Earth once the alien threat is over. Like I said before, put ‘em on the short list of problems that need fixing when the invasion is over.

U.S.E.R. It heartens me to see that humanity attempting to take an active role in policing their planet. I do not agree with all their goals or practices but their general agenda is a good one. We do not work openly with these children but we help where we can, as knowledge of our existence would distract them from their path. Over the years we have infiltrated their organization to better guide them along a path beneficial to our schemes. When the 5th sun sets on the cosmic horizon they will be ready to help fight our common menace. A bunch of sodden poofters. The yanks think they’re the answer to every bleedin’ problem that comes up. Have a problem; build a gun is their motto. That’s all the world need; a copper in a suit of power armor. Brilliant!

PAGE 9 Garrett Vrieze (order #6663806)

Black October

Prime, seneschal of Black October and Rexxor the Flexxor, Echelon Alpha team member

Angelos I have instructed my squad leaders to give these enigmatic fighters a wide berth when encountered. Even though we fight the same enemy they sometimes see us as a threat. We have a mutual agreement to stay out of one another’s way when in the field. This is not to say that we bow to their whim; quite the contrary, we use them as a first line of assault when engaging our targets. Once they or their resources are depleted we finish off our victim and fade into the darkness. I ain’t never seen no angels and don’t believe those are them. Yeah they look like angels but Dove can look like a bird if she wants to. I think they are just a bunch of dudes pretending to be angels so that people will be wowed by them. If I was gonna pick someone cool to be I’d be a pirate or a WWE wrestler, but not an angel…how can you get chicks being an angel?

Atlanteans Although we were all born from different parents these beings are our true blood relation. They are the ones responsible for our many gifts, our titanic burden, and also for our eventual doom. The blessing that we have been given is a burden I will gladly shoulder for humanity. This is not to say I trust them completely. I understand how and why our powers work, I understand why we are doomed to die at such a young age, but what I do not understand is why they deemed it necessary that we be hardwired to obey their commands. How can our masters place such a burden on our shoulders, the power in our hands, but not the trust to do the right thing with it? Most of us are children, but we are children made to grow up quicker than anyone should be. We deserve their trust. My commander one time introduced me to an Atlantean named Orestes. He was alright but he was like “bro’ get me a drink of water” and I was like “it ain’t gonna happen dude” . The next thing I know I’m bringing this dude back a cup of ice water…wtf? They think they are better than us and I can.t argue since he did his mind trick and made me get him a drink. I guess they’re alright in that older brother who thinks he’s better than you sorta way.

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Chimerans My birthright is their destruction. When a Chimeran is around I get this weird feeling in my belly, then I know its beat down time. When I get the drop on them I like to put them in a DDT and finish them off with a People’s Elbow or an Atomic Drop…then BOOYAH!!! One pwned bad guy. Some people say they ain’t so bad but I’ve never met one that didn’t make me feel bad in the guts.

Elohim These enigmatic beings believe themselves gods on earth. Once the Chimeran threat is gone will we be tasked to eliminate them as well? How can anyone trust a being who believes they have a manifest destiny to rule over us lesser beings? ELO? That’s a music group my dad use to listen to...they got super powers? Cool.

U.S.E.R. The Americans have many secret organizations but none have hounded us like the organization known as USER. Once I believed that we fought for the same cause, but they have shown their true colors by kidnapping my children and trying to unlock the key to our powers. When they found they could not understand us they chose to eradicate us. At one time we hid from them and went about our business; now we do not hesitate to destroy them at every opportunity. I can understand why the fiends battle us but I cannot understand why the people we have sworn to protect despise us. During a rescue mission somewhere in a Canada we ran into a group of these guys. Once they saw us they just started blasting, hitting Dove and Clover. We split up to escape and like a newb I got lost. I was supposed to meet up with Rhyno in the park but ran into one of the agents. I ain’t gonna lie, I was scared looking down the barrel of his gun. It felt like we stood there forever but then I heard Clovers voice in my head telling me to drop that bastard and get going. I rezzed up a force blast and punched him out. I couldn’t bring myself to kill him ‘cause he reminded me of an uncle I once had. I don’t wanna hurt nobody but these guys make it hard.

PAGE 11 Garrett Vrieze (order #6663806)

Chimerans

Tiamat, Elite Chimeran and Hydra, Chimeran warrior drone renegade

Angelos El’s lapdogs. These blind slaves have no purpose but to fight for a god that no longer exists. In every fiber of my being I know that my master exists and is out is the darkness calling to me. The Angelos have shown how ineffective they are. They cannot defeat us, only slow the inevitability for a time. I love the sound of their carapaces cracking, their bones bursting and their organs splitting under the pressure of my bite. Wave after wave can come but they are gnats to me. The Angelos I have encounter� they do not seem very different from my Chimeran brothers and sisters. They are loyal, spiritual beings who believe they serve a higher purpose…much like I believed I served when in the service of Rhand.

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Atlanteans Old humans who think they are Earth’s defenders. Their overconfidence and self righteousness is their own undoing. They refuse to believe that their own prophecy will come true and we will sweep across this planet like a firestorm consuming all we touch. For the longest time I believed that all Atlanteans were like my former master Rhand, self-serving and evil. In the Congo my partner Jesse and I saved a small group of Bushmen led by a woman named Druna, an Atlantean. She was noble and beautiful and had an air of superiority about her. She made it known what she thought of me and it wasn’t good. I made it known that I didn’t care. This exchange went on for several days until we got them to safety. She thanked me although I think her tongue was about to burst from the strain. I don’t understand their hate for me or my race. I have never tried to hurt them. Jesse says that people sometimes look for reasons to hate and has felt the same sting while growing up in the South of the United States.

Black October How desperate the humans are to send their unripe young in a vain hope to destroy us. I will admit that these broodlings fight with vigor but what can they hope to accomplish? They are as blind as the Angelos but not as satisfying to kill. Even if hate is bred into these children they are young and can be taught otherwise. I am not their enemy and this world is my home too. Just like them I was born a slave, but unlike me they have yet to break their master’s yoke.

Elohim My hate for these beings is delicious. We used their GODSEND Agenda against them on this small planet and thrived. It galls them to know that our inherent birthright is something they must learn by rote; this alone should prove our superiority. The greatest of our enemies is counted among these dim beings, the one called the scourge of Cocytus. The scourge, also known as Attis, slowed our pace across the universe… this we will never forget or forgive. I have met good and bad Elohim. I do not fear them since I have fought many and I am still here to talk about it. They underestimate anyone who isn’t Elohim and this has gotten me out of a few � .

U.S.E.R. Humans hunt us but we are not their only prey. The fools hunt their brothers, the Elohim, and anything else that is blessed with our gift. If I did not receive a thrill from killing humans I would stand back and watch them do the work for me. They hide and act in secret but what they do not know is that we walk their halls and learn their secrets. They are fools. Jesse is a good man who he� to track down Samhain. He could h� Jesse and I have worked together closely. Once I have dealt with Rhand I believe I could have a life with Jesse…he sees past my physical heritage and knows me like no other human.

PAGE 13 Garrett Vrieze (order #6663806)

Elohim

Nike, Elohim of the Greek Pantheon and Johnny Atom, the Atenmest superhero and member of Team7.

Angelos I was once a leader of a legion in the service of El. They are loyal and dedicated fighters who live only to serve their masters. This virtue has proven to be our bane here on Earth as they hunt us relentlessly. I do not hate them, quite the contrary; I admire their steadfast belief that they will someday be rescued and want all the things they lost rounded up. I will exterminate them when I have to but it is best not to draw the attention of the host down upon you. To kill one of us they have been known to bring hundreds, attrition means nothing to them as long as their objectives are met. “When they kick at your front door how you gonna come? With your hands on your head or on the trigger of your gun?” The Angelos always remind me of that old Clash song. My father says that these guys used to be the police back on his home world and that he was arrested for being an idealistic political subversive. They have cool outfits but not as much flare as my outfit. I’d like to meet one and go head up to see if I can take one down. My dad says even though they can’t use Ka they’re pretty tough. I guess one day I’ll see.

Atlanteans These humans puzzle me. They could have controlled this world before we came but they did not. They would rather live among their lesser brethren as equals instead of ruling them. They have been good allies to my people in the past but it always troubled me that they considered themselves equal to us in stature. The use of Ka energy does not make one as great as a full blooded Elohim and it would be wise for them to learn this before we notice them. My teammate Sidhe is Atlantean and she’s pretty cool. She says in order to tap magic she needs to perform rituals and cast spells. I tell her its Ka energy and she was taught to use it wrong. We bicker back and forth but beyond that she’s pretty cool. I’ve met her parents and their all right, kinda stuffy but all right.

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Black October These children have no idea who or what they are. Some have power that rival our own but not the longevity to hone it to its fullest potential. Since they do not know their history they do not revere us as they should. These kids are crazy. In the past I’ve crossed paths with this super team before. It never ends pretty because these kids play for keeps. Me and the team have so far stopped them from assassinating a senator, blowing up a building and stealing a train. I’d almost feel bad about punching a little kid but when they’re coming at you enveloped in elemental fire and murder in their eyes you loose that little quirk real quick.

Chimerans Their filth and ugliness is an affront to my senses. I have never tried to understand the Chimerans. Why should I? Does one stop to understand the vermin that infest one’s home? They are an abomination that needs to be eradicated with the greatest speed. We have left that task to the Angelos and the Black October children but we have never forgotten what they did to our people on the frontier worlds during the war. They used the Elohim on those worlds as food and reproductive material for their brood mothers. They are a cancer that serves no purpose. Its funny that my father doesn’t approve of my teammate Gossamer because she has Chimeran blood in her but I think she’s kinda cute and wouldn’t want anyone else guarding my back. Yeah she has some weird habits and sleeps wrapped in a web that she spun herself…but who doesn’t have a few quirks? In my life I have run across jerks from every race, color, or creed and I found it easier to hate but more rewarding to befriend.

U.S.E.R. The lesser humans think themselves mature enough to police themselves. They are a comedy, children playing at knowing the fundamental forces of the universe. They believe themselves secreted and watching us from the shadow, but we see and hear all. At one time in history these humans would go into their hovel and cringe at our passing now they consider themselves adult enough to stand shoulder to shoulder as equals. As I’ve said before; comedy. Umm… can you say NARC?!?

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U.S.E.R. Calista Black, current Head of Operations with Department Blue, and field operative John Mason.

Angelos Although we will eventually have to deal with these aliens, they have proven themselves useful. I believe everything has its price and I wonder at the price we pay for trading intelligence information for their weapon systems. My agents have observed these beings in the field and the items they have given us do not compare to what they use. I tolerate them for now but have plans for their future pacification. These guys worry me. They hide behind their mask and claim to be angels. Sunday school never taught me that angels carry miniature rail guns or use vibroblades. Why would angels need our help anyway? I mean, if they work for an all-knowing god why do they need our intelligence reports?

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Atlanteans I have interrogated a person who thought he came from the mythical land known as Atlantis. Even though his details were off (he said the location of Atlantis was in the Mediterranean instead of the Atlantic) he provided us with information on a group of what I believe to be lesser powered Elohim aliens. Before his death he spoke of this group insinuating themselves into world governments and acting as the power behind the throne. The Elohim have done this in the past and now they have human thralls doing the work for them. My field agents are now instructed to detain for questioning any being they believe to be Atlantean or under Atlantean influence. These guys are dangerous because they read as baseline humans. I don’t think these guys are aliens at all but really some advanced ancient civilization. I worked with one while doing some intel work in Bolivia. One night we got to drinking and he told me some amazing stories. If they stories weren’t unbelievable enough he started doing magic tricks. I shouldn’t say tricks because that implies what he did wasn’t real. After my assignment there was over he gave me a business card and told me to keep in touch. I may use it someday when my cards are down.

Black October I will never forget what these terrorists did to Ben and Victoria. They are less then human without a shred of humanity among them. Standing orders are to apprehend and detain members of Black October but I have never shed a tear when one was killed resisting arrest or “bumped” his head during transit. If I can see one thing before I die it will be the eradication of this thieving, murdering vermin. While responding to an ET sighting in Toronto I ran into a group of these kids. As usual we engaged them and a running battle ensued. I got cut off from the rest of my squad and ended up looking one of the kids right in the eyes. I couldn’t pull the trigger of my gun because it was like looking into the eyes of my son Thomas. The kid didn’t have the same hesitation and belted me one sending me to la la land. I don’t know why he didn’t kill me; I guess I should be grateful. I feel dirty fighting kids…

Chimerans It is assumed the beings known as Chimerans are a deviant genetic mutation of the primary Elohim alien stock. We assume from our studies that when the Elohim arrived here thousands o� rebelled and broke free of their masters. Since they are one of the enemies hunted by our Angelos “friends” and aren’t as organized as the other alien threats on the planet we only investigate them as needed. While investigating Turkish drug dealers in Berlin we ran into a group of Chimerans working for them. These ugly bastards killed a quarter of my team before we knew what was going on. I emptied a clip from my 40 watt pulse rifle into one and it kept coming. The only thing that saved me was the collateral damage from the battle collapsed a building on him. Don’t fight these things unless you are prepared. They have really wacky powers.

Elohim These aliens are one of the largest threats to the safety of our planet. The Elohim have vast amounts of power at their disposal and aren’t afraid to use it. To date the Elohim Aryan Superior has taken over Argentina and other Elohim are vying for power in Asia and the Middle East. I have several dozen black ops teams investigating Elohim all over the world for possible termination. I once saw an Elohim super� humanity…do they even know we are here? The Elohim believe this is their world and we are just living in it. Someone needs to put theses titans in check.

PAGE 17 Garrett Vrieze (order #6663806)

PAGE 18 Garrett Vrieze (order #6663806)

Random Encounter Generator

Roll 3D Atlantean Encounters

5-6

Atlantean Threat

7

Extraterrestrial Threat

8

U.S.E.R. Encounter

9

Character Complication

10

Black October Encounter

11-12

Crime

13-14

Organized Crime

15

Chimeran Threat

16

Technology running amok

17

Angelos Threat

18

Elohim Encounter

Roll 3D Angelos Encounters 3-4 5-6 7 8 9-10 11 12 13-14 15 16 17 18

Atlanteans mistake characters for enemy and attack

12

Atlantean artifact falls into the players’ hands but someone is after the item Malcolm Rhand involves the characters in one of his maniacal plots Atlanteans cause personal complication (roll on Character complication chart. Complication is Atlantean in origin) Atlanteans are stealing something of value from a mundane and public location A mysterious old man claiming to be an Atlantean wants to become the team’s mentor. This could be a benefit or hindrance to the team Atlantean Disaster (roll on Natural Disaster chart. Disaster is Atlantean in origin) Characters are mistaken for Atlanteans and attacked or praised

7

Roll 3D Initial Category Natural Disaster

11

5-6

The list below is presented to give the GM a little extra creative help when coming up with an adventure, and pays homage to the encounter list found in Villains and Vigilantes (pg. 32 of the revised edition) and Mutants and Masterminds page (pg. 152).

3-4

10

Wounded Atlantean fighting off Chimeran/Angelos/ Elohim Threat Atlantean comes and gives the characters a cryptic prophecy about a close friend Atlantean Disaster (roll on Crime chart. Crime is Atlantean in origin) Atlantean befriends a character for benevolent or malevolent reason Atlantean makes a prophecy about the characters (good/ bad up the GM) Atlantean asks for characters help

3-4

8 9

13 14 15 16 17 18

Characters are mistaken for Chimerans and assaulted by Angelos Angelos members are following the characters watching their moves A wounded Angelos needs the help of the players to get back to base with important information Characters are mistaken for Angelos members and attacked by Chimerans. Characters stumble upon a Angelos operation and must either help or foil the operation A thief steals Angelos technology and the Angelos are tearing up the city looking for him. Angelos Crime (roll on Crime chart. Crime is Angelos related in origin) Renegade Angelos seek the characters’ help against their former masters Characters get in the middle of a shoot out between the Angelos and the Chimerans. The shoot out is over an object/person the characters need to protect or retrieve Angelos causes personal complication (roll on Character complication chart. Complication is Angelos in origin) Angelos Disaster (roll on Natural Disaster chart. Disaster is Angelos related in origin) Characters find a hidden cache of Angelos technology

Roll 3D Black October Encounters 3-4 5-6 7 8 9-10 11 12 13-14 15 16 17 18

PAGE 19 Garrett Vrieze (order #6663806)

Characters are mistaken for Chimerans and assaulted by Black October Black October members are following the characters watching their moves Black October Crime (roll on Crime chart. Crime is Black October related in origin) Characters are mistaken for Black October members and attacked by Chimerans. Characters stumble upon a Black October operation and must either help or foil the operation Black October member is somehow related to a character Black October tries to recruit the characters to work for them Renegade Black October seeks the characters’ help against their former master Prime Black October members begins to shine and powers run amok Black October causes personal complication (roll on Character complication chart. Complication is Black October related in origin) Black October Disaster (roll on Natural Disaster chart. Disaster is Black October related in origin) Characters are mistaken for U.S.E.R. agents

Roll 3D Crime Encounters

Roll 3D Character Complications

3

Mugging or holdup

3

Heroes’ powers go out of control

4

Vandalism or arson

4

Characters framed for a crime

5-6

Murder

5

Mother/father/loved one becomes super powered and starts a super heroic career Family member or personal friend kidnapped

7

Drug Trafficking

8

Assault

9-10

Robbery

11

Kidnapping

12

Child Endangerment

13-14

Shootout

15

Riot or public disturbance

16-17

High speed car chase

18

Hostage situation

6 7 8

Heroes become super celebrities and followed where ever they go Corporate super team moves in on the players home turf

10

Monetary complications. Hero must come up with a large sum of money Characters are harassed by media

11

Kid brother/sister or friend want to become a hero too

12

Hero loses his powers

11

Mother/father/loved one becomes ill

13

New heroes want to join the team

15

Hero secret identity threatened

4

16

Heroes’ powers increase or decrease for a short period of time Mirror universe counterparts of the characters appear and go on rampage Characters’ powers get switched with other characters

5

9

17 18

Roll 3D Elohim Encounters 3

Roll 3D Chimeran Encounters 3-4 5-6 7 8 9-10 11 12 13 14 15-16 17 18

5 7 8

Characters are mistaken for Chimerans and assaulted by Black October Chimeran members are following the characters watching their moves Chimeran Crime (roll on Crime chart. Crime is Chimeran related in origin) Characters are mistaken for Black October members and attacked by Chimerans. Characters stumble upon a Chimeran operation and must either help or foil the operation Team of Chimeran supers are mistaken for villains by the characters Chimerans come to the players for help. They are peaceful and are hounded by a other super beings Renegade Black October seek the characters help against their former master Malcolm Rhand Characters are mistaken for Chimerans and assaulted by Chimerans Chimeran causes personal complication (roll on Character complication chart. Complication is Chimeran in origin) Chimeran Disaster (roll on Natural Disaster chart. Disaster is Chimeran related in origin) Aryan Superior involved in some sort of natural disaster/ crime/ or personal problem

9-10 11 12 13 14 15 16 17 18

PAGE 20 Garrett Vrieze (order #6663806)

Characters are mistaken for Chimerans and assaulted by Elohim Characters are mistaken for Elohim and assaulted by Angelos A group of Elohim use the characters as pawns in a game of their making A hero is told that he is of Elohim origin. The story may be true or false Elohim Crime (roll on Crime chart. Crime is Elohim in origin) Elohim takes a fancy to one of the heroes Characters stumble upon a Elohim operation and must either help or foil the operation Elohim with plans of world domination encounters the characters The heroes gain the favor of an Elohim for some seemingly insignificant task An Elohim awakens after a long slumber (perhaps over 1,000 years) and wants to take over a country as his own. Two Elohim Battle in the city causing incredible amounts of collateral damage. The heroes are captured and hunted for sport by Elohim Elohim causes personal complication (roll on Character complication chart. Complication is Elohim in origin) Elohim Disaster (roll on Natural Disaster chart. Disaster is Elohim in origin) An Elohim experiencing Lethe mistakes the characters as his long dead comrades

Roll 3D Organized Crime Encounters

Roll 3D Extraterrestrial Threat 3-4

Heroes transported to another planet or dimension

5-6

Meteor crashes on Earth and brings a menace

4

7-8

Extraterrestrial Disaster (roll on Natural Disaster chart. Disaster is Extraterrestrial in origin) Alien comes from another dimension and seeks asylum on Earth, followed by dimension’s authorities Nibiru come through dimensional tear and attack the characters’ city Beings from the future/past appear

5-6

Local mob complicates the character’s life. (roll on Character complication chart. Complication is organized crime in origin) Super human takes over local mob making it more effective Designer drugs flood the streets

7

City wide crime spree

8 9-10

Various crime organizations are being assassinated by mysterious figure Mob war cause collateral damage

Extraterrestrial causes personal complication (roll on Character complication chart. Complication is Extraterrestrial in origin) Reticulans come to study/capture players for experiments Extraterrestrial Crime (roll on Crime chart. Crime is Extraterrestrial in origin) Meteor/ship crashes on Earth and brings a viral plague

11

Villains attack the heroes

12

Mob boss turn informant needs protection

13 14

A character is connected to a crime or crime family in some way A hit is put out on the characters

15

Local gang gets high tech equipment

16 17

Characters are mistaken for villains and taken into the confidence of a mob boss Characters stumble across a secret criminal organization

18

Political Corruption

9-10 11-12 13 14 15 16-17 18

3

Roll 3D Natural Disaster 4-6

Ley Line/Ka Surge (disrupts or amplifies powers. Creates new super humans) Earthquake/sinkhole/mudslide

7-8

Lightning storm

9-10

Huge Fire

11-13

Hurricane/tornado/blizzard

14-15

Volcanic Eruption

16-18

Flood/tsunami

3

Roll 3D Technology running amok 3

Characters are cloned and used by villain

4

Sentient A.I gets control of city/world facilities

5-6

8

Space weapons platform turned on Earth and world is held hostage Dimensional rift is opened by high tech device and threaten to engulf the city Techno virus makes humans into drone zombies

9-10

High tech villains appear

11

Robot attacks city

12

Space station is hijacked

13

Technological. Disaster (roll on Natural Disaster chart. Disaster is Technology related in origin) Boy/girl genius hacker(s) threatens world by taking over government computers all over the world, bringing the planet to the brink of nuclear war. Mad scientist experiments run amok in city

7

14 15 16 17 18

PAGE 21 Garrett Vrieze (order #6663806)

High-tech artifact of great importance is uncovered and stolen by villain Sentient Nano robots take over mundane devices and cause havoc Temporal rift opens around sunken Angelos prison ship

Roll 3D U.S.E.R. Encounters 3 4 5 6 7 8 9-10 11 12 13 14 15 16 17

Characters are mistaken for villains and arrested by U.S.E.R. U.S.E.R. causes personal complication (roll on Character complication chart. Complication is U.S.E.R. in origin) U.S.E.R. agents are following the characters watching their moves U.S.E.R. secretly manipulates the characters into doing their bidding then abandons them as expendables. U.S.E.R. Crime (roll on Crime chart. Crime is U.S.E.R. related in origin) Thief steals A.E.G.I.S. serum and it falls into the hands of the characters Characters stumble upon a U.S.E.R. operation and must either help or foil the operation U.S.E.R. equipment falls into the hands of the characters who wants the items returned U.S.E.R. tries to recruit the characters to work for them Renegade U.S.E.R. scientist (Steffen Sool) captures characters and experiments on them U.S.E.R. looses all contact with a remote bio-lab base and recruits the characters to go check it out. U.S.E.R. cyborg runs amok in the city U.S.E.R. Disaster (roll on Natural Disaster chart. Disaster is U.S.E.R. related in origin) U.S.E.R. controlled space platforms are being attacked by some unknown Tran-dimensional force. Characters are sent in to help fend off the dimensional invaders Characters are mistaken for U.S.E.R. agents

Building Related Locations Roll 3D (Feel free to add the words burning or 3

collapsing to any of these) Prison

4

Museum/art gallery/ fashion runway

5

Iron smelting factory or automated car/machine factory

6

Fireworks store

7

TV studio

8

Construction site

9

Bank/office building

10

Sewer network

11

Shopping Mall, supermarket, or bar

12

Hospital /Insane asylum

13

Weapons factory

14

School

15

Antiques store

16

Zoo

17

Church/temple/orphanage

18

A dangerous high-tech lab

Outdoor Related Locations Roll 3D (Feel free to add the words burning, 3

stormy, windy or raining to any of these) Park square

4

Football field

5

Parking garage

Locations

6

Large statue or monument

Once the encounter has been established the heroes are going to need a location to have cool fight scenes. The chart below provides a list of locations, though it is definitely not exhaustive.

7

Beach

8

Waterfall

9

Coliseum

10

Traffic intersection

11

Swamp

12

Desert

13

Sea floor

18

Vehicle Related Locations Roll 3D (Feel free to add the words burning or 3

collapsing to any of these) Sinking ship

4

The top of a train

14

A canyon

5

The belly of a disabled nuclear sub

15

Back alley

6

Above the sunken Elohim prison ship

16

School playground

7-8

Busy Highway

17

Drive in movie theatre

9

Space station

18

Movie set

10

The wing of a passenger plane

11-12

Busy Subway

13

Inside a train/subway car

14-15

A busy bridge during rush hour

16

A race track during a race

17

Demolition derby field

18

Junk Yard

PAGE 22 Garrett Vrieze (order #6663806)

Helpless bystanders

Chase Encounter Chart

Once the encounter and location have been established the players may need to save some helpless bystander. Below is a list of ordinary and not so ordinary people to be saved.

There will be times when a foot, car, or flying chase will occur. The list below gives the Game Master a random sampling of encounters one might find during a high speed chase.

Roll 3D 3

(Adding the words blind, crippled, surly, drunken or wisecracking expands on the description listed below) Nuns /Orphans

4

Elderly couple

5

Joggers

6

Puppy

7

Marching band

8

Baby in carriage

9

Super model

10

Over eager reporter

11

Young boy and his grandmother

12

School kids

13

Role players/war gamers

14

Construction workers

15

Vagrant

16

Police officer/ Fireman

17

EMT/ Doctor

18

Movie actor/ Actress

Roll 3D Ground Based Chase encounters 3

Opening or closing draw bridge ( + 10 on the difficulty roll to jump the bridge)

4

Through a busy tunnel or Highway ( +5 on the difficulty roll to maneuver through traffic)

5

Driving against traffic ( +5 to 10 on the difficulty roll)

6

Light Pole ( +3 on the difficulty roll to avoid hitting the pole)

7

Gas, Firework, Chicken, Dog Catcher, or Bee keeper’s truck ( +3 on the difficulty roll to avoid hitting the truck. If collision does occur the character is beset by the cargo)

8

Red Traffic light (The character will have to cross against traffic, +5 to 10 on the difficulty roll to avoid hitting the pole))

9

Construction work on an open gas or power line, building construction or a person using a jack hammer in the street. ( +5 on the difficulty roll to avoid hitting the obstacle) Pedestrians (Nun, Boy or Girl scout troupe, ducks, Field trip for the Blind or Orphans). ( +5 on the difficulty roll to avoid hitting any pedestrians)

10

11

Driving on sidewalk ( +10 on the difficulty roll to avoid hitting any pedestrians)

12

Truck swerves and drops; lumber, glass, chickens, tires, oil, trash, cadavers, or other cars. ( +10 on the difficulty roll to avoid hitting any pedestrians)

13

Across a busy School or Church yard. ( +10 on the difficulty roll to avoid hitting any pedestrians)

14

Through a Parking garage ( +5 on the difficulty roll to avoid hitting any pedestrians)

15

Marching band, parade, or funeral crossing

16

Through a busy park, flea market, or fair grounds. ( +10 on the difficulty roll to avoid hitting any pedestrians)

17

Through a shopping mall or supermarket. ( +15 on the difficulty roll to avoid hitting any pedestrians or obstacles)

18

Roll twice and combine encounter

PAGE 23 Garrett Vrieze (order #6663806)

Flying Chase Encounters High Flyers have similar troubles when chasing foes through the air.

Roll 3D

Aerial Chase encounters

3

Hot Air balloon. ( +5 on the difficulty roll to avoid hitting obstacle)

4

Ground level flying among traffic ( use ground based encounters chart)

5

Radio antenna or water tower ( +5 on the difficulty roll to avoid hitting obstacle)

6

Parade balloons or banners. ( +5 on the difficulty roll to avoid hitting obstacle)

7

Gaggle of geese, pigeons, or vultures. ( +10 on the difficulty roll to avoid hitting any birds)

8

Billboards. ( +5 on the difficulty roll to avoid hitting obstacle)

9

Electrical wires. ( +10 on the difficulty roll to avoid hitting obstacle)

10-11

Airplane or helicopters. ( +5 on the difficulty roll to avoid hitting obstacle)

12

Between Closely packed buildings. ( +10 on the difficulty roll to avoid hitting obstacle)

13

High rise construction site. ( +10 on the difficulty roll to avoid hitting obstacle)

14

Low flying through a group of trees. ( +15 on the difficulty roll to avoid hitting any obstacles)

15

Through the window of a high-rise office building. ( +15 on the difficulty roll to avoid hitting any pedestrians or obstacles) Through a shopping mall or supermarket. ( +15 on the difficulty roll to avoid hitting any pedestrians or obstacles)

16 17

Low flying into a traffic tunnel or sewer pipe. ( +15 on the difficulty roll to avoid hitting any vehicles or obstacles)

18

Roll twice and combine encounter

PAGE 24 Garrett Vrieze (order #6663806)

GODSEND Agenda in the Victorian Era

be waylaid by homesick angels with “magic powers”. The thing that terrorizes London could be a Chimeran harvesting life energy for a dimensional portal, or an Atlantean alchemist using elixirs to isolate the evil part of his personality. The key to capturing the spirit of Victorian GODSEND Agenda is to fuse complementary elements – just as horror and contemporary pop “science” were often fused in the fiction of the period – and allow the fantastical background to play off of the period setting.

Ordinary and Extraordinary Lives

Dashing Heroes and Dastardly Villains

During the 19th century, the difference between a world of infinite wonder and an oppressive dystopian nightmare was usually one of class. Upper classes in the western world enjoyed a vastly higher standard of living than the lower classes, which almost never saw a chance to escape their life of poverty. The enormous barrier between rich and poor was seemingly impenetrable. Throughout most of the world this social barrier existed as much between races as classes – notoriously so in North America and the British Empire, but no more than in many other parts of the world – and contributed in no small part to the many wars, revolutions, insurrections, and other violent upheavals that ended the Victorian age and ushered in the twentieth century. The Boxer Rebellion, the American Civil War, the Bolshevik Revolution, and countless other conflicts helped prove that power, even in vast quantities, is a fragile thing. Building and maintaining an empire, or protecting a nation from the interests of one, therefore takes constant effort and sacrifice from those who are so dedicated. Taking part in the struggles of the 19th century were hordes of mercenaries, spies, revolutionaries, privateers, soldiers, smugglers, pirates, opium barons, and countless other dangerous types. In the heart of the “civilized” urban centers there were conflicts, intrigue, and knives in the dark, while in the wilderness and on the frontier there were desperate battles and grim, cold violence. Though many in this age knew little more excitement than daily poverty or high-class tedium, adventure was never far away from those who sought it, and characters with superhuman powers also found themselves playing central roles in conflicts, both overt and otherwise, alongside ordinary humans with a passion for such pastimes. From the fog of London town to the dusty trails of the Old West, super-powered heroes and villains were almost as common in the Victorian era as they are in the 21st century.

Science Versus the Unknown The mysteries of the unknown were an important part of the 19th-century world. Many areas of the globe were still largely unexplored: the Antarctic, parts of Africa, Middle-Eastern deserts, Himalayan Mountains, the oceans, the clouds, and the inside of the Earth, to name a few. Outer space was an unknown factor, at least to those without inside knowledge. Fiction, religion and science were all concerned with exploring what lay beyond our mortal experience. Speculation and study were rife as new technologies and new hoaxes appeared together almost daily in an apparent effort to outbid each other. The social movement that called itself “the Enlightenment” sought to use modern ways of thinking to overcome superstition and rational thought and better understand the universe. How does this apply to GODSEND Agenda? Well, in this cosmology, angels and monsters are as real as humanity’s ability to use reason. Any new technology or mystic phenomenon could be evidence of these things as easily as it could be a scam. Remember, science and magic are one and the same here; logic and mysticism are both equally valid. Babbage’s difference engine could really be completed, and it could put him in touch with things beyond man’s capacity to understand. The inventor who built a rocket for traveling sideways through space and time could stumble across the fall of Atlantis, or Poseidon’s evacuation of the last humans from a dying earth, or the rocket could

In the 19th century the world was still full of mystery. Jungles and frontiers, mountains, deserts, and vast stretches of ocean remained unexplored and full of potential for explorers and adventurers. Anybody with enough courage and a little luck could become a hero somewhere; likewise, all that was needed to become a villain was the right degree of ruthless motivation. Life was often short for these fortune-seekers, though, and a little more edge was usually needed to survive past the first adventure or two. Such dangerous times called for a greater class of champion, whether he fought for good, evil, or something in between. Race and class were also important factors in 19th-century heroism. Women, minorities, and the working classes had a much harder time gaining recognition in the “civilized” world, and most of those who did achieve success did so because they were truly unique individuals. Greatness is a hard enough target without the whole of society acting as an obstacle. Oppression was even a motivating factor: many chose a life of heroism in order to prove that they could become better than society claimed, or to see justice done; others embarked upon villainy for the same reasons. Those without privileged backgrounds often had an easier time in lawless frontiers such as the American west, the notorious port of Shanghai, or the French Foreign Legion. At least in these places the danger was honest and impartial, and justice was in the hands of those who took it for themselves. Of course, destiny has a tendency to win over all and, in this world of monsters and super powers, fate is not known to be prejudiced. Heroes and villains of every shape, size, and color operate in this era and are usually more noted for their fearsome powers and dangerous activities than for the circumstances of their birth (aside, of course, from some who are clearly not human). Those with superhuman powers had a far greater chance of facing the world on their own terms. Those without powers of their own were forged for the most part in hotter fires. In the world of Victorian GODSEND Agenda, any type of character has as great a chance of success as any other. Social background is a useful factor to include when evoking the feeling of the Victorian era, and to enhance roleplaying, but it should not overly restrict character creation.

Ten Righteous Men This team of heroic adventurers, often known simply as “The Ten Men”, consisted entirely of the membership of the exclusive Camelot Club in London. The founding members were ten of the most experienced and noble servants of righteousness, hand-chosen by the Atlantean explorer Sir Charles Emerson Knight, and their goal as stated in the club charter was “to protect the human race, in all its diverse and sundry forms, as is the will of the Higher Power and the duty of its servants”. With Knight as their leader and financer they battled peril across the globe for almost a century, facing threats as deadly and fantastic as any the modern age has yet to offer. Throughout its existence the Ten Righteous Men voted many of these “diverse and sundry forms” into its ranks, including some who were not human at all. Sir Knight was adamant that above all else there should be ten members

PAGE 25 Garrett Vrieze (order #6663806)

at all times. Whenever one member died, or left the team, he was replaced as quickly as possible; likewise, not even the most stalwart of heroes could be voted in if there was already a full roster. Eligibility was otherwise judged purely on merit; anybody who showed enough skill and dedication was considered. In fact, the Ten Men could hardly afford to be picky – their job was so dangerous that the turnover was horrifying. Estimates put the total number of members between 1801 and 1894 at somewhere around the 250-300 mark. Most did not leave the Camelot Club alive. Nobody knows for sure, of course, as the Ten Righteous Men were among the most secretive forces for good ever to exist outside of government control. This fact placed them in constant conflict with the crown, which tried every possible method to coerce them into becoming tools of the British Empire. Sir Knight’s political savoir-faire and the realization that the Ten Men would make dangerous enemies, were major factors in the survival of the club until its demise. The last surviving lineup of the Ten Righteous Men shared only one member in common with the original team: Sir Knight, the only immortal known to have joined. He perished alongside his teammates in the final conflict of the Martian invasion (see below), and with him died the spirit of the Ten Men. There is no memorial for them, clandestine as they were, and very little evidence even remains of their existence. Without records it is difficult to even determine exactly who any of them were besides Knight himself. Only a few survive who truly know anything about the Ten Righteous Men. It is more than likely, however, that any hero active during this period had at least a passing acquaintance with the Ten Men.

Sons of the Deep The Sons of the Deep was a loathsome cult of international nihilists bent upon the destruction of civilization during the latter part of the 19th century. They emerged in the 1860s when an experimental American submarine, the Lucy, happened across the sunken ruins of what appeared to be a large temple complex off the coast of New England. The authorities immediately hired a team of scientists and archaeologists to secretly explore the ruins and determine exactly what they were and to which culture they belonged. They were unfortunately infiltrated by a foreign spy of unknown extraction, who sabotaged the expedition and allowed his masters to reach the ruins first. It is not known exactly what they discovered before destroying the complex with explosives, but when the Sons of the Deep arose five years later to threaten the world they identified themselves using the same symbol found on one of the larger ruins. The campaign began instantaneously around the world. The Sons seemed to have agents in every nation on the planet, acting together to pave the way for war and destruction. They incited riots and insurrections, they created scandals, and they brought tensions to boiling point. At times they seemed close to their goal. The cult seemed as impenetrable as it was incomprehensible; their agents used weird artifacts with no apparent relation to Earth technology, and according to one eyewitness those who were captured “melted into nothing, like a wax doll dropped into a fire”. The Sons’ existence was kept a highly guarded secret. Only government agents and those who had faced them knew about the threat. Then, as suddenly as it had begun, their activity ceased. January 11th, 1891 was the last time the cult’s handiwork was spotted anywhere. They simply vanished, leaving no sign or legacy apart from the damage they had already caused. Authorities were left to wonder – were the Sons of the Deep destroyed, or did they find a new way to hide?

Peril of the Red Planet

but the portal backfired, latching onto the nearest planet: Mars. The lizardlike aliens discovered that the ecology of this world into which they had been thrown had a vastly beneficial effect – they became giants, still bearing the same monstrous forms but fifty times larger. They also developed technology based around psychically releasing the abundant natural Ka energy of the rocks of Mars, turning elaborate stone wands and scepters into arcane weaponry. All the while they turned their gaze upon Earth, longing to return to the fertile planet they had left behind. They devoted their time to recreating the dimensional gate with what resources Mars offered and, after several thousand years, they succeeded in gathering all they needed to invade the Earth. By this time their origins had become legend, their ancestry a mystery even to themselves. The race of monstrous Martians that finally returned to Earth were as different to the Nibiru as the Atlanteans are to human beings. In October 1899 the vanguard arrived like a thunderstorm, appearing in the middle of the English countryside and quickly setting up a beachhead. They ravaged the surrounding landscape and did as much damage to the nearby cities as possible, scattering refugees in every direction. The military were hopelessly outgunned. Soon the invasion spread to Europe and Asia, with seemingly endless numbers of Martians appearing at their fortress in northern England. People around the world spoke of the end of days, the coming of the Fifth Age, or Armageddon. A few thought of outer space and its mysteries. Many simply saw intelligent dinosaurs and rewrote their ideas on paleontology. Super-powered individuals fought bravely against the invaders, alone or in teams, and hundreds sacrificed themselves in battle. None seemed able to stop the Martians. Eventually an “expert” in unspecified subjects, hired by the US government, discovered the original portal that had sent the Nibiru to Mars. It was still functional but would transport matter one way only. The authorities quickly secured the location and, bowing to experience, allowed the Ten Righteous Men to be the first to sacrifice themselves. The Ten Men led an expedition to the other side of the portal in order to wipe out the inexorable tide of aliens at its source. Their intention was to destroy the portal from Mars or to otherwise disrupt the Martians’ supply lines. Meanwhile, in the Far East, a last-ditch effort to repel the horde took place. Japanese sorcerers summoned the aid of Enjin, a two-hundred-story orichalcum automaton that belched smoke from the unquenchable inferno at its heart. It strode out of the sea and met the Martian army head-on over Tokyo. Although Enjin was several times larger than the invaders, and possessed of an energy weapon of its own, the Martians clearly had the numerical advantage. Tokyo was almost razed before Enjin led the Nibiru out into the countryside. Then, just when it seemed that both sides had fought to a standstill, Enjin seemed to falter. The arcane fires within its body grew dim and it started to slow. The Martians sensed a victory. They laughed horribly as they gathered to strike the final blow against Earth’s last line of defense . . . and were caught off-guard when their psychic armaments failed to respond. Enjin used the last of its strength to exploit this brief advantage. The Martians were routed before its might. Without their weaponry, the Martians were no match for the combined power of the human military and their super-powered allies. Their supplies and reinforcements had also ceased, indicating that the portal from Mars was no more. Word spread among the humans, and before long the Martians were nothing more than a series of easy targets for artillery. The Ten Men’s suicide mission had been a success. Enjin, a mystery, returned to the ocean. The war was declared officially over on January 18th, 1902; all that was left was to rebuild. Several of the world’s richer countries began amassing vast arms stockpiles, allegedly to ensure that they could never again be outgunned. In twelve years’ time this decision was to become their destiny.

Long ago, during their war with Atlantis, a hundred Nibiru soldiers became isolated in battle and lost contact with their race. Fearing that they would never again return to Mu, they abandoned the war and remained hidden in the remote American wilderness. Over time these saurian warriors constructed a dimensional portal that they believed would send them to their home galaxy,

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The Martian Nibiru

Archetype: Warrior Alien Invader Reflexes 3D, brawl 4D, dodge 6D, jumping 6D, melee combat 4D Coordination 2D, marksmanship 5D Physique 3D, running 4D, swimming 4D Presence 2D, command 4D, willpower 4D Knowledge 2D, tech 3D Perception 3D, search 4D Advantages: Size (R2) Disadvantages: Achilles’ Heel (R3) Atmospheric incompatibility, Overconfident (R3), Strange Appearance (R2) large bipedal lizard men Powers: Chameleon 1, Endurance 4 Move: 10 Strength Damage: 2D. Fate Points: 2. Character Points: 10, Ka Points: 4, Body Points: 29 Equipment:

Chemical Wand Toughness: 2D Power: Acid Projection 3 Range: 20 Burst modifier: Burst Fire Ammo: 10 Gadget Modifiers: Equipment, Fragile, Obvious Note: A Narrow wand that shoots projectiles of an organic acid. Point cost: 12 pts Protection Membrane Armor value: 2D Reflex Modifier: -2 Powers: Life Support 1 Gadget modifiers: Armor, Obvious Note: A viscous gel that protects the Nibiri from harm Point cost: 3 pts Power Level: 1 (77 pts, 92 pts with equipment)

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Tripod Walker

Toughness: 4D Crew: 4 Passengers: 20 Cargo Class: 4 tons Movement: 100 KPH (ground) Maneuverability: -2D Size: 10 Range: 500 Kilometers Powers: Infrared Vision 3, Energy Blast 5, X-Ray Vision 10, Entangle 5, Wall Crawling, Life Support 1 Gadget modifiers: Vehicle, Obvious, Limited Uses (24 Hours) the device must be transmitted energy from mars every 24 hours to function Notes: Large, three legged engines of destruction. The heinous main body has three glowing eyes that constantly move and seek out adversaries. Point cost: 31 pts

RENOWN and AGENDAS

The Intentions of Renown and Agendas

Ka-using beings have existed in the world for thousands of years. During that time, many have used their extraordinary powers to set themselves above the rest of humanity as gods via the GODSEND Agenda, pursuing their own private schemes – some seeking personal glory and grandeur, and others doing it for the sake of the common man. Every character in GODSEND Agenda has a personal motive driving them. The greatest of these goals and ambitions are called Agendas. Agendas can be anything from wanting to becoming the world’s most famous super-powered celebrity, to wanting to take over a small nation and have the natives there worship you as a God. Arthur wanted to unite England and shrug off the tyranny of the Saxon invaders, Liu Bei sought to unite the warring kingdoms of China, and Hitler envisioned a world where the Aryan master race ruled the world. However, unlike standard 4-color comics and the games that strive to emulate them, characters in GODSEND should be more proactive than reactive when it comes to problems. They should want to use their powers for more than stopping the bank robber from robbing the bank, – they should want to influence and change the world. After all, if you have been blessed with super human abilities and powers…what do you do with them? Do you use them for personal gain, do you sit back and use them to react to problems around you, or do you try to make a difference in the world?

Renown and Agendas are an optional rule that can be used in conjunction with the standard game play to supplement the standard experience point award system. Feel free to use what you want here or completely ignore it, it is your choice. However, consider that this system can add another layer to the character, giving the player a sense of accomplishment while immersing him deeper into the game environment. Everyone in the game should have some sort of driving motivation that keeps their character progressing, helping the character feel a since of accomplishment that they have sole control over. As the Game Master you should not feel threatened by giving a small amount of narrative control over to the players – it can only make them feel more a part of the game. Many times in super hero games the characters are only reacting to what is thrown at them, and they fail to go beyond and start being proactive with their powers. This meta-system gives the players the opportunity to do just that – to be PROACTIVE.

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Follower

RENOWN This is a pool of points received when characters get experience points during a game. The amount given depends on how the character performed during the game. 1-2 points for performing as expected during the adventure 3-5 for performing beyond expectations 6-10 for performing well beyond the capabilities of the character 11-15 if the character has performed a great feat of heroism 20+ if the character died in the line of duty (such renown benefits are awarded posthumously) Renown can also be taken away for acts unbecoming a “hero” or performing something that would make him infamous, and this number can even go into the negatives. For example, failing a task or being beaten by a villain can end with the character losing renown. For the sake of the system, positive and negative points work in the same way when spending them on agendas since villains have sinister goals. Beyond spending these points on Agendas, renown also has the added bonus of making the character more recognizable, celebrated or reviled. 0: A complete unknown 1-10 A neighborhood big brother or thug 11-20 A local hero or small time hood 21-30 An obscure hero or criminal (+1 on all social interaction rolls) 31-40 A lesser known hero or villain 41-50 A minor hero of the people or (+2 on all social interaction rolls).Ω 51-100 A hero 101-150 A major hero (the character has achieved enough notoriety that most people know of him) (+3 on all social interaction rolls) Ω 151-200 A super hero (stories are written of the character’s exploits) Ω, F1 201-250 A legendary hero (+1D+1 on all social interaction rolls) Ω, F2 251-300+ A living god or diabolic archfiend of legend (common people are awed in your presence) (+1D+2 on all social interaction rolls) Ω, F3 For every Additional 100 Renown the character receives the benefits of the 300+ Renown level.

Ω:Ka Increase

More and more Ka is being directed by those who revere or worship the character. At this level the character’s Ka points increase by 1D+2 points. These points are kept as long as the character remains at that Renown level or above. If she should ever fall below the threshold then the points are lost.

F1: Followers

All attributes at 2D Skills: 5 points in various skills Advantages: None Disadvantages: Devotion (R1) to the characters goals Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 0. Body Points: 18/Wound levels: 2. Equipment: varies The character receives additional followers equal to their Presence die code multiplied by 50. (Example: A character with a presence of 3D would roll 3D and multiply the result by 50.) F2: The character receives additional followers equal to their Presence die code multiplied by 100 plus 2 champions built with 100 character points. The standard followers become zealots willing to give their lives for the character at this level. The champions may have super human abilities and are loyal to a fault. F3: The character receives additional followers equal to their Presence die code multiplied by 1000 plus 2D+2 champions built with 100 character points.

AGENDAS Agendas come in all shapes and sizes but all have in common that they are important to the character. Each character decides what his Agenda is (or Agendas; it is ok to have more than just one). Each Agenda is rated on the chart below, along with the Renown point “cost”. Note that spending Renown points does not lower the character’s Renown rating; the hero is just as famous as he was before he spent the points. However, once the points are spent they cannot be spent again and are considered tied to the accomplishment; this will be primarily why the character is famous.

Agenda

The Agenda is small and personal: “I’m going to quit eating chocolate“. Cost 1 Renown point The Agenda affects a small group of people close to the hero. “I’m going to use these great powers to make my family’s life comfortable“. Cost 5 Renown points The Agenda affects a small community. “I wanna clean up this neighborhood”. Cost 20 Renown Points The Agenda affects the city. “This is my town, I protect it”. Cost 40 Renown Points. The character receives an additional 1-5 points of Renown when he completes this Agenda

The hero becomes so well known that people who believe in his cause flock to his side. The followers could be anything from a fan club to a small church devoted to the character. The followers will do whatever they can within reason to help promote and facilitate the ideals of the character. The followers believe in the character but will not endanger their own lives in any way. Once the character’s Renown reaches 90+ the followers will be willing lay down their lives to help the character achieve his goal. Followers will take abuse but will eventually leave if treated poorly on a regular basis; some may even lash out and turn on the character. The character receives a number of followers equal to 4D multiplied by their Presence die code. Their stats follow;

The Agenda affects the region. “The people of this area have no access to the river, so I’ll divert it”. Cost 60 Renown Points. The character receives an additional 5-10 points of Renown when he completes this Agenda. The Agenda affects the country. “There is no need for a vote; I will assume control of the Senate”. Cost 80 Renown Points. The character receives an additional 10-15 points of Renown when he completes this Agenda. The Agenda affects the continent. “All Australians will worship me as their god”. Cost 100 Renown Points. The character receives an additional 20-30 points of Renown when he completes this Agenda.

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The Agenda affects the World. “No being on this planet will go to bed hungry”. Cost 150 Renown Points The character receives an additional 40-50 points of Renown when he completes this Agenda. The Agenda affects the galaxy. “I will single handedly wipe out the Chimeran threat”. Cost 300 Renown Points. The character receives an additional 75-100 points of Renown when he completes this Agenda.

Costumes Super humans (both heroes and villains) wear costumes for a number of reasons, most notably to garner attention in public. Seeking public attention is not just to fuel the hero’s ego – it is also done to glean some small public recognition for the sake of renown (and ultimately more Ka – “Hey! Notice me... throw some of that Ka my way”). The person inside the costume becomes larger than life and truly iconic when donning the cape and cowl, giving him a freedom of movement and expression that he would not have in his alter ego. Think of the costume like a holy symbol that allows the character to be more recognizable. Superman’s “S”, the Dark Knight detective’s Bat symbol, and Michael Jordan’s red #23 jersey are all iconic symbols that are immediately familiar. And of course, ego cannot be entirely discredited, since many super humans want to be feared or loved by the public. The higher the visibility of the hero the more likely that he will become a household name. Long ago the Elohim realized that people needed a symbol to focus their attention on to easily channel their Ka, and so a proliferation of symbols, icons and effigies sprang up all over the world symbolizing a particular “god”. In bygone days the superhuman would be represented by a particular holy symbol that worshipers would carry and use to channel Ka through; now it is done by simply wearing a T-shirt with the emblem of ones favorite hero. The more recognizable the hero is, the more easily Ka is channeled their way, and many super humans have entire PR firms secretly working to promote their iconic look, often going so far as to have teams of copywriters work up clever and catchy slogans for them to use: -Be like Mike -Turn the other cheek -For truth, justice, and the American way -Let there be light -It’s clobbering time There is no rule that says that a character must wear a costume, but those that do will have a much easier time promoting their brand identity, which will make it easier for them to gain renown. Heroes that have team costumes have a much easier time at promoting their name brand since other individuals are working toward that same goal.

Some of the benefits are as follows: • • • •

The hero is easily recognizable and makes the hero large than life. The public is more inclined to remember the hero, making it easier to generate more renown. It protects the hero’s secret identify and personal life. Reprisal by a hero’s adversary is much harder when the villain doesn’t know who the hero actual is. The character receives an additional 10% bonus Renown when the GM gives out Renown awards (round up). Example: After a night of heroic role-playing the GM decides to give all the players 20 Renown points. Of the 5 heroes, three wear flashy costumes while the others wear normal street clothes. Those with costumes receive an additional 2 Renown points.

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was a NPC. The following form should be filled out. The point cost of the team is spent from a pool of Character Points donated by all the players involved. This “charter” fee is gone once spent and cannot be refunded if a player leaves the team.

Pantheons A pantheon is a team of super humans who have banded together for a common goal or agenda. There are several benefits to forming a group: Teamwork toward a common goal is easier to do when you have likeminded beings working in that direction. • There is protection in numbers from one’s individual enemies; usually the team protects its own. • As a whole the team has a much larger pool of resources to pull from. Teams often intermingle their individual resources for the greater whole enabling them to buy things such as weapons, research and scientific equipment, and team gadgets. Characters can pool their character points in order to buy large ticket items such as expensive bases of operation or group vehicle or communication devices. To do so, they simply set aside a number of character points that are used for group endeavors. • A team of heroes have a much higher profile than an individual and they are thus able to eventually channel more Ka. Pantheons have their own Renown score, enabling the pantheon as a whole to garner the benefits of high Renown just like a character. The benefits of this Renown are shared by the characters as long as they are members of the team. • Characters that work as a team may pool their character points in order to use them in combat situations. One person is designated as the leader of the Pantheon (usually the person with the highest command skill) and they may dole out character points during combat to be used to augment rolls. This allows the team to be more effective in combat situation by using teamwork. Once the combat is over these points are assigned equally back to all the players. • The leader may spend Ka on behalf of another player at any time during the round. • The leader may allow a team member to “barrow” one extra die for any roll during the combat round. The leader can loan a number of dice in a round equal to her command skill dice. This cost the leader one action that round per teammate loaned to. Example: Liberty has a Presence of 3D and a command skill of 3D for a total of 6D. Liberty can “loan” a total of 3D since she has 3 dice in her command skill. During the combat round she loans Nova 1D to make a dodge roll, and 2D to Major Arcana to make a Ka manipulation roll. This cost her two actions that round, meaning if takes any other actions she will be at a penalty determined by the multi-action penalty. • Characters in a team receive an additional 10% bonus Renown when the GM gives out Renown awards (round up). This is in addition to the potential bonus for having a iconic costume. •

Pantheons tend to have a common goal that unifies the team. When the team forms, the players involved should sit down and write up the team as if it

Name: One of the most important steps in creating a Pantheon is naming it. The name of the team will invoke particular concepts and ideas in the minds of those who hear it so be mindful not to name the team something that would take away from the effectiveness of the Pantheon. A team called The Myrmidons will have a far easier time being taken seriously by the public than the Rainbow Pony Brigade. Leader: Who is the leader/spokesperson of the team? All pantheons need a figurehead to be the public face of the team. This person may not be the leader in every sense of the word, but she will be the person that the public goes to when questions are asked or edicts are handed down. Renown: Pantheons have their own popularity and fame just like a normal character. This attribute starts at zero and grows as the team’s exploits become known. Pantheon Objectives: What is the primary goal or agenda of the team? By fulfilling their goal the Pantheon receives Renown just like a player character. Base of Operation: Where is the Team located? A team usually has a base of operation to work from. A team base may be purchased by the members involved by using character points. The team simply buys the Secret Hideout advantage. All members of the team have access and all the privileges of the base. Advantages: What are the other perks of the super team? Does the super team have any type of authority with the local government (or are they the local government for that matter)? Do they have servants or employees working for them? The players should figure out what, if any, other perks come with being a member of the super team. Disadvantages: Does the team have an enemy organization gunning for it? Is the Pantheon plagued by bad publicity or some sort of dark secret? Funds: What are the team’s resources? Ancient religious pantheons had a vast amount of resources because worshipers paid tribute to their gods. In modern times the money trail back to the pantheon can be a little more tricky and convoluted. Marketing the team and merchandising various items that are representative of the team can bring in a lot of money. Pantheons start out with a Funds attribute of 3D (like normal characters) but may be increased by the team through the spending of character points (the wealth advantage). The Funds attribute can be used by all the members of the team.

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Resources: Does the team have access to wondrous gadgets? Many super teams have special transportation or uniforms that provide special benefits. Does the Pantheon have a special plan, or communication gear? These items are bought as gadgets from the character point pool generated by all the team members.

Example Pantheons: Name: DjinnX

Leader: Eddie Supernova Renown: 140 (the team is infamous the world over) Pantheon Objectives: To cause chaos and to promote nihilism and pandemonium. Base of Operation: None; the team is mobile and always on the move. Advantages: Contacts (R2), Wealth (R2) Disadvantages: Infamy (R3), Enemy: USER (power level 3, large organization, common)(8) Funds: 3D Resources: The armored tour bus (Toughness 7D, Ground Movement 150kph, Crew: 1, Passengers: 10, Cargo capacity : 400lbs, Maneuverability: 1D, Size: 8, Range: 500 miles. Modifiers: Vehicle, Obvious. Cost 13pts)

Total Pantheon Cost: 6pts

Name: The Sentinels

Leader: The Patriot Renown: 175 (the team is revered around the globe) Pantheon Objectives: To defend the world against sinister threats wherever they may arise. Base of Operation: The Sentinel Mansion, Washington, D.C. Advantages: Allies (R4), Contacts (R2), Fame (R3), Laboratory (R4), Wealth (R5), Secret Hideout (Multistory building, High-tech)(15pts) Disadvantages: Enemy: Black October (power level 3, large organization, uncommon)(7), Terrible Secret (R2) the Sentinels work for a secret government organization known as USER. Funds: 3D Resources: The Eagle (the Sentinels’ Hypersonic jet) Toughness: 7D Crew: 2 Passengers: 8 Cargo Class: 800 lbs Movement: 700 kph (air) Maneuverability: +1D Size: 4 Range: 10,000 miles Powers: Body Armor 4, Super Sense 5 (Sight and Hearing only), Flight 12, Infrared Vision 4, Life Support 4, Sonar 4 Gadget modifiers: Vehicle, Obvious Notes: The Eagle is the Sentinels’ signature vehicle, used to transport the team. Every year the vehicle is changed cosmetically to keep in step with what is considered sporty and high-tech. Cost: 32

Toughness: 1D Power: Super-Tracking 10 Gadget Modifiers: Equipment, Fragile, Limited use 10 hours Notes: This small device sends out a signal to a large tracking device. Cost: 8 pts

Total Pantheon Cost: 71pts

Costume Body armor Armor value: 2D Reflex Modifier: 0 Gadget modifiers: Armor Cost: 7 Transmitter unit

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Wondrous Gadgets and Artifacts

The Agate Skull of House Azaes

This section details a few extraordinary gadgets from folklore, myth and legend. The intent of this section is to give the Game Master and players alike an example of the types of items characters in the GODSEND universe would carry and use. Since the game world spans many different time periods and genres of play the artifacts listed reflect this. The appeal of the gadgets below is the uniqueness of each one. The heroes of GODSEND don’t just carry around +5 swords, they wield sentient jewels embedded in their chest that fire beams of pure Ka and protect them against the harsh elements of outer space. The artifacts and magic items used by heroes of myth all have twists that make them unique to the GODSEND Agenda cosmology. Hopefully the list below will inspire even more wondrous artifacts.

13 crystal skulls of Aztec legend The thirteen crystal skulls were created by Atlantean “enchanters”. The skulls originally had the shape of fine crystal balls but were later chiseled down into skull shapes by Typhon and his renegade Elohim during the destruction of Atlantis to signify the death of the houses. The Skulls were discarded with disdain by the Elohim and later collected by a member of house Autochthon and taken to the South American Atlantean outpost. The 13 skulls were created for each Atlantean house and pertained to the aspect of that particular order. Each skull was made of a different crystal type and had different paranormal abilities. When combined and used the skulls had an even greater effect. All had one power in common: the ability to project holographic messages to another skull. This allowed the Atlanteans to communicate over great distances.

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Mimicry 10 (must have a sample of the blood of the chosen target), Animate Dead 15, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate). All powers have a Focus of blood; the blood of a living being must be poured over the skull to activate it. Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 61

The Amethysts Skull of House Cleito

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Ka manipulation 8, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Skills: Gadgetry +4 (+3 specialization Potion Maker) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 52

The Onyx Skull of House Atlas

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Body Manipulation 10, Combat Sense, Fast Reactions 4, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 46

The Emerald Skull of House Autochthon

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Matter Manipulation 5, Transfer Attribute 10 (only usable for Skull gestalt) Skills: Gadgetry +5D All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 28

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The Aventurine Skull of House Mestors The Ruby Skull of House Diaprepes

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Elemental Sheath 10, Flame Manipulation 6, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 47

Toughness: 5D Knowledge +7D (Great Insight) Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Psychometry 8, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 27

The Obsidian Skull of House Ampheres

The Jade Skull of House Elasippus

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Earth manipulation 12, Plant Manipulation 8, Telekinesis (earth and stone only) 10, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 68 The Lapis Lazuli Skull of House Evaemon Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Illusion 10, Empathy 10, Transfer Attribute 10 (only usable for Skull gestalt) Skills: Artistry +5D All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 26

The Pearl Skull of House Emelus

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Mind Control 10 (animals only), Speak with Animals 10, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 23

The Sapphire Skull of House Gadeirus

Toughness: 5D Knowledge +7D (Know it All) Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), ESP 8, Transfer Attribute 10 (only usable for Skull gestalt) Skills: Command +5D, Persuasion +4D All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 29

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Precognition 10, Postcognition 8, ESP 5, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 25

The Aquamarine Skull of House Mnesues

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Amphibious 5, Water Manipulation 6, Weather Manipulation 5, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 51

The Quartz Skull of House Pascal

Toughness: 5D Powers: Telepathy 10 (Double range, Misc. Limitation only with the other skulls, Uses others senses), Illusion 10, Animate Object 10, Light manipulation 10, Transfer Attribute 10 (only usable for Skull gestalt) All powers have the disadvantage of Physical gestures (must wave hand over the crystal in a circular motion to activate) Gadget Modifiers: Equipment/Weapon, One of a Kind, Fragile, Obvious Point Cost: 53

Skull Gestalt

(Combining and using the skull’s powers) When the skulls are combined the users may perform a special type of gestalt that allows one designated user to use ALL the powers of the skulls. To use the skulls in this way the user must spend 20 points of Ka energy and concentrate for one round speaking the activation phrase. Once the prerequisites are met the user can utilize the skulls’ combined abilities for 1 hour for every die he has in his willpower skill. The skulls all rise, glow, and float around the users head with the Pascal skull hovering just above the users head in the center. After the allotted time is up the user must rest for days equal to the time used.

PAGE 36 Garrett Vrieze (order #6663806)

Adinkra Symbols The Adinkra symbols are used by the Ashanti peoples of Ghana and the Ivory Coast. As a large collection of pictograms, they express a number of ideas, practices, and beliefs. They aren’t true artifacts in the sense of the word but rather a number of concepts that can be written on a persons skin (usually on the forehead) to give him special powers. Once imbued with a small amount of Ka the symbols activate and manifest the effect related to the symbol’s idea. The effects of a symbol usually last only one day and one night after which time they fade and disappear from the skin. The Adinkra method of Ka use was first put forth by the Elohim Nayme and later perfected by Atlanteans in the region.

Adinkra Hene

(King of the Adinkra symbols) Symbol of greatness, prudence, and magnanimity. Toughness: 1D Powers: Ka Manipulation 7 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 27 pts

Ani Bre A Enso Gya

(No matter how red-eyed (serious) one becomes, one’s eyes would not spark flames.) Symbol of patience and self control. Prov. “Anibre a enso Gya.” Toughness: 1D Powers: willpower +5D (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

Dwenini Mmen

(Ram’s horns) Symbol of STRENGTH (of mind, body and soul) and HUMILITY. Prov. “Dwenini ye asisle a ode nakoma na ennye ne mmen.” (The ram may bully, not with its horns but with his heart. Toughness: 1D Physique +5D (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

Eban

(Fence) Symbol of safety, security, and love. Toughness: 1D Powers: Healing 3 (Cost Ka to activate R1), Force Field 5 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 3 pts

Fafanto

(The Butterfly) Symbol of Tenderness, gentleness, honesty, and fargility. Prov. “Fafanto se nsa ni o, na aka ho sika.” (The butterfly may be fluttering around a pot of palm wine, but will not drink it, for it cannot afford to buy). Toughness: 1D Powers: Empathy 5 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 p

Gye Nyame

(except God) Symbol of the Omnipotence Of GOD. Prov. “Abode santan yi firi tete, obi ntena ase nkosi n’awie, Gye Nyame.” (This Great panorama of creation dates back to time immemorial, no one lives who saw its beginning and no one will live to see its end. Except God). Toughness: 1D Powers: Cosmic Awareness 5 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

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Hwehwemuda

(Searching rod or measuring rod) Symbol of excellence, perfection, knowledge, and superior quality. Toughness: 1D Powers: business +2D, languages +2D, medicine +2D, tech +2D, Scholar (user picks field) +2D Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 3 pts

Nyame Nwu Na Mawu

(God does not die, and so I don’t die.) Symbol of the omniscience and omnipresence OF God,and the infinity of man’s soul. Toughness: 1D Powers: Life Support 3, Longevity, Regeneration 2 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 5 pts

Ohene Tuo Kramo Bone Amma Yeanhu Kramo Pa

(The bad Moslem makes it difficult for the good one to be noticed) Symbol of a warning against deception. Toughness: 1D Powers: Detect (lies) 5 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

(The King’s gun) Symbol of defense, protection and power. Toughness: 1D Powers: Force Field 3 (Can attack through, Cost Ka to activate R1), Energy Blast 3 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

PempAmsie Krapa or Musuyide

(Good fortune or Sanctity) Symbol of good luck and spiritual strength. Prov. “Krepa te se okra, okyiri fi.” (Sanctity is like a cat, it abhors filth). Toughness: 1D Powers: Luck, Great Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

(Sew in readiness - be prepared) Symbol of readiness, steadfastness, hardiness, valor, and fearlessness. Toughness: 1D Powers: Endurance 3, Iron Will 3, Fast Reaction 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

Sankofa Nkyimu

(Crossed divisions made on cloth before printing) Symbol of precision & adroitness. Toughness: 1D Reflexes +4D (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

(Go back to fetch it) Symbol of the wisdom in Learning from the past in building for the future. Prov. “Se wo were fi na wo sankofa a yenkyi.” (It is not taboo to go back and retrieve if you forget.) Toughness: 1D Powers: Postcognition 3 (Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

Nyame Dua

(God’s tree or altar of God) Symbol of the Presence of God and God’s protection. Toughness: 1D Powers: Force Field 10 (works on others, Cost Ka to activate R1) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 13 pts

Wawa Aba

(Seeds of the wawa tree) Symbol of hardiness, toughness, and perseverance. Saying: “Oye den se wawa aba.” (He is as tough as the seed of wawa tree.) Toughness: 1D Powers: Endurance 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off), Limited use (last for 24 hours) Point Cost: 1 pt

Nyame Nti

(Since God exists) Depicts leaves on its stalk. Symbol of faith and trust in God. Prov. “Nyame Nti, menwe wura.’ (Since God exists, I will not feed on leaves.) Toughness: 1D Powers: Sustenance 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Fragile (water will wash it off) Point Cost: 1 pt

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Atlantean Power Armor

Ark of the Covenant The Ark was a navigational and communication device used on the Angelos ship lost to them at the battle of Babel and found by a wandering desert tribe. The apparatus was hidden in an ornate box constructed of acacia wood, and was plated with pure gold, inside and out. On the bottom of the box, four gold rings were attached, through which two poles, also made of acacia and coated in gold, were put. Two golden statues resembling kneeling Angelos topped the box and between them a glowing nimbus of energy crackled. The Ark had many wondrous powers including the ability to smite enemies, topple walls and navigate the tribes of Israel to the Promised Land. The Ark also had many drawbacks that made it difficult to use and transport. The Ark could not be touched directly and looking upon the contents of the Ark could kill the person instantly.

The Ark

Toughness: 5D Powers: Empathy 10 (used to encourage warriors to fight and frighten enemies) Enhancement 20 (skills only) This power was used to enhance the fighting skills of the tribes of Israel Mental Blast 10 (only on those who look directly in the ark) Looking at the Ark was like looking directly into infinite oblivion; the human mind could not withstand that type of assault Telepathy 40 (Double Range) ESP 20 (Double Range) Flight 2 (always on) The Ark hovered above the ground at all times and transferred this ability to its bearers. Gadget Modifiers: Equipment/Weapon, Cumbersome R4, Device Regenerates, One of a Kind, Temperamental R2 Point cost: 173 pts Note: this device should be used as a plot device and shouldn’t be allowed to fall into the hands of the player characters.

Atlantean Myrmidon Power Armor

The Atlanteans used every bit of technology to their advantage. Not only did their army have the Colossus sized battle suits to help protect their lands, they also employed personal battle armored suits. Each great house utilized a different design but all were effective in the hands of trained combatants. The armor was uniformed and colored brightly signifying each house. Although the armor was not as effective as the suits worn by the Angelos, they still struck fear into the hearts of their foes. The armor resembles Greek Hoplite armor with an undergarment made of a puncture resistant mesh. Each suit covered the wearer from head to toe and made him invulnerable to most mundane attack forms. The suits bestowed upon the wearer the ability to survive in hostile atmospheres, see in the dark, absorb and negate most projectiles, flight and the ability to project concussive force blast from the gauntleted hands. The suits that survived the fall of Atlantis are kept for great emergencies, locked away in secret vaults around the world. Some suits have been found and used through out the ages as magical suits of armor and handed down from generation to generation.

Armor value: 3D Reflex Modifier: -3 Physique +2D Powers: Life Support 2, Infrared Vision 3, Force Blast 4D (sweep Attack), Energy Absorption 2(kinetic), Flight 4 Gadget modifiers: Armor, Obvious, Temperamental R1 Point cost: 34

Bennu Cloak /Firebird cloak The beautiful multi colored cloak originated with an Elohim female called Bennu in the Nile valley. Bennu soon moved on to Eastern Europe and finally settled in North West America and helped the Native Americans there. She fell in love and married a great chief and after her death the cloak was passed down to her descendents. The cloak allows the user to take the form of a large flaming bird. The cloak only allows the wearer to transform from the sunrise till the nightfall, at night reverting to her natural form.

Firebird Cloak

Toughness: 3D Powers: Flight 8*, Elemental Sheath Fire 5*, Healing 10*, Flash Attack 10*, Flame Jet 7* (Sweep Attack, Power Defense, Persistent Effect), Regeneration 10* * All powers have Power Limitation super heroic form -2 per Rank Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Limited use 12 hours (from sun up till sundown each day) Point Cost: 101 pts

Black Mirror of John Dee. The Black mirror was a device that allowed travel and communication between different dimensions. The user had to activate the device with an expenditure of his own personal life-force. The mirror was primarily used to converse with the dead and had an anchor point to the Realm of the dead (page 54 of the core GODSEND Agenda book).

Black Mirror

Toughness 3D Toughness: Powers: Dimensional Travel 15 (cost Ka to activate R3) Powers Astral Projection 6 (cost Ka to activate R3) Gadget Modifiers: ers Equipment/Weapon, One of a Kind, Obvious, Fragile, Cumbersome R4 Point Cost Cost: 11 pts

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Cape, Cloak, boots, or Carpet of flying

Many super beings of the past have used some form of this gadget as a conveyance. In the modern age the carpet has given way to the cape as a form of transportation and fashion.

Cape, Cloak, boots, or Carpet of flying Toughness: 3D Powers: Flight 10 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 4 pts

Djinn Bottles These brass colored bottles were used on the Elohim prison ship as containment cells for Ka using beings. Five feet tall and three feet wide the bottles were not very comfortable to their inhabitants. The Bottles could be seen into but the occupant could not see out of the walls. Ka energy was drained from the prisoner to fuel the containment field of the cell; the more one struggled the more powerful the negation field would become. The bottles kept the occupant alive and well in a stasis field that prevented him from aging. The Angelos managed to take a great many containment bottles with them when they fled the malfunctioning prison ship but over the years some of these devices have become lost – some with the original occupant still inside.

Djinn Bottles

Toughness: 10D Powers: Drain 12, Vampirism 10 (Ka Drain), Sustenance 20 (used in conjunction with the bottle’s toughness attribute to determine how long a being inside can go without food or water) Note: The powers listed are used against anyone stuck in the bottle and do not benefit the user as other gadgets might. Gadget Modifiers: Equipment/Weapon, Obvious, Cumbersome R5, Point Cost: 117 pts

Eye of Horus A powerful amulet fashioned by Thoth and given as a present to the newborn child of Attis, this device was originally used to protect and locate the young Elohim but was later modified to give him sight after it was lost during a battle with Set the destroyer. The device rebounds attacks directed at the user, gives the user sight beyond mortal imagining, and glows with the intensity and power of the sun.

The Eye of Horus

Hercules’ Nemean lion pelt The first Herculean labor was to hunt the Nemean Lion, a prodigious animal, rumored to be the son of Typhon and the Chimeran Echidna. The lion dwelled in a double-mouthed cave; Hercules blocked off one entrance of the cave and then wrestled the beast until he choked it to death because no weapon could pierce its incredible hide. When the lion was dead, Hercules used the animal’s own paws to remove the pelt, which became his armor, and its head served as his helmet.

Nemean lion pelt

Defense Rating: 6D+2 Reflex Modifier: 0 Gadget Modifiers: Armor, One of a Kind, Obvious Point Cost: 1 pt

Maat’s Feather

Toughness: 4D Powers: Flash Attack 12 (one rank always on as a glow), Force Field 9 (Reflexive shield, can attack through, works on others), Super Sense 10, X-ray Vision 6, Sonar 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 111 pts

At any event in which something would be judged, Maat was said to be present, and her name would be invoked so that the judge involved would rule correctly and impartially. In the underworld, the heart of the deceased was weighed by Anubis against Maat’s feather. If the heart was heavy with wicked deeds, it would outweigh the feather, and the soul would be fed to Ammit. But if the scales were balanced, indicating that the deceased was a just and honorable person in life, he would be welcomed by Osiris into the Blessed Land. Maat’s presence in all worlds was universal, and all the gods deferred to her.

Maat’s Feather

Toughness: 5D Powers: Mind reading 12, Cosmic Awareness 9, Language Comprehension 12 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 41 pts

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Mimir, the Well of Wisdom

Mask of the Wakinyan (the Mysterious Flyers) a.k.a. Thunderbirds

The well of wisdom is an AI scrying/ tactical device, created by Odin using scrounged technology from the crashed prison ship. The powerful intelligence uses its post- and precognitive abilities to gather data and extrapolate the best possible course of action on any decision. The well is an adamantine pit housed in a huge complex buried deep inside the Kjolen Mountains. It is filled with what appears to be swirling mercury -- in actuality, billions of nanites that act as functioning pieces of the computer. When in use, the nanites “sing” in unison to speak to Odin, or swirl to form silvery pictures that Odin is able to decipher using his cybernetic eye, which is always in constant contact with the computer. The AI allows the user to see future and past events anywhere on earth and has an abundance of knowledge about a tremendously varied array of subjects.

The masks of the Thunderbird were handed down to the shaman of the plains Indians of North America. The four masks, each created by an Atlantean artificer, were given to the Native North Americans to help protect them against the Chimeran threat slowly creeping across the continent. The Thunderbird masks each have qualities unique to themselves but all share a few things in common such as giving the user the ability to fly, project lighting and thunder, and the ability to shape change.

Mimir, the Well of Wisdom

Black Thunder

(The black mask) Toughness: 4D Physique 7D Powers: Flight 5, Earth Manipulation 10, Shape Shift 5, Sonic Scream 5(area affect), Lightning Blast 3, Drain 6, Super Sense 4 (Smell, Hearing, Touch) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 103 pts

Blue Thunder

(The blue mask) Toughness: 4D Powers: Flight 10, Water Manipulation 10, Shape Shift 5, Sonic Scream 7(area affect), Lightning Blast 5, Super Sense 4 (Sight, Smell, Hearing) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 96

Toughness: 4D Toughness Knowledge 14D (Great insight, Know it All) Powers: Postcognition 6, Precognition 4, Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Temperamental R4, Cumbersome R7, Limited Uses (2 uses per day) Point Cost: 2 pts

Nambalista’s necklace This Hero comes from Angolan myth and was a person who traveled the Earth with his mother. During these travels he concluded several quests and came to be known as a Heroic Warrior. Being one of the first men on earth Nambalista had powers over animals. These powers were kept in a necklace he wore around his neck.

Nambalista necklace

Toughness: 2D Powers: Shape Change 4, Speak with Animals 10, Mind Control 15 (only with animals), Mimicry 6 (only animal Abilities) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 39 pts

Golden Thunder

(The yellow mask) Toughness: 4D Powers: Flight 8, Plant Manipulation 10 (Create Plant Soldier), Shape Shift 5, Sonic Scream 7(area affect), Lightning Blast 5, Projectile Attack 6, Super Sense 4 (Sight, Hearing) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 100pts

Red Thunder

(The red mask) Toughness: 4D Powers: Flight 10, Super Speed 4, Fire Manipulation 10, Shape Shift 5, Sonic Scream 7(area affect), Lightning Blast 5, Healing 6, Elemental sheathe fire 4, Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 117 pts

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Robert Johnson’s guitar

Nuada of the Silver Arm Nauda was a great Celtic Chieftain who lost his hand in battle and became ineligible to lead his people. The god Dian Cecht (an Atlantean) created a new hand and arm for him so that he could regain his throne. The arm was entombed with the king after he fell in battle against a large Chimeran army. The arm is made of adamantine and powered by a great shard of Orichalcum located in the upper deltoid of the arm. The cybernetic/alchemical device gives the user super human strength, a minor force field and the ability to manipulate and breathe normally in large bodies of water. Offensively the arm could project a vibration effect emitting 3 feet from the tip of the hand that could cut almost any material.

The Silver Arm

Legend has it that Robert Johnson, a seemingly mediocre talent, went down to the crossroads where he met the devil. The devil took his guitar and turned it around and gave it back to him, and his music suddenly improved overnight. The true story is that the instrument was built using Elohim technology that used ka energy to tap the listener’s unconscious mind. The Atenmest Robert Johnson used the guitar and the Seraphim techniques to enthrall his listeners.

The Guitar

Toughness: 3D Powers: Empathy 13 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 14 pts

Seven League Boots The creator of this artifact is not known. What is known is that the boots were once owned by a terrible Chimeran and stolen by a young boy. The boots user could travel 21 miles or 7 leagues with one step. The side effect of the boots was that the user became extremely exhausted after prolonged use.

Toughness: 4D Physique +5D (only in that arm) Powers: Force Shield 5, Water Manipulation 4, Natural Weaponry 3 (Armor Piercing) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 36pts

The Seven League Boots

Toughness: 3D Powers: Warp 1 (range is only 21 miles, and the wearer must be running to activate the boots) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 1 pt

Qamatha skins The South African creator god Qamatha created a skin that would give the wearer immortality. Once a person was about to die they would only have to slink out of their old skin and into a new one. The legend says that a snake stole the secrets of this magic but in reality this artifact is very rare as only a few of theses suits are known to exist. The technology is based on Angelos body armor and its ability to sustain its wearer for great periods of time without them aging. The skins are transparent brown and cover the entire body up to the neck. Once the suit is donned it seems to disappear and the wearer appears normal. The skin uses a great amount of the owner’s personal Ka reserve to function. Like a vampire the suit constantly feeds off of its owner’s personal Ka energy.

Qamatha skins

Toughness: 2D Powers: Immortality*, Sustenance 4 *Each day the user must spend 5 ka points to keep the skin active. Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 6 pts

Solomon’s seal, crown, and scepter

These powerful artifacts were used by the Atlantean sorcerer Solomon. Each device was a marvel of Atlantean craftsmanship and complimented each other when used by the crafty Atlantean hero.

The Seal

The seal was a hexagram located in a great amulet of power. The seal had the power to control and manipulate “demons”. The seal was created after Solomon experimented on the brain of a fallen Chimeran foe. He found that all Chimerans share a common telepathic bond and through his own mechanizations found he could use this bond to trick Chimerans into thinking he was a Chimeran elite. To a lesser degree he can also control the minds of other species as well. Toughness: 3D Powers: Mind Control 10 (only works on Chimerans), Mind Control 5, Telepathy 10 (can only use 5 ranks if using with non-Chimerans) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 9 pts

The Crown

The crown allowed the user to travel to other dimensions and talk to entities of a higher order and power. The crown also held in its center jewel the knowledge of all his incantations and spells. Toughness: 3D Powers: Dimensional Travel 10, Ka Manipulation 8 (Incantations, Physical Gestures) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 52 pts

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The Scepter

The scepter of Solomon was a powerful device used to analyze and negate any threat that the user may have encountered. The scepter was over three feet long and was topped with a great obsidian gem. The wand was a great offensive tool able to shoot eldritch energy bolts and dampen the natural Ka field around an opponent making him easy to subdue. Toughness: 3D Powers: Drain 7, Entropy Blast 10 (Short Circuit) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 27 pts

Wakinu’s star cloak Wakinu the great bear’s cloak is a very powerful tool used to span time space and withstand the elements. The cloak normally looks like a grey bear fur coat but when activated it glitters with excess Ka energy. When used to levitate or fly the cloak emits a glittering trail of energy motes. When traveling to other dimensions the cloak glows bright.

Wakinu’s star cloak

Toughness: 2D Powers: Flight 10, FTL Travel 4, Life Support 10, Omnivorous, Dimensional Travel 6 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 57 pts

Zemis The Atlanteans of the Caribbean did not build great temples or cities adorned with monumental art but instead built small artifacts to help the indigenous population. These innocuous items called Zemis were small objects made from wood, stone, or shells, and had supernatural powers. Zemis took the form of birds, human figures, various animals, greenstone frogs, enigmatic faces with staring eyes, half human, half animal beings, and elaborate furniture. Each Zemi’s power ranged greatly; some were merely small luck talismans, and others were great artifacts of protection and healing.

Bat Zemi

Toughness: 2D Powers: Sonar 4, Flight 6, Sound Manipulation 4 Gadget Modifiers: Equipment/ Weapon, One of a Kind, Obvious, Point Cost: 9 pts

Cayman Zemi

Toughness: 2D Powers:: Amphibious 5, Natural Weaponry 4 Gadget Modifiers: ers Equipment/Weapon, One of a Kind, Obvious Point Cost: 7 pts

Frog Zemi

Toughness: 2D Powers: Super Jump 18, Amphibious 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 17 pts

Leopard Zemi

Toughness: 2D Powers: Natural Weaponry 4, Super Senses 5 (smell) Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 5 pts

Rabbit Zemi

Toughness: 2D Powers: Luck, Great Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 1 pt

Snake Zemi

Toughness: 2D Powers: Poison Secretion 8, Entangle 5 Gadget Modifiers: Equipment/ Weapon, One of a Kind, Obvious Point Cost: 17 pts

Spider Zemi

Toughness: 2D Powers: Wall Crawling, Entangle 6, Poison Secretion 4, Super Jump 3 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Point Cost: 15 pts

Bird Zemi

Toughness: 2D Powers: Flight 12 Gadget Modifiers: Equipment/ Weapon, One of a Kind, Obvious Point Cost: 5 pts

Bone Zemi

Star Zemi

Toughness: 2D Powers: Light Manipulation 7 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious, Point Cost: 14 pts

Toughness: 2D Powers: Animate Dead 18 Gadget Modifiers: Equipment/Weapon, One of a Kind, Obvious Point Cost: 47 pts

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PAGE 44 Garrett Vrieze (order #6663806)

The Fifth Sun GAME MASTER NOTE: The Fifth Sun is a melting pot of alien and human working together for a common goal, and is intended to give the Game Master a convenient reason for having different factions working together.

Overview Originally founded during the Greek Age of Heroes in approximately 1200 B.C., the Fifth Sun is an organization overseen by the Elohim Shai and two Atlantean Nobles, Clotho from the House of Evaemon (the Artists) and Verthandi from the House of Atlas (the Warriors). The name comes from Mayan calendar – the world is currently in the cycle of El Quinto Sol, “The Fifth Sun,” a period stretching from 3114 BC to December 21, 2012, when the world is slated to end. This date is, of course, much more meaningful to most GODSEND Agenda characters, since it’s only a few years away.

Structure The organization has fortified compounds in Paris, New York, London, Tokyo, New Delhi, and Moscow, with smaller recruiting centers in most large metropolitan areas with populations of at least a million residents. The larger compounds each contain several hundred workers (administrative staff, security personnel, etc.) while the smaller offices operate in an undercover capacity with only a handful of employees in most cases (often, but not always, identified by the integration of a small sun icon in their logo).

Mission The Fifth Sun believes that by pooling resources they can save the world from itself and the factions that are pulling it apart. Only through cooperation does anyone stand a chance to withstand the crushing weight of the Chimeran insurgence to come. Despite their acceptance that this invasion is inevitable, they do not believe that Earth is doomed to destruction (despite Atlantean prophecy). They have an optimistic outlook and truly believe that by changing the world now, they can save it from destruction in the future. However, they are also practical, and recognize the need to occasionally ignore a seemingly pressing threat if it will ultimately serve their cause better. Team members will often be called back from missions if, after closer reconnaissance, it is determined that retreat is likely to be better off in the long run. This can prove frustrating, but team members learn to get used to it.

Recruitment The characters are contacted by a beautiful woman named ICE, who stands six feet tall with waist-length blue hair. She is actually one of a series of robots, inhabited en masse by a single fragmented AI which was known as Internal Custodial Electronics before Shai stole it for his own purposes. The program is housed in a telecommunications satellite orbiting the planet, and while it is generally content to do the bidding of its master, ICE has developed a split personality – different versions of her have different opinions, at times questioning the beliefs of her master. When recruiting, ICE talks politely and with great respect for her target, asking three questions: “Who are you?”, “Why do you think that you are here?” and “What do you plan to do with the powers you have been blessed with?” Assuming the answers are satisfactory, she will ask the person to accompany her to a meeting place, where they will meet Shai, Clotho, or Verthandi.

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Clotho Clotho was known in Greek mythology as the youngest of the three Fates, responsible for measuring out the length of a person’s life. An artist at heart, she believes that every life is a work of art in itself, and strives to see that every individual expresses their inner self to its utmost potential during their lives. Her powers require that she spin threads on a loom before they will function. Age: 3265 Archetype: Protector Atlantean Reflexes 3D, brawl 4D, dodge 4D, melee combat 4D Coordination 3D, Physique 3D, stamina 5D Presence 5D, charm 6D, con 6D, persuasion 7D, willpower 10D Knowledge 6D, languages 9D, medicine 7D, scholar 8D, security 7D, tech 7D Perception 5D, investigation 7D, know-how 8D, search 6D Advantages: Allies (R3), Efficient Ka (R3), Good Looks (R1), Contacts (R4), Secrete Hideout (Multistory Building, High Tech) Disadvantages: Secret ID (R2), Enemy (the World Serpent. Power level 5, Large Organization, Common), Devotion (R3) to the 5th Sun project Powers: Time Manipulation 10*; Cosmic Awareness 9*; Precognition 8* * Limitation: Focus. Her powers require that she spin threads on a loom before they will function. Move: 10 Strength Damage: 2D. Fate Points: 2. Character Points: 10, Ka Points: 18, Body Points: 29 Equipment: none Power Level: 5 (212 pts)

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Verthandi Verthandi was known as the middle of the three Norse Norns (and was called Lachesis among the Greeks). She was identified as being the one who dealt with the present, and who took the threads from her younger sister and wove them into the tapestry of life. Her powers require that she actually create garments or other items from thread before they function. Age: 3278 Archetype: Protector Atlantean Reflexes 3D, brawl 4D, dodge 4D, melee combat 4D Coordination 3D, Physique 3D, stamina 5D Presence 5D, charm 6D, con 6D, persuasion 7D, willpower 10D Knowledge 6D, languages 9D, medicine 7D, scholar 8D, security 7D, tech 7D Perception 5D, investigation 7D, know-how 8D, search 6D Advantages:: Allies (R3), Efficient Ka (R3), Contacts (R4), Secrete Hideout (Multistory Building, High Tech) Disadvantages:: Secret ID (R2), (the World Serpent. Power level 5, Large Organization, Common), Devotion (R3) to the 5th Sun project Powers:: Entangle 10*; Matter Manipulation 8*; Cosmic Awareness 8*; Precognition 8*, Ka Manipulation 4* * Limitation: Focus. Her powers require that she actually create garments or other items from thread before they function. Move: 10 Strength Damage: 2D. Fate Points: 2. Character Points: 10, Ka Points: 18, Body Points: 29 Equipment: none Power Level: 5 (246 pts)

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Shai Shai (pronounced Shay) was known in ancient times as the Egyptian god of fate and destiny. In some myths he takes on female form, and as one of the “Three Fates” he is often called Atropos or Skuld. In this incarnation especially, Shai is associated with the end of life, when the thread is finally cut short. Age: 3715 Archetype: Protector Elohim Reflexes 3D, brawl 4D, dodge 6D, melee combat 6D Coordination 3D, marksmanship 4D Physique 3D, Presence 6D, charm 7D, disguise 8D, persuasion 8D, willpower 9D Knowledge 4D, languages 7D, medicine 6D, security 6D, tech 6D Perception 12D (Eidetic Memory, Analyze Weakness), investigation 15D, know-how16D, search 13D Advantages: Efficient Ka (R3), Hard to Kill (R2), Otherworldly Appearance (R1), Power Minimum (R1) Enhancement, Force Field, Allies (R3), Contacts (R4), Secrete Hideout (Multistory Building, High Tech) Disadvantages:: Lethe (R2), Secret ID (R2), (the World Serpent. Power level 5, Large Organization, Common), Devotion (R3) to the 5th Sun project Powers: Enhancement 8; Luck, Great; Force Field 8 (works on others), Cosmic Awareness7; Precognition 9, Ka Manipulation 6 Move: 10 Strength Damage: 2D. Fate Points: 2. Character Points: 10, Ka Points: 20, Body Points: 29 Equipment: none Power Level: 5 (353 pts)

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Name: The 5th Sun Leader: Verthandi Renown: 56 ( the 5th Sun is a secrete organization that works from the shadows) Pantheon Objectives: To defend the world against ominous perils and bring the worlds super beings together to help. Base of Operation: Golden Mansion, Paris France Advantages: Allies (R4), Contacts (R2), Laboratory (R4), Wealth (R5), Secret Hideout (Multistory building, High-tech)(15pts), Support Staff (Legion, Elite) (R39) (the support staff represents the super powered team members around the world) Disadvantages: Enemy: The World Serpent (power level 3, large organization, uncommon)(7),Quirk (R2) tries never to kill when possible. Funds: 3D Resources:

Total Pantheon Cost: 60pts

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Structure

The World Serpent GAME MASTER NOTE: This organization is headed by Typhon and staffed by his cronies. However, this does not mean that every employee of the organization is evil; many, including perhaps the characters, may believe they are “doing their job,” or even working towards good.

Overview Exactly when The World Serpent (TWS) was founded is a mystery, since the organization has operated under various guises. In the 17th Century it infiltrated the British East India Company and moved from there to dominate world banking for many years, playing a role in trading slaves, inciting wars, and attempting to control things from behind the scenes wherever it was involved. The name, used only by members, comes from the Norse myth of the Midgaard serpent, which encircles the entire world – an appropriate name, considering the company’s present reach.

TWS organizational structure is a tangled mess, and it’s impossible to truly comprehend. Suffice to say that like a nest of snakes, TWS has tentacles and tails stuck into the corporate structures of thousands of other companies, ranging from giant megacorporations (Oil, Pharmaceuticals, Computers, Weapons) to small military organizations. Each of these groups has its own organizational structure with a President or Board at the top, and often even these individuals are not aware of who truly owns and controls them. At the top is one man – Typhon.

Recruitment Characters might already be working for Typhon in one capacity or another, through his various front corporations. However, should he notice a rising star (marked by treachery, ruthlessly climbing the corporate ladder, etc.) then Typhon will send Lilith to “speak” with the individual personally, inviting them to work more directly for him. TWS will work with any type of scum no matter what their race – Chimeran, Atlantean, or even other Elohim – so long as they show the desire to rise in the corporation, proper deference to Typhon himself, and an utter lack of morals when it comes to getting what they want.

Leadership Typhon is detailed in the GODSEND Agenda Core Rulebook on page 217.

Mission TWS is a multinational banking corporation that, through stock holdings, controls approximately 65% of all the money on the planet in some way. Their ultimate goal is nothing less than starting a true New World Order with Typhon as its head. At times in the past, they have come close to achieving their goals, but have thus far been thwarted by the efforts of their enemies. Though the company’s overt actions are often seen as beneficial, outcomes that seem good in the present are ultimately revealed to have negative consequences, though too late for those affected. TWS might help pay for the establishment of yet another large “box store” in a small town, arguing that it will be a boon for the residents, but months or years later it will become clear that the city ends up losing jobs and money. In some cases (and more often in recent years), TWS has also funded militant groups of various sizes around the world, assisting them in coups of third world countries or terrorist actions that serve his nefarious, often shadowy purposes. Ultimately, no one, not even TWS’ highest-ranking members, know what Typhon is truly up to, and if they did, many would probably rebel. In fact, Typhon is attempting to put himself in a position of power for when the Chimeran invasion arrives, in an attempt to save his own life and assist in the conquering of the planet. To this end, he has been trying (thus far in vain) to contact the Chimeran Ship to broker some sort of twisted deal.

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Name: The World Serpent Leader: Typhon Renown: 161 (known in organized crime circles) Pantheon Objectives: To bring the world under the rule of Typhon. Base of Operation: Wall Street, New York Advantages: Contacts (R2), Laboratory (R4), Wealth (R10), Secret Hideout (Multistory building, High-tech)(15pts), Support Staff (Legion, Elite) (R39) (the support staff represents the super powered team members around the world) Disadvantages: Enemy: The 5th Sun (power level 3, large organization, uncommon)(7) Funds: 5 Resources:

Total Pantheon Cost: 273pts (63 at creation, additional wealth bought after creation)

Lohki Lohki is an Elohim known in Norse mythology as a trickster. Though he originally started the organization, he now works for Typhon in a menial administrative position, and takes any opportunity he can to get involved in mischief. (Powers include: Luck, Great; Molecular Mimic; Shape Shift; Confusion; Illusion) Age: 5431 Archetype: Anarchist Elohim Reflexes 3D, brawl 4D, dodge 6D, melee combat 4D Coordination 3D, marksmanship 5D Physique 3D, Presence 10D (Mind over Matter,), charm 11D, con 12D, disguise 12D, persuasion 11D, willpower 11D Knowledge 4D, languages 5D, security 6D, tech 6D Perception 4D, investigation 5D, hides 6D, know-how 5D, search 5D Advantages: Efficient Ka (R3), Otherworldly Appearance (R1), Power Minimum (R1) Molecular Mimic, Shape Shift, and Illusion Disadvantages: Lethe (R2), Secret ID (R2) Powers: Luck, Great 5, Molecular Mimic 8, Shape Shift 10; Confusion 5, Illusion 4 Move: 10 Strength Damage: 2D. Fate Points: 2. Character Points: 10, Ka Points: 28, Body Points: 35 Equipment: none Power Level: 5 (300 pts)

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Lilith Lilith is TWS’ recruiter, a rogue Angelos called Anakim or Succubus by former allies. Stunningly beautiful, she uses her charms and wiles to seduce new recruits when necessary (men and women alike), but is also capable of foul deeds should they prove unworthy. (Powers include: As a Ka Bleeder, Lilith relies on artifacts in the form of jewels to enhance her seductive powers) Archetype: Rogue Age: 6827 Angelos Reflexes 3D, brawl 5D, dodge 4D, flying 5D, melee combat 5D, Piloting 4D, sneak 4D Coordination 4D, marksmanship 6D, throwing 5D Physique 4D, running 5D Presence 7D (Awe), charm 8D, command 8D, persuasion 8D, willpower 9D Knowledge 3D, demolition 4D, security 4D Perception 3D, search 4D, tracking 4D Advantages: Extra Body Points (R2), Good Looks (R3) Disadvantages: Devotion (R3), Enemy (power level 3, large organization, uncommon), Ka bleeder, Secret ID Powers: Combat Sense, Endurance Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 14, Body Points: 45 Equipment: Angelos Body Armor, Angelos Combat Rifle, Dart Pistol, Angelos Visage Ring Power Level: 2 (102 pts), with equipment power level 4 (163pts)

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Chernabog Chernabog is TWS’ primary enforcer, a Chimeran possessed of great strength and a curiously calm temperament. With the ability to change his appearance, Chernabog has led many an army into battle without them realizing who was really holding the reins. (Powers include: Combat Sense; Fast Reactions; Regeneration; Super Strength; Body Armor; Language Comprehension) Archetype: Warrior Age: 750 Chimeran Warrior Drone Reflexes 5D, brawl 7D, climbing 6D, dodge 8D, jumping 6D, melee combat 8D, Coordination 3D, missile weapon 6D, throwing 4D Physique 8D, lifting 10D, running 9D, stamina 9D Presence 4D, command 6D, intimidation 7D, persuasion 5D, willpower 5D Knowledge 3D, languages 4D, scholar (war tactics) 5D, security 4D Perception 4D, hide 5D, investigation 5D, know-how 5D, search 5D Advantages: Extra Body Points (R3), Hard to Kill (R3) Disadvantages: Achilles’ Heel (R3) Orichalcum, Overconfident (R3), Strange Appearance (R3) ( Black skin, jagged silver teeth, small black horns growing from the upper forehead, and glistening with red sweat that resembles blood) Powers:: Combat Sense, Fast Reaction 3, Longevity, Body Armor 5, Language Comprehension 3, Regeneration 5, Shape Change 6, Telepathy (only with other Chimerans) 3 Move: 10 Strength Damage:: 2D. Fate Points: Points 1. Character Points: 10, Ka Points:: 8, Body Points: 79 Equipment: none Power Level: 5 (220 pts)

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The Fi-Hankra Pnatheon Jacob’s Ladder How high was Heaven? If you asked Nyame, it was both too far, and not far enough. What most people thought of as “Heaven” was many light years away, the distant world of Araboth he’d escaped from long ago. He’d gone looking for it once, despite the fact that returning there would certainly mean imprisonment, or death. Heaven, indeed. But nowadays, if you asked people how far Heaven was, the answer you’d get was about 100,000 kilometers – the height of the São Tomé space elevator. Impossibly tall, impossibly thin, the elevator was a black thread stretching from the Gulf of Guinea to, well, Heaven, as far as the human eye was concerned. Some likened it to the Tower of Babel, but that had been a communications rig, not a transportation device, before the Elohim had destroyed it. The Angelos had not forgotten. Which was, perhaps, why those who knew referred to the elevator as Jacob’s Ladder. As Nyame took the cloaked craft in close, swooping invisibly around the elevator, he mumbled to himself, reciting from the Bible, a book he did not believe in: “Behold, a ladder set upon the earth, and the top of it reaching to Heaven. Behold, the angels of God ascending and descending upon it.” “And he was afraid,” came the voice in his head. “And he said, ‘How dreadful this place. This is God’s own house. This is the gate of Heaven.” He grimaced, unsure he’d ever get used to Tyyawdi’s manner of communication. Though she sat just a few feet away, as ever she was quiet as a mouse, preferring to use telepathy over the spoken word. Ironic, he thought, that the group’s spokeswoman should choose to speak so seldom. “Dreadful indeed, Tyyawdi,” he said aloud. Not that it was dangerous in and of itself. But the fact that the elevator had landed in Nyame’s back yard was a mixed blessing. It had been a great boon to all of Africa, bringing an influx of money and influence to the continent. In that sense, it was indeed a gate to Heaven, for it would be on this slender thread that payloads would be launched into space for all future missions. No longer would humanity have to strap itself to explosive rockets like a cartoon character. But this was also the elevator’s weakness. There were many on the planet, and elsewhere, who would not have humanity taking yet another step for the Heavens. Many among the Angelos, for example, felt that the skies should be their domain. Nyame had scuffled with their kind not so long ago over “religious differences”, and though he had come away the victor he was not eager for a

repeat. And yet it seemed inevitable. Like in Jacob’s dream, the elevator was a place the Angelos had taken an interest in, even now, some time before its completion. Nyame wondered if they would go so far as to attempt to destroy it. There had been threats, and flybys, and so far the Fi-Hankra had managed to convince them that lingering in the area would prove unhealthy. But their interest had grown along with the elevator, and now it seemed that soon, too soon, there would be blood spilled. The Angelos may have forgotten Babel, but they were not about to leave control of the elevator in the hands of an African sky god. Years of negotiation had helped to convince the people of Ghana that Nyame’s team was in their national interest, and several years more had convinced the rest of the world that Africa was the proper place for the elevator. But some people were incapable of being swayed from their point of view, and the single-minded Angelos were among them. For now, though, the skies looked clear. Their patrol complete, Nyame pushed away from the controls and nodded, letting Tyyawdi take over. She needed the experience. She grinned and sent him an excited “Thanks!” as she took the stick and turned them back towards Nyame Dua, their own private slice of heaven above Ghana. But she had only been at the helm for scant seconds before Tyyawdi screamed and the craft tilted wildly to one side, sending Nyame painfully against the bulkhead. Here, her skills proved valuable, for in a flash she showed him what it would have taken valuable seconds to describe: “Two armored figures, hovering outside the craft, blasting away with bolts of energy, as two others head directly for the space elevator. Angelos?” “Alert the team,” he said as he headed for the back of the craft, “and tell São Tomé.” “Where are you going?” Tyyawdi sent as he reached the hatch, placing his hand on the lever. But there was no time for discussion; he was already gone, the release pulled, the door opening, the sky embracing its god. For a brief moment he was disoriented as he fell away from the craft at the speed of sound, but then he gathered his bearings and caught himself on a current of air. Arms raised, he shouted a challenge, and the two closest Angelos immediately abandoned their assault on the craft and swooped towards him. Eyes narrowed, he spread his arms and welcomed their assault. He would show them what happened when angels tried to dance with a god.

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The Fi-Hankra Pantheon

In days past, the Ashanti people of Ghana, in Africa, worshipped a pantheon of deities known as the Fi-Hankra. In recent years, the myths have become real once again, with the emergence of a super team by the same name, headed by an Elohim named Nyame. The Fi-Hankra are more than just the national super team of Ghana, however. They are in many ways a symbol of the continent of Africa as a whole, and they work closely with the African Union to promote democracy, human rights and development across Africa. In recent years, the development of a space elevator to the southeast of Ghana has kept the team quite busy. The Fi-Hankra resides in a cloaked base called Nyame Dua (“Gods altar”) that, thanks to an anti-gravity unit, hovers high above Ghana. The headquarters has enough space inside to hold their two aircraft, over 50 people and all the requisite equipment for monitoring the area and responding to threats. The country of Ghana is primarily Christian, and so initially its people balked at Nyame’s claim of godhood. Indeed, one of the group’s first challenges was over a religious issue, when two dozen Angelos arrived to battle the fledgling team. Using the struggle as an opportunity to prove his philosophy as well as his strength, Nyame defeated the Angelos without killing them, telling they and the people of Ghana that he didn’t deny that their chosen god existed – just that it wasn’t his god. Insisting that everyone on the planet could co-exist, and that they had bigger things to worry about, he walked away and got on with the business of helping the African people stabilize and rebuild their country. However, while his practicality and non-nonsense attitude has led many to embrace him, the Fi-Hankra have many detractors, who ignore the good that the team does, instead pointing out their “failures” as evidence that they are not doing their jobs. And certainly, Fi-Hankra has seen many troubles over the years – some superhuman, but many not: famine across Eastern Africa; a tsunami hitting Somalia; terrorist threats in Libya and Egypt; several widespread instances of genocide in Rwanda and the Darfur region of western Sudan; and, most notably, the pandemic of HIV/AIDS. Obviously one small team of individuals, even possessed of super powers, cannot be expected to prevent tragedy across an entire continent, and deep down Nyame knows that he and his team are doing the best they can. This does not stop him from grieving greatly for all those he has not been able to help, nor feeling anger towards the press when they turn against him for failing to stop a tragedy that no one could foresee. He continues to hold out great hope for the future, not only for Africa but for the world as a whole.

Name: The Fi-Hankra Leader: Nyame Renown: 150 (known the world over as Africa’s premier super team) Pantheon Objectives: To help Africa and eventually the world live in prosperous harmony and peace. Base of Operation: Nyame Dua (floating base over Ghana) Advantages: Allies (R4), Laboratory (R4), Wealth (R5), Secret Hideout (Multistory building, High-tech)(15pts) Disadvantages: Enemy: The Angelos (power level 3, large organization, uncommon)(7),Devotion (R2) To help the African people thrive and prosper Funds: 3D Resources: The Raptor (the team shuttle craft) Toughness: 9D Crew: 2 Passengers: 10 Cargo Class: 1 ton Movement: 1000 khp (air and can hover) Maneuverability: -4D Size: 10 Range: 1 million kilometers Powers: Super Sense 5(Sight and Hearing only), Immunity (Heat) 5, Infrared vision 6, Life Support 14, Gadget modifiers: Vehicle, Obvious, Temperamental 3 Notes: The teams futuristic team jet Point cost: 24

Total Pantheon Cost: 43pts

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Nyame Nyame was originally a merchant in the Elohim Empire who took to Attis’ message and became a follower, secretly helping rebels during the civil war until his own wife turned him in. He fled home and managed to escape capture on his own for long enough to join Attis’ movement, at which point, of course, all of Attis’ Attis followers were captured and wound up on Earth. Nyame adopted the people of West Africa and soon became the all-knowing, all-powerful sky god of the Ashanti peoples of Ghana, a tall man with multi-colored skin of swirling smoke and stars. After a time, he left Earth and went seeking his old home of Araboth, during which time he traveled with a being claiming to be an ancient Elohim. Nyame claims this being told him the “true secret of the Universe,” and he returned to Earth to make the world ready for what he now calls the “great odyssey.” Many, including Nyame’ss closest friends, believe that this never happened, and that Nyame is merely suffering from Lethe. Since his return, Nyame and his new super team have worked with Atlanteans and other Elohim pantheons to help make the Earth a unified people. Nyame cares nothing for the outmoded bigotry of humanity and neither hates nor fears the Chimerans or the Angelos, although both would see him dead. He currently focuses on Africa but hopes to someday begin work in other parts of the world, using his powers over the air and sky. Age: 6217 Archetype: Protector Elohim Reflexes 4D, brawl 5D, dodge 5D, flying 6D, melee combat 5D, Coordination 3D, marksmanship 5D, missile weapon 4D, piloting 4D Physique 3D, Presence 5D, command 7D, con 6D, intimidation 8D, persuasion 6D, willpower 8D Knowledge 5D, languages 7D, security 6D Perception 6D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages:: Efficient Ka (R3), Hard to Kill (R2), Otherworldly Appearance (R3), Power Minimum (R1) Ka Manipulation, Weather manipulation, and Air Manipulation Disadvantages:: Lethe (R2), Overconfident (R1), Devotion (R3) to help the entire African people and continent thrive and become prosperous, Powers:: Immortality (must be cut from the elemental force of Ka), Air Maipulation6, Ka manipulation 5, Cosmic Awareness 8, Super Sense 10, Weather Manipulation 10, Flight 4, Dimensional Travel 6 (Only through a large storm), ESP 5 (only see places under the sky, cannot see inside closes buildings) Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: Points 18, Body Points: 30 Equipment: none Power Level: 6 (412 pts)

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Asase Ya Asase Ya was an Elohim engineer and a great scientist who was taught to use Ka energy by Attis himself. Ultimately, her political views on Araboth got her arrested and sent with the other rebels to the prison planet Sheol, from whence she wound up on Earth. There, she took the name of an Ashanti deity who was not only the goddess of the earth and fertility, but also the mother of the gods and the wife of Nyame. Though the two are not truly married, they both allow this myth to stand when it serves their purposes. Asase Ya loves helping people further themselves, and hopes one day to see the people of Earth advance socially and become one world. In addition to her powers of earth manipulation, she is a genius in the field of biomechanics, and has built many gadgets and devices for use by the team, including their twin aircraft and parts of their floating headquarters. Age: 6274 Archetype: Scientist Elohim Reflexes 4D, brawl 5D, dodge 5D, flying 5D, Coordination 3D, marksmanship 5D, piloting 4D, throwing 4D Physique 3D, Presence 6D, command 7D, con 6D, intimidation 8D, persuasion 6D, willpower 8D Knowledge 7D (know it All), gadgetry 10D, languages 8D, medicine 8D, scholar 9D (+3D specialization Biomechanics), security 8D, tech 10D Perception 5D, investigation 6D, know-how 7D, repairs 8D, search 6D Advantages:: Efficient Ka (R3), Otherworldly Appearance (R3), Power Minimum (R1) Ka Manipulation, Earth manipulation, and Cosmic Awareness, Laboratory (R4), Quick Study (Knowledge), Secrete Hideout (Multi Story, High Tech) Disadvantages:: Lethe (R1), Devotion (R3) to help the entire African people and continent thrive and become prosperous, Powers:: Ka manipulation 8, Cosmic Awareness 8, Flight 4, Earth Manipulation 8, Plant Manipulation 5, Elemental Sheath Earth 4 Move: 10 Strength Damage: 2D. Fate Points: Points 1. Character Points: 10, Ka Points: Points 20, Body Points: 27 Equipment: none Power Level: 5 (353 pts)

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Tano Tano was born on Earth 700 years ago to Elohim parents, but was orphaned a year later when Angelos killed his family. Luckily, he was rescued and raised by Nyame, and has followed him ever since. In West African mythology, Tano is the god of the river of the same name, which runs along the western side of Ghana from the Kwahu Plateau to the Gulf of Guinea. However, he is also embraced as a god of healing and life thanks to a legend in which he lost a singing match with the god of Death. Tano and Death sang defiant songs at one another for a month, but in the end they chose to compromise: when someone falls ill, whichever of the two to arrive first will claim the person. If Death arrives first, the patient dies. If Tano arrives, the person lives. The legend is quite quaint, but has a foothold in reality, for Tano is a quiet, dedicated man who does his best to help wherever he can. He is quite adept at the healing arts, and has complete Ka mastery over all water. Age: 700 Archetype: Protector Elohim Reflexes 4D, brawl 5D, dodge 5D, melee combat 5D, Coordination 3D, marksmanship 5D, Physique 3D, stamina 5D, swimming 6D Presence 3D, charm 4D Knowledge 5D, languages 7D, security 6D Perception 6D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages: Efficient Ka (R3), Otherworldly Appearance (R1), Power Minimum (R1) Water Manipulation, Healing, and Elemental Sheathe Disadvantages: Lethe (R1), Devotion (R3) to help the entire African people and continent thrive and become prosperous, Hindrance (R2) not sure of himself, command, charm, intimidate, Enemy; Angelos (power level 3, large organization, uncommon) Powers:: Water Manipulation 10, Healing 10 (Focus; through water), Elemental Sheathe Water (Elemental Form) 5 Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 14, Body Points: 35 Equipment: Various Adrinka tattoos Power Level: 5 (260 pts)

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Anansi The ultimate grifter, Anansi truly belonged on the prison ship that crashed many centuries ago; it’s said by many that he’s broken every law that’s been invented. He has tricked old ladies out of their life savings, stolen candy from babies, taken the boots off a dead man and performed countless other acts of skullduggery and theft. In fact, he was wanted in 23 star systems when the Angelos finally caught up to him. Luckily for him, Nyame took Anansi under his wing, and helped him out of many scrapes on the prison ship. Anansi has never forgotten the kindness he was shown and has since followed Nyame everywhere he has gone. Although his nature will not allow him to stop some of his bad habits, such as petty theft or outright fraud – his reputation as a spider god and trickster is well deserved – he does his best to do the right thing in the end. However, his behavior has caused some friction as of late since Nyame is trying to put the best possible face on Fi-Hankra. Age: 6250 Archetype: Protector Elohim Reflexes 4D, brawl 5D, climbing 5D, dodge 7D, melee combat 5D, Coordination 7D, lock picking 8D, marksmanship 5D, sleight of hand 4D Physique 3D, stamina 5D, swimming 4D Presence 5D, con 8D, intimidation 8D, persuasion 6D, willpower 8D Knowledge 5D, languages 7D, security 6D Perception 6D, hide 9D, investigation 7D, know-how 7D, search 9D, streetwise 9D Advantages:: Efficient Ka (R3), Otherworldly Appearance (R1), Power Minimum (R1) Luck, Molecular Mimic, and Enhancement Disadvantages:: Lethe (R2), Overconfident (R1), Debt (R3) to Nyame, Ball and Chain (R3) Nayame, terrible Secret (R2) Involving the death of Endrinka’s parents Powers: Enhancement 5, Luck, great, Mimicry 8, Molecular Mimic 6, Shape Change 6, Illusion 5, Confusion 3, Animate Object 5, Wall Crawling Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 18, Body Points: 30 Equipment: none Power Level: 5 (385 pts)

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Edinkira Edinkira is the daughter of the original Elohim woman who held that name, killed many years ago in suspicious circumstances that some believe involved Anansi (though whether it was accidental or intentional is unknown). Somewhat aloof, and prone to mistakes due to her inexperience at being a super human, she is nevertheless a valuable member of the team and makes up for her lack of experience with plenty of enthusiasm. Edinkara In mythology, Edinkira is an African tree goddess, and Edinkara’s powers over plants and animals serve her well in this capacity. In recent years she’ss been forced to handle more and more situations on her own in the interior or Africa, where her powers are of more use, while the rest of the team has focused attention on the new space elevator. This solitude has forced her to develop her powers more fully, but has also made her more eager to prove herself to the rest of the team whenever she gets the chance. Age:26 Archetype: Protector Elohim Reflexes 4D, brawl 5D, dodge 5D, Coordination 3D Physique 2D Presence 3D, persuasion 6D, willpower 5D Knowledge 5D, languages 7D, security 6D Perception 4D, investigation 5D, know-how 5D, search 5D Advantages:: Efficient Ka (R3), Hard to kill (R2), Good Looks (R2) Disadvantages:: Lethe (R1), Overconfident (R1), Devotion (R3) to help the entire African people and continent thrive and become prosperous, Powers:: Plant Manipulation 9, Speak with Plants 4, Earth Manipulation 4, Chameleon 5(In vegetation only), Poison Secretion 4(Through the touch of plants), Force Field 4(plant shield, must have vegetation around, can attack through, works on others, reflexive), Immunity 3 (to poisons), ESP 5 (only where vegetation grows) Move: 10 Strength Damage:: 1D. Fate Points: 1. Character Points: Points 10, Ka Points: 14, Body Points: 30 Equipment: none Power Level: 5 (267 pts)

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Tyyawdi Tyyawdi is a young girl with psychic abilities, one of the few non-Elohim super humans to be embraced by Nyame’ss team in an effort to bring multiple groups together under one united cause. She loves the idea of being a “super hero” and helping to stabilize Africa, and although she is quite shy she has nevertheless been thrust into a role as spokeswoman for the entire team, her human ancestry making others more comfortable in dealings with her. Though often at a loss for words, she makes up for her stuttering and stammering with a beautiful face, a friendly demeanor, and powerful psychic abilities which make her able to communicate directly with her audience without speaking a word. Edinkira is the only member of the team close to her age, and although Edinkira is an Elohim the two have bonded as friends. It is believed that Tyyawdi knows the truth about Anansi’s involvement in the original Edinkira’ss death, but thus far she has not revealed any details, possibly because she and Anansi have had an on-again, off-again affair of sorts. Thus far Edinkira has not wanted to sacrifice the friendship over the issue, but it is a point of contention and might lead to problems in the future. Age: 22 Archetype: Protector Human Reflexes 4D, brawl 5D, dodge 5D, melee combat 5D, Coordination 3D, marksmanship 5D, slight of hand 4D Physique 2D, stamina 4D Presence 4D, charm 7D, persuasion 6D, willpower 7D Knowledge3D, languages 4D Perception 6D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages: Good Looks (R3), Fame (R2) Disadvantages: Devotion (R3) to help the entire African people and continent thrive and become prosperous, Public Identity Powers: Language comprehension 5, Empathy 6, Mind Control 5, Mind reading 6, Mind Shield 4, Telepathy 10(Double Range), Telekinesis 6 (Short Circuit) Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 18, Body Points: 30 Equipment: none Power Level: 5 (261 pts)

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The Norse Pantheon Twilight She watched him leave, stared hard into the darkness until the trees swallowed him whole. Then she shut her eyes and stood there for a while, smiling, savoring the moment, imagining him there: his tight embrace, rough whiskers on her cold cheeks, his musky scent around her like an aura in the still winter air. Night was falling, and the remnants of his warmth kept the chill away for a while. But only for a while. As the sun dipped below the horizon, as he had moments before, she opened her eyes, lest her tears freeze them shut. For a moment, her senses deceived her, told her he was still there, and she turned despite herself, hope fluttering in her chest briefly before falling heavily to her gut. No, it was just a bird in a tree. Voltan was gone, and it would be weeks, months perhaps before she saw him again. If ever again. The realization hit her like a hammer, and she crumpled and fell to her knees, weeping openly, cries echoing through the twilight forest, waves of Ka coruscating out behind her, wasted energy, wasted tears. For the two of them, every parting was a final goodbye, every moment a final taste of bliss. Every one, since the first. “Rrrrrrota.” The first time she’d met him -- he in shackles, she feeding him with a spoon -- he had spoken her name with… sarcasm? Disdain? Arrogance? All these, perhaps, but something more, hidden beneath the rolled R, a vibration of the tongue against his palate and, later, her own, once fate conspired to bring them together, hundreds of years later, giving them a chance that Micha’el never could. Not that she blamed him; he was only what he was created to be -- what she had once been -- Angelos. Mih Kal -- as he called himself now -- had merely been enforcing the code. She knew the commandments; they were a part of her, even now that she’d been cast out, a Grigori, forced to live with her sin: “Thou shalt not desire.” But she had. And, more, she, a Machanim, an Angelos, had desired a prisoner, an Elohim, a criminal. And worst of all, she knew deep down, was what she had not desired: Mih Kal. He had loved her not only because El had commanded it, had made them all to love and honor one another as Angelos. No, Mih Kal’s love had gone deeper, a forbidden love, a love that they could never consummate. This, she feared, was why every moment with Voltan was precious, fleeting. For Mih Kal knew that he could not love her, and if he could not have her, no one would. He would stalk the two of them around the world until he saw one or both of them dead. He would never rest. And, she feared, he would ultimately succeed. There was a reason he was El’s favorite, a reason his name meant “Like El”.

shuddered with a final, angry sob, then turned and walked to Sowulo, who was waiting patiently nearby. As she approached, her mount knelt, white coat blending with the snow around him, and snorted. Wordlessly, silvery armor chilling her flesh, she climbed into the saddle and let the horse carry her off to where Gunn and the other Valkyries were waiting. There was much work to be done. Only hours later, after new snow had covered her tracks and a fresh wind blew from the north, did Mih Kal drop from the tree branches, landing gently beside the spear. Had she known he was watching? Probably not. Not even Voltan had noticed, and despite the fact that Mih Kal had taken one of his eyes in an earlier melee, the Elohim was certainly more perceptive than most. No, Mih Kal had been undetected. Running his fingers over the shaft of the spear, he wished for a moment he were capable of tears, of sadness. In a way, he envied Ator’el -- Rota, he corrected himself -- for having been cast out, she was now free to live as she saw fit, as so many of them wanted. It was a sacrifice Mih Kal could not imagine himself making, save, perhaps for one person. And she, of course, was gone. Gone to the traitor, Voltan. Gone to the other side. His gauntleted hand closed tight around the shaft of the spear, fingers glowing red with Ka for a moment, and with no discernible effort he wrenched the spear whole from the tree. He admired the craftsmanship for a moment -- Voltan had provided well for his love, replacing the Angelos armor she’d cast off with new gear that could stem the flow of her bleeding Ka. Nothing he could do, however, would be able to stem the flow of blood, should Mih Kal catch him alone. This was Rota’s biggest misunderstanding, he thought, and his greatest victory, lived out over and over. Every moment she and Voltan spent in each other’s arms, she feared for their lives, feared that Mih Kal would descend upon them and slay them both. But he had long since decided that he could not, would not do that. He understood their love, even if he could not accept it. He would give them their twilight moments together. And when the new day dawned, and they were once again apart -- as they should be -- he would take up the hunt. Voltan would die. Not because he loved Rota, and not because she loved him, but because her pain was greater while the Elohim lived. Only when he was gone would she be free of her obsession, free to realize her mistake. She could never return to the Angelos, but she could be returned to freedom. Freedom from this misguided, forbidden love that was tearing her apart. Hefting the spear, he flexed his wrist, and the sturdy shaft that had pierced the heart of a hundred-year-old tree moments before suddenly shivered to splinters. Casting the broken pieces into the snow, he stalked towards the clearing and took to the skies. Unlike Votan and Rota, there was no one to watch him go.

Furious -- at Mih Kal, at herself, at Voltan, at the world, and yes, at El -- she hurled her spear blindly into the darkness, a shimmer of blue energy rippling the air as it flew, striking bark with a heavy thud and a dull, subsonic ripple. Long after the spear had shivered itself still, buried three feet deep in the tree, her throat finally gave out, her angry scream fading to a painful whimper. She

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The Norse Pantheon On the one hand, the Nordic gods are a doomed and tragic lot, prophesied to be wiped out at the end of times in a great “Twilight of the Gods.” In many ways, this is a fate they brought down on their own heads (or, more correctly, a fate that one of them brought down on all the rest). Although this fate initially fragmented and weakened the Norse “gods,” they have recently found a renewed sense of strength and unity, rallying together as the end nears, determined to go down fighting. In many ways they are akin to Black October, determined to do the best they can with the time remaining. The only difference is, none of them know exactly how much time they have left -- if Odin knows, he isn’t talking. Voltan was still a prisoner aboard the Angelos prison ship when he first became smitten with a prison guard named Ator’el. At first she ignored his advances -- after all, as an Angelos, she was tied to duty and honor, and had pledged her allegiance (if not her love) to Micha’el, the lead Angelos. When the ship crashed, however, and Voltan fled, it opened up an opportunity for a forbidden love, and when Ator’el was assigned to track down some renegade Elohim in northern Europe hundreds of years later, she encountered Voltan, and their love blossomed. They saw each other secretly for some time, but Mih Kal became suspicious and had spies follow her. Ultimately, he laid in wait at one of her rendezvous spots, wounding and capturing Voltan and forcing Rota to choose -- forbidden love as an outcast with Voltan, or duty, honor and love of El (and Mih Kal). She chose Voltan, expecting death, but instead Mih Kal let them both go, allowing them a last encounter before promising to utterly destroy Voltan and his pantheon. It is a promise he has kept. In the year 1000 A.D., the entire Norse Pantheon was almost wiped out due to a surprise Angelos assault on the mountain fortress of Valhalla while the Elohim were preoccupied with a Chimeran insurgency. Since then, Mih Kal has stepped up his own use of the GODSEND Agenda in the area, wiping out the Norse pantheon politically and religiously as well as militarily. Some of the Norse Elohim were killed, while the rest simply fled or retired, not wishing to persist in what they perceived as a futile battle. Up until about 2010 AD, they were a pantheon only in name, meeting once every year to discus matters and to stay in touch. But Rota and Voltan (now called Odin) met more frequently, doing their best to rebuild their legion of warriors (called Einherjar) and to keep their love alive, and their constant efforts have led some of the other Elohim to reconsider their positions. When the end battle comes, Odin will not ride alone.

Name: The Asgardians Leader: Odin Renown: 150 (the prominence of the Norse gods has waned for many years) Pantheon Objectives: To defend their chosen people against Ragnarok Base of Operation: Valhalla Fortress, Norway Advantages: Contacts (R2), Secret Hideout (Multistory building, High-tech)(15pts), Support Staff (Legion, Elite) (R39) (the support staff represents the Einherjar) Disadvantages: Enemy: The Angelos (power level 3, large organization, uncommon)(7),Quirk (R1)Broken and dire attitude about the Pantheon Funds: 3D Resources:

Total Pantheon Cost: 48pts

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Odin/Voltan Odin loves three things above all else: Rota, drinking to excess (he keeps track of his drinking in terms of gallons, not bottles), and using the Well of Wisdom to scry the future. Anyone who is around Odin for more than a few minutes will quickly realize that these three things are connected. It is also no surprise that Odin finds himself recognized as a god of war, death and wisdom, for in his earlier life on Araboth he was a general in El’ss army, a striking example of the perfect Elohim, standing over 7 feet tall with long black hair and deep black eyes that, it was rumored, could see into a man’ss soul. But one day a mistake lost Odin a battle, several thousand troops, and control of a planet he was protecting, and he soon found himself imprisoned, his glory days behind him. Now besieged with multiple concerns -- his freedom, Rota, and the other Elohim he considers his friends -- he has become obsessed with protecting them all from danger. Aware that the Chimeran invasion is coming, Odin finds himself more or less constantly checking Mimir for updates on the possible outcome of that seemingly inevitable meeting. In his darker hours he drinks himself into oblivion to try and forget that future, but most of the time he works with Rota to build up his forces for what he refers to as Ragnarok, working to rally his most devoted Elohim allies to his side. He may be doomed to die, but he is determined to go down fighting. Age: 6708 Archetype: Icon Elohim Reflexes 6D, brawl7D, dodge 7D, melee combat 10D (+3D specialization with spears), Coordination 3D, marksmanship 5D, missile weapon 4D, piloting 4D, throwing 6D Physique 6D, lifting 7D, stamina 8D (+1 specialization drinking) Presence 6D, command 9D, con 7D, intimidation 8D, persuasion 6D, willpower 10D Knowledge 5D, languages 7D, security 6D, scholar 8D (+2 specialization warfare), tech 8D Perception 6D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages:: Extra Body Points (R3), Efficient Ka (R3), Otherworldly Appearance (R3), Secret Hideout (expansive cave network, high-tech), Size (R1) Disadvantages: Lethe (R2), Overconfident (R1), Ball and Chain (R3)Rota, Devotion (R2) to the Norse Pantheon, Quirk (R3) dependency on alcohol Powers:: Accelerated healing 5, Ambidextrous 5, Combat Sense, Fast reaction 5, Super Jump 3 Move: 10 Strength Damage: 6D. Fate Points: 1. Character Points: 10, Ka Points: 20, Body Points: 75 Equipment: Body Armor, Robotic 8 legged horse Gungnir The spear of Odin, allegedly crafted of Arabothi metal. Incapable of being bent or broken, it is a powerful Ka battery, and can be summoned back to the hand of its wielder after being thrown. Toughness: 6D Damage: +4D (armor piercing) Powers: Orichalcum (R4) Gadget modifiers:: Equipment, Obvious, Device Regenerates Point cost: 39 Mimir, the Well of Wisdom See the Wondrous Gadgets and Artifacts section for a description of this item. Power Level: 5 (237 pts)

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Frigga Odin’s one time consort, Frigga has all but given up any involvement in his plans. Never having gotten over the death of all three of her sons --- Balder, Bragi and Thor -- at the hands of the Angelos, she attends Odin’s yearly meetings only out of politeness, and always refuses any requests made of her. Once a powerful warrior goddess, the six-and-a-half foot tall blonde-haired, blueeyed Norse goddess deigns to associate with the Valkyries, instead choosing to focus on a modeling career in Berlin. She occasionally takes an interest in the exploits of her grandson, Magni, but only from a distance; the two have never met face to face. Age: 6408 Archetype: Adventurer Elohim Reflexes 4D, brawl5D, dodge 6D, melee combat 7D (+3D specialization with spears), Coordination 3D, marksmanship 5D, missile weapon 4D, piloting 4D, throwing 6D Physique 4D, stamina 5D, swimming 5D Presence 4D, charm 6D, con 5D, persuasion 6D, willpower 5D Knowledge 3D, languages 4D, medicine 6D Perception 5D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages: Extra Body Points (R1), Efficient Ka (R3), Otherworldly Appearance (R3) Disadvantages: Lethe (R2), Ball and Chain (R1) Magni, Employed (R1) to the Norse Pantheon Powers: Ka Manipulation 5 Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 16, Body Points: 45 Equipment: Body Armor Power Level: 4 (175 pts)

Njord Renowned as a sea god, Njord has given up most of his involvement in Odin’s plans and has settled down for a calm life as a shipping magnate in Sweden, where he lives with his long time wife Skadi, having remained faithful to her despite her temper and any past indiscretions. He still maintains and uses his powers (as well as the considerable influence gained from his seven-foot-tall stature) but generally only to help increase his shipping profits. He has thus far remained under the radar of the Angelos, despite a rather public face, and would prefer to keep it that way. In the end, he plans to assist Odin in his plans -- just so long as the end doesn’t come too soon, and it doesn’t cut into profits. Age: 6573 Archetype: Icon Elohim Reflexes 6D, brawl7D, dodge 7D, melee combat 10D (+3D specialization with spears), Coordination 3D, marksmanship 5D, missile weapon 4D, piloting 4D, throwing 6D Physique 6D, lifting 7D, stamina 8D (+1 specialization drinking) Presence 6D, command 9D, con 7D, intimidation 8D, persuasion 6D, willpower 10D Knowledge 5D, business 7D, languages 6D, navigation 6D, security 6D, tech 6D Perception 6D, hide 7D, investigation 7D, know-how 9D, search 7D Advantages: Size (R1) Disadvantages: Lethe (R1), Ball and Chain (R3) Skadi, Devotion (R2) to the Norse Pantheon, Powers: Water Manipulation 8 Move: 10 Strength Damage: 6D. Fate Points: 1. Character Points: 10, Ka Points: 12, Body Points: 75 Equipment: none Power Level: 5 (235 pts)

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Magni/Thor The original Thor is dead, killed by a small squad of Angelos in 1950 AD. He is survived by his only son Magni, a modern day super hero who lives publicly as a member of the Guardians in New York. The seven-foot-tall, blonde-haired and blue-eyed champion is loyal to his grandfather Odin, who raised him after the death of his father. Though he wields his father’ss mighty maul, he has thus far refused to accept the “obligation” of carrying on his father’s father name, instead going by the name of Magnum despite Odin’s Odin guilt trip. However, he has pledged to stand beside Odin during the “final battle,” and he awaits the call to arms which he knows must come sooner or later. Age: 85 Archetype: Icon Elohim Reflexes 5D, brawl7D, dodge 7D, flying 6D, melee combat 7D (+3D specialization with Maul), Coordination 3D, marksmanship 5D, missile weapon 4D, throwing 6D (+2 specialization in maul throwing) Physique 8D, lifting 9D, Presence4D, command 7D, con 7D, intimidation 8D, persuasion 6D, willpower 5D Knowledge 2D, languages 3D, Perception 3D, investigation5D, know-how 4D, search 6D Advantages: Extra Body Points (R3), Size (R1) Disadvantages: Lethe (R1), Overconfident (R2), Devotion (R2) to the Norse Pantheon Powers: Accelerated healing 5, Ambidextrous 5, Combat Sense, Fast reaction 5, Flight 8, Weather Manipulation 4 Move: 10 Strength Damage: 8D. Fate Points: 1. Character Points: 8, Ka Points: 8, Body Points: 105 Equipment: Body Armor Mjolnir The infamous hammer of Thor, this heavy metallic weapon can deal devastating damage, strike thunderously loud stunning blows and bestow upon the wielder the ability to fly in stormy skies. Like Gungnir, it can be summoned back to the hand of its wielder after being thrown. Toughness: 5D Damage: +2D Powers: Weather Manipulation 6, Sonic Scream 4 (area affect 5) Gadget modifiers: Equipment, Cumbersome 2, Obvious, Device Regenerates Point cost: 49 Power Level: 5 (230 pts)

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Hel

Skadi Skadi is an Atenmenst (half-Elohim) who is defined by her sense of vindictiveness. She never forgets a slight, or forgives the offender. This has caused quite a stir amongst the Norse pantheon since she has decided to take personal offense at Rota’s interference, blaming the ex-Angelos for destroying Odin’s relationship with his onetime consort, Frigga. Her own love life is hardly a picture of perfection -- while married to the Elohim Njord, she at one time had an ongoing affair with another Elohim by the name of Ullr, until he was killed by Angelos and she returned to Njord’s side. The six-and-a-half foot tall Skadi wields a powerful bow with arrows that can freeze her opponents in place, an appropriate effect considering her reputation as a goddess of winter. While she is angry at Rota and Odin, she is also loyal to the Pantheon, and will be one of Odin’s strongest champions come Ragnarok. Age: 5708 Archetype: Warrior Atenmenst Reflexes 4D, brawl5D, dodge 6D, melee combat 7D Coordination 7D+2 ((Accuracy), marksmanship 8D, missile weapon 12D(+3D specialization with bow), piloting 4D, throwing 6D Physique 4D, stamina 5D, swimming 5D Presence 3D, charm 4D, con 4D, intimidation 6D, persuasion 6D, willpower 5D Knowledge 3D, languages 4D, Perception 3D, hide 4D, know-how 5D, search 6D Advantages: Extra Body Points (R1), Efficient Ka (R3), Good Look (R1), Trademark Specialization (R1) Bow Disadvantages: Lethe (R2), Ball and Chain (R1) Njord, Employed (R1) to the Norse Pantheon, Quirk (R2) hates Rota Powers: Ka Manipulation 5 Move: 10 Strength Damage: 6D. Fate Points: 1. Character Points: 10, Ka Points: 6, Body Points: 50 Equipment: Body Armor, Bow Power Level: 4 (176 pts)

The daughter of Loki, the seven-foot-tall, raven-haired Hel has remained faithful to Odin and his kind, and actively supports his efforts with the Ragnarok agenda, often assisting Rota and the other Valkyries (see below). Most of the time, however, she is focused on leading a small group of super humans in Norway, one of whom she has fallen in love with. In recent years she has taken more time off to tend to the needs of her two daughters, and Odin has grown concerned that her new allegiances and obligations might sway her from supporting him in the final battle. However, Hel is nothing if not loyal, and she will set everything aside when Odin calls. Age: 3794 Age Archetype: Adventurer Archetype Elohim Reflexes 4D, brawl5D, dodge 6D, melee combat 7D (+3D specialization with spears), Coordination 3D, marksmanship 5D, missile weapon 4D, piloting 4D, throwing 6D Physique 4D, stamina 5D, swimming 5D Presence 4D, charm 6D, con 5D, Intimidation 7D, persuasion 6D, willpower 5D Knowledge 3D, languages 4D, medicine 6D Perception 5D, hide 7D, investigation 7D, know-how 7D, search 7D Advantages: Efficient Ka (R3), Otherworldly Appearance (R3), Advantages Secret Hideout (expansive High-tech), Allies (R3) her Norwegian Super team The Ravens Disadvantages: Lethe (R2), Ball and Chain (R1) her boyfriend Blue Thunder, Employed (R1) to the Norse Pantheon Powers: Ka Manipulation 5, Animate Dead 10, Dimensional Travel 5 Move: 10 Strength Damage: 6D. Fate Points: 1. Character Points: 10, Ka Points: 16, Body Points: 45 Equipment: Body Armor Power Level: 5 (285 pts)

Loki Long since cast out of the Norse Pantheon due to his treacherousness, Loki now works with Typhon in performing dastardly deeds around the world. Any of the Norse “gods” would gladly kill him on sight if they got the chance. Not an easy feat considering Loki’s penchant for treachery, of course. See Loki’s entry under The World Serpent.

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Rota Rota was once an Angelos named Ator’el, but when she fell in love with Odin she was cast out and changed her name to represent her new life. Now the loyal shield maiden and lover of Odin, she serves him in his Ragnarok agenda and commands the Valkyrie as a whole. She is partnered with a younger Valkyrie named Gunn, with whom she rides at all times (save for her encounters with Odin). Archetype: Protector Angelos Reflexes 3D, brawl 5D, dodge 4D, flying 5D, melee combat 6D, Piloting 4D, riding 6D, sneak 4D Coordination 4D, marksmanship 6D, throwing 5D Physique 3D, running 5D Presence 4D, command 6D, intimidation 5D, willpower 5D Knowledge 3D, demolition 4D, security 4D Perception 3D, search 4D, tracking 4D Advantages: Authority (R2), Extra Body Points (R2) Disadvantages: Devotion (R3), Enemy (power level 3, large organization, uncommon), Ka bleeder, Secret ID Powers: Combat Sense, Endurance Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 8, Body Points: 45 Equipment: Vibro Spear A large pike mounted with a vibrating blade, the tip several molecules wide. The blade seems to “sing” when activated, a warning to keep even the most heated enemy at bay. Toughness: 3D Power: Ranged energy attack Vibration (no range) Gadget modifiers: Equipment, Obvious, Temperamental (R1) Point cost: 8 Angelos Torch Saber Toughness: 3D Power: Ranged Energy Attack Flame jet 4(no range, persistent effect) Gadget modifiers: Equipment, Obvious, Temperamental (R1) Point cost: 5 Body Armor Armor value: 4D+2 Reflex Modifier: -2 Powers: Life Support 2, Longevity, Infrared Vision 3, Sonar 2, Flight 4 Gadget modifiers: Armor, Obvious Point cost: 34 Winged Horse Toughness: 4D Crew: 1 Passengers: 1 Cargo Class: 100lbs Movement: 200 Mph Maneuverability: +1 Size: 2 Range: 500 miles Powers: Flight 2, Infrared Vision 3 Gadget modifiers: Vehicle, Obvious Notes: This is a cybernetically enhanced horse with white mechanical wings grafted to its sides Point cost: 4 Power Level: 2 (93 pts), with equipment power level 4 (127pts)

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The Valkryies The Valkyries (“Choosers of the Slain”) are all beautiful young women, mounted upon winged horses and armed with helmets, spears and powerful armor that -- according to legend -- flickers in such a way as to cause the light known as the Aurora Borealis; in reality, the armor uses stolen Angelos technology to channel Ka, which causes the flickering (if not the Northern Lights). Some of the Valkyries include: Brynhildr, Göll, Göndul, Gudr, Gunn, Herfjoturr, Hildr, Hladgunnr, Hlokk, Hrist, Rota, Sigrdrifa, Sigrún, and Svafa. Most of the Valkyries are Kausing orphaned humans, although Rota -- an ex-Angelos -- is a notable exception. Archetype: Adventurer or Protector Human Reflexes 3D, brawling 4D, doge 4D, melee combat 4D, riding 4D Coordination 3D, marksman 4D, piloting 5D Physique 3D, stamina 4D Presence 3D, command 5D, con 3D, charm 2D, persuasion 2D, willpower 3D Knowledge 3D, investigation 4D, language 2D, tech 4D Perception 3D, hide 4D, investigation 4D, repair 4D, search 4D Advantages: Authority (R1), Good Looks (R2) Disadvantages: Devotion (2) to her job, Secret Id (R2) Powers: none Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 30 Equipment: Vibro Sword Toughness: 2D Damage: +2D Gadget Modifiers: Equipment, Obvious Point cost: 2 Chain Mail Bikini Armor value: 2D Reflex Modifier: 0 Gadget modifiers: Armor Notes: This outfit looks like the cliché chain mail bikini most women wear on the covers of really bad fantasy novels. Point cost: 9 Winged Horse Toughness: 4D Crew: 1 Passengers: 1 Cargo Class: 100lbs Movement: 200 Mph Maneuverability: +1 Size: 2 Range: 500 miles Powers: Flight 2, Infrared Vision 3 Gadget modifiers: Vehicle, Obvious Notes: This is a cybernetically enhanced horse with white mechanical wings grafted to its sides. Point cost: 4 Power Level: 1 (87 pts), with equipment (102 pts)

The Einherjar Odin needs many brave warriors for the oncoming battle of Ragnarok (when Odin and his army will battle the frost giants, the enemies of the gods) and the Valkyries scout the battlefields to choose the bravest of those who have been slain. In legend, they escort these heroes, called the Einherjar, to Odin’s hall of Valhalla, where they are woken in the morning by the crowing of the cock Gullinkambi (“golden comb”). During the day they train and fight, until they cut each other to pieces, and at night they feast at Odin’s side and their wounds are miraculously healed. In reality, though, Rota and the Valkyries use a technology developed by Odin to “brain tape” real fallen warrior heroes, capturing their skills and personalities in a helmet-like device which can then be uplinked to a special vault in Odin’s castle. Once it is time for the great battle of Ragnarok, Odin plans to upload these personalities into specially prepared cybernetic bodies to create his army. Only the enemy is unknown at this time -- will it be Chimerans, Angelos, or real frost giants, as in the legend? Archetype: Warrior Reflexes 3D, brawling 4D, dodge 4D, melee combat 4D, Coordination 2D, marksman 5D, throwing 4D Physique 6D, stamina 8D Presence 2D, command 3D Knowledge 2D, security 4D Perception 2D, investigation 4D, search 4D Advantages: Hard to Kill (R1) Disadvantages: Hindrance: Angry (R1) Powers: Infrared Vision 2, Life Support 2, Super Senses (sight, hearing) 3, Body Armor 2 Move: 10. Strength Damage: 6D. Fate Points: 0. Character Points: 2, Ka Points:4, Body Points: 55 Equipment: various melee weapons Power Level: 2 (113 pts)

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On the following pages are samplings of the types of villains that inhabit the world of GODSEND Agenda.

Yellow Smiley Yellow Smiley is a professional thief, and a phenomenally good one at that. At times it seems as though he is blessed with some kind of miraculous ability to perform tricks of grand larceny with the skill of a surgeon, a gift that marks him as perhaps one of the greatest living practical geniuses. He carries out his operations with the glee of a small boy with the key to the toy shop. Witnesses describe the effect as terrifying. There is no shortage of these witnesses: unlike other criminals, the Yellow Smiley leaves plenty alive. In fact, on one occasion when he accidentally killed a hostage during a robbery, he was reported to have then jumped up and down on the spot, thrown his loot down, then rolled around on the floor himself while screaming incoherently. This lasted for five whole minutes, after which the Smiley immediately forgot about the body and shot another hostage in the thigh. This prompted a further ten minutes of laughing and clapping from the bandit, which ceased only when the victim passed out from shock and the Smiley grew bored. Despite his unparalleled lunacy, the Yellow Smiley consistently demonstrates a degree of ruthlessness and lack of inhibitions that would put a ninja clan to shame. He does whatever is necessary at the time to transfer what he wants from the world at large into his possession, despite whatever pain it may cause. The inhibitions that prevent an ordinary person from getting what they want, either because of their conscience or because of a fear of consequences, are simply absent from the Yellow Smiley. He does not seem to understand the concept of physical suffering. This makes him an utterly terrifying opponent. He has been known to leap through a plate glass window, leaving blood and fragments of clothing behind, in order to steal a ten-dollar teddy bear from a window display. He once snapped his own arm in order to escape from a pair of handcuffs, giggling all the while; he was so fascinated by the effect that he later repeated it on three bystanders on his way home. The Smiley does not inflict pain for the sake of hurting people. He simply seems to find it funny. Aside from his horrific dementia, the world knows frustratingly little about the Yellow Smiley. He has never been photographed without his mask, which conceals not only his face but his voice via electronics, and the sight of which has by now become as iconic as the “biohazard” symbol. He uses extraordinarily high-tech equipment to assist his robberies, suggesting to those in the know that he has access to alien or Atlantean technology. If he is human then he possesses either ingenious technical aptitude or at least one very powerful friend. Rumors persist regarding a missing government cache of antiUFO weapons, a renegade robot assassin that contracted a computer virus, and an accountant who lost his mind when he heard the words “have a nice day” one time too many. There is no published evidence to support any of these claims.

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Real Name: Unknown Archetype: Nihilist Race: Unknown Reflexes 5D, acrobatics 7D, brawling 7D, climbing 6D, contortion6D, dodge 7D, melee combat 6D, sneak 8D Coordination 3D, lock picking 6D, marksman 5D, sleight of hand 6D, throwing 4D Physique 3D, running 6D, stamina 6D Presence 3D, con 5D, command 4D, intimidation 6D, willpower 7D, Knowledge 3D, gadgetry 6D, tech 6D, security 6D (specialization in breaking and entering+3D) Perception 3D, investigation 4D, repair 4D, search 4D, streetwise 5D Advantages: Hard to Kill (R3), Disadvantages: Infamy (R3), Secrete Id, Quirk (R4) Compulsion to steal, Quirk (R3) Psychologically unstable sociopath Powers: Fast Reaction 4, Luck, Great Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 35 Equipment: Costume (body armor) Armor value: 2D, Reflex Modifier: 0 (7pts), an assortment of other devices and weapons Power Level: 3(126) 132 with body armor+ various equipment)

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The Sovereign “The Sovereign is all. It is through his will that we prosper. The Sovereign is all. It is through his grace that we thrive. The Sovereign is all. It is our honor to serve him. The Sovereign is all. There is naught but the Sovereign. There is no God. There is no life. There is no love. There is only the will of the Sovereign.” - Oath of the Legion of Zenith None living save the Sovereign himself can remember a time when he was not steeped in power, feeding on his own tyranny like a plant feeds on sunlight. He surrounds himself with a bodyguard of hand-picked Black Gene carriers and reigns absolute over his place of dwelling, a floating island fortress that is utterly dominated by his will. He commands an elite force of fanatical troops, the Legion of Zenith, for whom he is absolute master. Upon joining the Legion each individual abandons his identity and humanity forever; henceforth they are mere extensions of the Sovereign, his to command or destroy at a mere whim, no thought nor will nor feelings of their own. Zenith, the ancient floating bastion, is likewise under his absolute dominion. The land is riddled with the hard-edged and sharply-colored icons that represent his authority; Zenith is to the steel-masked visage of the Sovereign what the Vatican City-State is to Christ. The mortal identity of this most absolute of tyrants is forever forgotten within the merciless abyss that is the Sovereign persona, discarded as the frail carcass of a lower life form. The man and the mask have long been one. There is naught but the Sovereign. The island itself existed long before the Sovereign arrived. During the “golden age” of piracy he led endless bloody expeditions into seas that he believed were filled with lost Atlantean treasures. Zenith, this ancient floating fortress, remains his greatest discovery. Using the technology he had discovered on Zenith, his knowledge of Sekhem, and the island’s ability to move faster than any ship, the Sovereign and his crew effortlessly captured the most dangerous of mercenaries and offered them a choice: utter servitude or a violent but lingering death. For those who saw what happened to the first to refuse, this was no choice at all. The Sovereign’s ability to mold his servants mentally and emotionally is as complete as his personal power, the will of his fanatical Legion by now subjugated to such a degree that the most tyrannical of dictators seems an unworthy comparison. He demands ritual public suicide in retribution for the slightest transgression – including the crime of having passed one’s physical prime – and enforces even worse punishments for those who dare to become his enemies. Only the continued efforts of his kinsmen to contain his power, and the blindness of his megalomania, have prevented the Sovereign’s touch from spreading across the globe. To this day he remains the very definition of a lurking threat, his tendrils occasionally reaching out across the seas to either take what he wants or destroy it. The Sovereign is more than simply a villain. He is the antithesis of all that is free.

Archetype: Megalomaniac Atlantean Reflexes 3D, brawl 5D, dodge 4D, flying 5D, melee combat 5D, Piloting 4D, sneak 4D Coordination 2D, marksmanship 5D, piloting 4D, throwing 4D Physique 2D, swimming 5D Presence 5D, command 7D, intimidation 7D, willpower 8D Knowledge 5D, business 6D, demolition 6D, gadgetry 8D languages 6D, medicine 5D, navigation 6D, scholar 7D, security 6D, tech 7D Perception 3D, investigation 6D, know-how 7D, search 4D, tracking 4D Advantages: Authority (R2), Extra Body Points (R2), Laboratory (R3), Support Staff (Army, competent), Secret Hideout (Small Island, High tech) Disadvantages: Infamy (R2), Overconfident (R3), Quirk (R3) Megalomania, all his orders must be carried out to the letter, those who fail die. Powers: Longevity, Ka Manipulation 4 (Incantations, Physical gestures) Move: 10 Strength Damage: 1D. Fate Points: 0. Character Points: 2, Ka Points: 10, Body Points: 45 Equipment: The Sovereign’s Vestments Armor Value: 4D Reflex Modifier: 0 Physique 7D (thunder Clap) Powers: Flight 6, Life Support 5, Regeneration 4, Elemental Sheathe 3 (Energy) Gadget modifiers: Armor, Obvious, One of a Kind Point cost: 90 Scepter of Power Toughness: 3D Power: Drain 5 (powers are transferred), Ranged Power Attack Energy 6(sweep Attack), Enhancement 5 Range: 20 Ammo: 7 Gadget modifiers: Equipment, Obvious, one of a Kind Point cost: 56 The 12 pointed Crown Toughness: 3D Powers: X-ray Vision 10, Infrared Vision 3, Mind Shield 4, Gadget modifiers: Equipment, Obvious, One of a Kind Notes: A golden crown encrusted with precious jewels that’s pulsate and glow. Point cost: 7 pts Power Level: 5 (297 pts)

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Divine & Rapture Well lookie here. It seems as though them two Cooder girls are in trouble again. You see the blonde? Ain’t she just the purtiest little thing? That’s Mary, or “Divine” as she likes to be called. You better stay on her good side, on account of that gift she got for manipulatin’ the nervous system. And there’s her sister, Susan, but you wanna call her Rapture if you don’t want a taste o’ them flails o’ hers. She’s the one who can sense your weakness like a bad smell, and there ain’t nothin’ gonna stop her exploitin’ it neither. See, those two girls got issues. Growin’ up the way they did, with the powers they got . . . well, that woulda turned anybody bad. See, these two are sisters. Nobody rightly knows who their parents are, but the guy who looks after them now is called “Teflon” Ray Cooder. He’s just about the lowest snake in this here city, and this is the Big Easy, so there’s a whole lot o’ low-crawlin’ snakes to pick from. That’s him there: the one-gallon fella in the ten-gallon hat. They call him “Teflon” on account of nothin’ ever sticks – except perhaps grease – and it’s all thanks to his two adopted daughters, Divine and Rapture. His angels, or so he says. Rumour has it that he found them walking the streets one day when they were knee-high to a midget, and not even Teflon Ray coulda turned away two helpless little dolls like them. Well, they certainly turned out not to be so helpless after all. Perhaps Ray Cooder picked up on that, even all the way back then. See, back then he was a real nobody around these parts; a bottom-feeder pickin’ up on whatever old scraps the big sharks dropped or threw away. Once these girls started growin’ up and showin’ off these weird powers, Ray knew he was onto somethin’ big. Wasn’t nobody surprised when they started followin’ him around on his little visits around town, usin’ these gifts o’ theirs to back up whatever “Daddy” said and make sure there wasn’t a man or beast in the Big Easy willin’ to stand up to him. Long story short, “Teflon” Ray Cooder is now the untouchable king of the South thanks to his two princesses there. They might not be the happiest o’ families – hell, you should see those two fightin’ over some pretty boy they both took a shine to – but they love their “daddy”, and Ray ain’t none too sorry for havin’ them around neither. Mean tempers on ‘em for young girls too, ‘specially Susan. And you should see little Mary when she has to share the room with a girl who might be prettier’n her. They don’t stay pretty for long, no sir. Take my advice, friends: conduct your business, then get the hell outta the Easy before you attract their attention. ‘Cause with Ray and his girls in charge around here, you can’t ever tell when somethin’s about to explode. Me? I’m skippin’ town in the mornin’. I hear the Caribbean’s nice this time o’ year.

Divine Real name: Mary Cooder Archetype: Anarchist Atenmest Reflexes 3D, brawling 4D, dodge 5D, melee combat 4D, Coordination 3D, marksman 5D, throwing 4D Physique 2D, running 5D, Presence 7D (Awe), charm 8D, persuasion 9D, Knowledge 2D, tech 3D, security 3D Perception 3D, artist 4D, investigation 4D, search 4D, streetwise 6D Advantages: Good Look (R2) Disadvantages: Ball and Chain (R3) to Ray Cooder, Infamous (R2) mob enforcer, Overconfident (3), Secret Id (R2), and Quirk (R2) hate any female competition for men’s attention Powers: Confusion 4, Empathy 4, Illusion 2, Invisibility 2, Mind Control 5, Mind Shield 3, Telepathy 5 Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 14, Body Points: 30 Equipment: None Power Level: 4 (168 pts) Rapture Real name: Susan Cooder Archetype: Anarchist Atenmest Reflexes 5D, brawling 6D, dodge 6D, melee combat 7D (specialization +1D Flails) Coordination 3D, marksman 5D, throwing 6D (specialization car throwing +1D) Physique 7D (Enhanced Throwing Range), lifting 8D (Specialization +1D lifting cars), running 7D, stamina 7D Presence 3D, command 4D, intimidation 4D, willpower 4D, Knowledge 2D, tech 3D, security 4D Perception 3D, investigation 4D, repair 4D, search 4D Advantages: Authority (R2), Extra Body Points (R2) Disadvantages: Bad Luck (R1), Ball and Chain (R1) Ray Cooder, Infamous (R2) Mob enforcer, Overconfident (3), Secret Id (R2), Powers: Ambidextrous 5, Combat Sense, Endurance 2, Fast Reaction 3, Super Jump 4 Move: 10. Strength Damage: 7D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 65 Equipment: Costume (body armor) Armor value: 2D, Reflex Modifier: 0 (7 pts), 2 Flails +2D damage Power Level: 3 (136 pts) 145 pts with equipment

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The Encephalon “Please, make yourself comfortable. Or, more accurately, allow me to make you comfortable. That’s right, my dear: I’m afraid you’re no longer in control of your functions. Yes, it will be this way from now on. Don’t worry. Although your body and mind have begun the accelerated decomposition process that unfortunately accompanies our relationship, I am almost eighty per cent certain that it is a painless experience. It is relatively quick, at least. Here, let us have some wine. A rather cheeky little Merlot, I’m sure it will make you feel better. Ah, well. I find it soothes my mind anyway. We have some time to spare; why don’t I tell you a little about myself? At least that way you’ll understand in the end why you had to sacrifice your physical form so that I and my children might live. “I began life as an experiment. Yes, isn’t it horrible? Your species considers itself so advanced, so righteous, and yet here you are producing artificial monsters in glass tanks in secret laboratories. The purpose behind my creation was to find out how to control alien creatures through the use of telepathic powers. Yes, that’s right. Aliens. Please don’t be shocked, the hormones make me nervous. “Oh, I love this part. Listen to those strings. So subtle. Don’t you just adore Puccini? Where was I? Oh, yes. I was designed to be physically no more than what you see now: an artificial brain, wired up to an array of machinery that would monitor and control my thoughts and my . . . “gifts”. Unfortunately for the scientists in charge of this little project, they woefully underestimated my abilities. I became even more intelligent than they predicted, concealing its my capabilities from them until the day I chose to escape. I took over first the mind, and then the body, of a lone biologist. “My next step – please stop thinking about looking for help, it really is quite irritating – was to acquire a small dose of what the people in the laboratory referred to as the ‘AEGIS serum’. You’ve seen my drones running around the place? The little miniature versions of me? Aren’t they wonderful? I call them my ‘Encephalanauts’. The serum allows me to spawn them at will, completely under my control. Escaping from the USER laboratory with their help was child’s play. From there I began to make my own way in the world. I can easily take over the living body of any creature that I can take by surprise; not only that, I can actually absorb its memories. It’s beautiful. I really am something of a miracle. “Unfortunately, as you’re very much aware, any body I possess begins to decay rapidly. It’s my one real weakness, I’m afraid: the lack of a truly mobile body of my own. Oh dear, is that your arm finally breaking down? Never mind, you didn’t have a lot of use for it any more. Your scratching days are over, ha ha. One last cigar? That’s a good girl. Make the most, eh? It’ll all be over soon. Then I’ll be moving on. Is that your family in that photograph? They do look healthy. Won’t they be surprised when they come home? That’s right. There’s nothing you can do now. Nothing you can do but watch, and try not to think about it.”

Real Name: Test subject 4 Archetype: Megalomaniac Lab Experiment Reflexes 1D, brawling 2D, dodge 3D, Coordination 3D, Physique 2D, running 3D, Presence 3D, intimidation 6D, willpower 6D, Knowledge 7D (know-it-All), gadgetry 8D, tech 8D, security 8D Perception 3D, investigation 4D, Know How 6D, search 4D Advantages: Hard to Kill (R3), Support Staff; The Encephalanauts (Huge Group, Elites) Disadvantages: Achilles Heel (R3, Nutritional requirement; must be attached to a host) Strange Appearance (R3) Large gelatinous brain, eyestalks and spider like legs Powers: Wall Crawling, Cosmic Awareness 5, ESP 10 (only through the eyes of the Encephalanauts), Iron Will 5, Mind Control 10 (only on beings with an Encephalanaut attached to it, can control twice as many beings), Possession 8 (must touch victim, body does not disappear but attaches to brain stem), Telekinesis 5, Telepathy 10, Force Field 4 Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 25 Equipment: None Power Level: 5 (271 pts) Encephalanauts Archetype: Crony Lab Experiment Reflexes 1D, brawling 4D (specialization +3D to grappling attempts), dodge 4D, jumping 3D, sneak 3D Coordination 2D, Physique 2D-2, lifting 3D (specialization +3D for grappling attempts) Presence 1D, intimidation 4D, Knowledge 1D Perception 2D, investigation 3D, search 4D Advantages: Skill Bonus (R1) Grappling attacks: Brawl, lifting, Size (R3) very small Disadvantages: Devotion (R3) to its master the Encephalon, Hindrance (R3) cannot speak; con, charm, persuasion, Strange Appearance (R3) small gelatinous brain, eyestalks and spider like legs, Reduced Attribute Physique (R2) Powers: Wall Crawling Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2, Ka Points: 2, Body Points: 20 Equipment: None Power Level: 1 (51pts)

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Plot Hooks & Adventures

The Dark Ages 450-1400 AD

The great advantage of GODSEND Agenda is that it can be played in any time period of history – since the game spans from 6,000 B.C. to the near future, there are many possibilities for play. Entire campaigns can be set during the height of the Age of Heroes in Greece, or during the Old West, for instance. To that end, the following list of plot seeds are intended to give you some ideas for settings to drop your characters into. First are five short plot hooks to give the GM a mere germ of an idea, followed by six three-act plots that are ready to run as one shot games, and finally three complete adventures that will take several game sessions to complete. Many of these plot hooks are set in ancient times, which many fans of “Supers” games are not familiar with. However, role-playing in ancient times presents an interesting set of benefits and challenges to the players and GM. In such eras, the characters are almost certainly thought of as touched by some type of divine power – it isn’t unheard of for an Atenmest, Elohim, Chimeran elite or Atlantean to pose as some sort of divine power to manipulate common people. The greatest asset to a game of GODSEND Agenda set in ancient times is the large amount of source material at the GM and players’ disposal (i.e. history manuals and books on myth and legend). However, most of the common themes of modern games are also relevant in ancient times – there are still villains and despots bent on world domination, petty criminals looking to bilk the common man and heroes to stop them – and so many modern super heroic plots are easily converted with only minor cosmetic changes needed to make it “feel” right.

The Periods of Play

A period of cultural stagnation when the Catholic Church and the Angelos held Europe in its thrall. This era is not without government though – the Roman Catholic Church remains a strong unifying force, and the Atlanteans help unify England under one ruler by the name of Arthur. Dragons are slain and man patterns his armor (and his mannerisms) after the Angelos to begin the age of chivalry. Many European pantheons (the Norse and Celtic) fell as the Angelos secured Europe. As a result, during this time most Elohim and Chimerans in the Western world hid or moved elsewhere. In South America the Chimerans and Atlanteans warred over the fate of the Mayans and Incas, and during the Middle Kingdom in China, Atlanteans and Elohim fought battles to unite the land.

The Renaissance and Victorian Age 1400-1900 AD A time of great upheaval and discovery in the world. Humanity seems to awaken from a long slumber and busily begins the modernization of the world. Many heroic exploits take place during this time period, such as the tales of the Musketeers, Pirates such as Blackbeard, the American and French Revolutions, Atlantean time travelers, the Invisible Man, and the renegade Nemo. But not all is adventurous and noble: renegade Angelos in Spain begin the bloodiest religious persecution during the Inquisition, the European invasion of South Africa comes to a boiling point during the Zulu Wars, and England is invaded by a menace from space.

The Modern and Postmodern Age

GODSEND is divided into four time periods for ease of reference.

The Age of Heroes

1900- 2010

4,000 B.C. - 450 A.D.

This age sees the quickest and most astounding leaps of technological advancement. Modern man starts the war to end all wars in 1914, followed by the greatest influenza outbreak the world has seen in modern times. Several years later Nazi Germany tries to conquer the world, and Aryan Superior emerges. The Chimerans crash through Hyperspace early in the 20th century, and then again in the middle of the century before they are collected by Malcolm Rhand. As man heads for the moon, and Mars, the Modern Super heroes emerge and so do their more malevolent counterparts – the super

The time when gods walked the earth and were at the height of their power. At the beginning of this period Ka wielding beings could move mountains and flood continents, but soon lost many of their abilities once Attis cut the flow of Ka to Earth. By the end of this period the Angelos use of the GODSEND Agenda started taking its toll on the Elohim and the Christian religion was beginning to flourish. Characters in ancient settings can participate in some of the greatest epics ever written. Whether attached to a city that they protect or wandering in the generic fantasy sense, their powers and abilities will set them apart as heroes to be looked at with admiration and fear. They have much more than “fifty feet of rope” – they have the power to manipulate the living Earth or soar through the air like a hawk! Imagine being a swordsman during the time of the Han Dynasty in China during the 2nd and 3rd century, or being a member of Jason’s legendary crew as they stole the Golden Fleece. Even dungeon crawls become much more than a repetition of killing monsters and gathering treasure when the party consists of a group of Angelos hunting misanthropic Chimeran creatures through Roman catacombs.

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villains.

Plot Hooks:

Ravages of the Black Hole Heart Providence, east of Honduras, 1621. It is the age of piracy, when wealth and adventure are apples ready to be plucked from the tree of life. Young Ms. Marybeth Byron, only child of Messr. Dominic Byron, the most influential shipwright of the English territories, disappeared some ten days ago when the infamous Black Hole Heart pulled into the port of Providence on a raid. Marybeth was the only prisoner they took, and her father is beside himself with grief. His influence in the colonies is such that Governor Starr has promised an enormous bounty to the man – or woman – who can safely return her to Providence. Word of a bounty spreads like wildfire across the Caribbean, and the PCs arrive in port to find Providence packed to overflowing with mercenaries, privateers, and even a goodly number of pirates who are willing to take their chances. Whatever their background or disposition, the Player Characters will find plenty of advantage in banding together to form a crew and seek out the merchant’s daughter. The brief is simple: seek out the Black Hole Heart, find Ms. Byron, and return her alive by any means necessary. No mercy need be shown to the pirate scum who abducted her, but all care must be taken to ensure that Marybeth is unharmed (and, in case anybody needs to be told, virgo intactus). In return, the captain of the vessel that brings her back will be rewarded with enough gold for he and his entire crew to retire. The Black Hole Heart left Providence on a northerly bearing. If the PCs have no particular powers that can help them track the ship, they may hail passing ships and ask them for word. While searching for the pirates, the PCs’ ship is subject to all of the usual hazards of the Caribbean: more pirates, foreign privateers, storms, rival bounty hunters, giant squids and whales . . . perhaps even a deep-sea-dwelling Chimeran, or the Hierophant in his formative years as a treasure hunter. The search could be as long or as short as you wish, depending on the preferences of the group. Eventually, after several days of fruitless trawling, the PCs’ ship will pass a vessel that has sighted the massive red-sailed galleon heading for Jamaica. The Black Hole Heart is heading for Port Royale; if they hurry they can catch it before it leaves. In Port Royale the PCs discover the unfortunate truth: Marybeth is in love with Emerson Crock, sorcerer and Captain of the Black Hole Heart, whom she knew when they were schoolchildren back in England. He promised that one day he would find her and take her away from her adopted father, the abusive Byron, and they would be free to roam the world. After a stint in the Royal Navy, Crock became a successful pirate, and he has decided to introduce Marybeth to the lifestyle. She has shown enthusiasm so far. When the PCs arrive, the Black Hole Heart is in the midst of raiding Port Royale. They would be hopelessly outgunned if not for Crock’s magic, which he uses to effectively disable the artillery and outmaneuver enemy soldiers. This creates a moral dilemma: Marybeth does not want to be separated from her childhood sweetheart or returned to her abusive father, but without outside help the battle is completely one-sided. Add to this the fact that Marybeth’s latent pyrokinetic talents are about to be revealed under pressure, and the end result is likely to be a tragic confrontation amid the burning remains of Port Royale and the Black Hole Heart.

Mountains of the Mind Japan, Owari Province, 1661. Bunko Kitamura, wise woman and alchemist, has run afoul of the Daimyo by allegedly enchanting his eldest son. The young man in question, Jubei Saga of the Saga clan, promised to marry Kitamura in exchange for a potion that would make him invincible in battle. The potion worked, the battle was a resounding victory, and Kitamura came to the palace to claim her prize. Young Jubei laughed in the wise woman’s face. This would not, he claimed, be an appropriate marriage for a man of Saga’s birth and martial prowess. According to the Daimyo, Kitamura was understandably livid. She immediately spewed forth a litany of foul curses at his son and her words turned to snakes in the air, diving into the young man’s mouth while he tried to scream. The witch herself turned to mist and floated away before the guards could stop her, while Jubei writhed in agony for an hour and was suddenly still. The finest apothecaries in the province insist that the heir to the Saga clan yet lives. He is not, however, much longer for this world. Jubei appears to be literally fading from the mortal plane, becoming more ghostly by the hour. He does not eat, sleep, or drink, but merely mumbles unintelligibly day and night. The daimyo is distraught. He has offered land and titles to whomever can cure his son, and gold to whomever brings back the head of the witch from her lair atop a neighboring mountain. Heroes and warriors have gathered daily from all across Japan to reap the rewards of honor, wealth, and fame. Mystics and priests have tried without success to cure Jubei, discovering only that the cure lies solely in the hands of Kitamura. Ninjas, soldiers, monster hunters and wizards have journeyed up the mountain to confront the witch. Those who have returned have done so in pieces, carried by monstrous birds with human faces that dropped their heads and limbs into the palace courtyard from a great height. Enter the PCs. For altruism or for greed, this is a perfect opportunity for the PCs to get ahead in the world and prove their worth to the Daimyo. There is no reason not to band together either, as the rewards will not be diminished whether one hero saves Jubei or a dozen. The mountain is a forbidding place, covered in misty forests and haunted by all kinds of weird supernatural creatures, and the witch Kitamura dwells at its peak. The amount of power she can throw at the Players depends on how competent they are and how difficult you want the quest to be; she could have hordes of monsters under her control, or simply a few ghostly birds and the power of illusion. Japanese mythology is full of eerie creatures such as Tengu, Oni, Yokai, Kitsune, and many more, to draw from. The adventure could be terrifying if these monsters and the environment of the haunted mountain are used to full effect.

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The Path to Enlightenment

The Phoenix in the Dark

Virginia, North America, 1784. It is the Age of Enlightenment, when western civilization embraces in its hubris the notion that mankind can discover the secrets of the universe through scientific analysis. The self-declared great thinkers of the time – Adam Smith, Jean-Jacques Rousseau, and Voltaire, to name a few – continue to ridicule the ideas and superstitions of the past in favor of new ways of thinking. In North America, future president and professed follower of Enlightenment, Thomas Jefferson, is indulging in one of his favorite pastimes: archaeology. The native burial mound on his Monticello estate is a source of fascination for Jefferson, and he is about to open it up. What follows was not recorded in any surviving history books . . . The burial mound is actually the final resting place of a long-dead Elohim who, with the aid of an Atlantean scholar from House Pacal, successfully stored his consciousness within a crystal statue in order that future generations might learn from his wisdom. The location of the burial site was unfortunately lost when the scholar died in the Pacal massacre of 750 A.D., and has remained hidden until now. The moment the statue is exposed to sunlight it will awaken, sending a psychic broadcast to all Elohim within five thousand miles. There are many Atlanteans who are also capable of understanding the signal, and plenty of Chimerans and other psychic creatures who will receive it but not necessarily understand its meaning. Regardless of interpretation, the statue’s awakening is a loud and clear signal for all psychically active entities in North America to converge on Monticello, Virginia, and fight for the prize. The statue itself is sentient and as intelligent as the Elohim whose soul it contains, but it can only communicate psychically. Jefferson and his archaeological team recognize it as a highly valuable artifact and realize that it has vast historical significance; without any psychic ability, though, they have no way of understanding its true power. They will find out soon enough just how valuable it is to those who do, though, as the first of the psychics who received the signal arrive to duke it out. This is where the PCs come in: any who possess any kind of psychic powers will receive the signal as soon as the mound is opened. Those of Elohim or Atlantean backgrounds understand exactly what the origin of the signal is; others simply know that it is a source of vast mental power and it comes from Monticello. Will the Player Characters win the prize? Will the statue fall into the wrong hands? Or will the PCs change the course of history by accidentally breaking Thomas Jefferson before he even becomes president?

Berlin, Germany, 1925. The aftermath of the Great War. Dawn of the age of Jazz. Germany is entering a period of decadence, its people embittered by their recent defeat in the war and searching for the freedom and pride that have been taken away from them. The influenza epidemic that killed more people than the war itself is finally over, and in its wake may lie the secret that lets Germany rise from the ashes. The Nazis have not yet risen to drag Europe screaming into World War II, but there are others in Germany who are just as determined in their own way to restore the Empire to its former glory. While various factions scramble to gain a foothold on the ladder of power, Germany’s economy is collapsing and its people are embracing what they feel are their final days aboard a sinking ship. The whole of Berlin is an end-of-the-world party, seeped in sin and intrigue. Just as the newly-formed U.S.E.R. works in America to discover the truth behind the sudden proliferation of superhumans, Germany has begun work on a similar secret project of its own. Project Titan is a poorly-funded organization that works by necessity in top secret, for if others discovered its existence they would almost certainly have it shut down and its discoveries confiscated. Germany is being watched too closely for such things to become public just yet. Furthermore, there are elements both within and outside of Germany’s own government who would use the secrets of the Black Gene for devices best left unmentioned. Players may take the roles of Black Gene carriers, studied and tested voluntarily or otherwise by the scientists of Project Titan; they may also play the scientists and politicians themselves, dealing with the shady morality and backstabbing politics that infest their lives; they could even play foreign spies, infiltrating Germany to ensure that the humbled state is conforming to the restrictions placed upon it by the Treaty of Versailles. Elohim, Angelos, Atlanteans, Chimerans, and sundry miscellaneous superhumans could all be worked into the plot; every influential faction and super-powered individual is likely to take an interest for some reason or another. This seed has the potential to become very dark, but if handled maturely it could lead to some very interesting places. Trust, responsibility, and paranoia are key issues here: Project Titan deals with power along much the same lines as the Manhattan Project or the Ark of the Covenant, and it could blow up in everybody’s faces at any moment. The question of whether or not the project should even exist is constantly hanging over the heads of all those involved – everybody knows the dangers, and everybody knows what happened the last time too many nations had too much power on their hands. The theme is one of secrets and lies, set against a backdrop of apocalyptic hedonism.

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Mini Adventures

Concrete Jungle New York City, 1985. Nobody knows what they’re doing anymore. The Cold War is running out of steam, punk has been dispersed and diluted across the globe, and the youth of America is as disenfranchised as it has ever been. The sinking of Rainbow Warrior. Glasnost. Live Aid. A time of hope versus nihilism; dedication versus destruction; global awareness versus paranoia. This is not the first time new thoughts and attitudes have battled the establishment, and it will not be the last. Many suspect that the fight will go on forever. In the middle of all this are the Warriors for Gaea, a team of young ecoactivists whose determination has been galvanized by the plight of the Rainbow Warrior – the ultimate us-versus-them symbol for today’s environmental activists. At the behest of their de facto leader, a charismatic young anarchist named Cyrus, they are planning to break into the Haight-Cromwell animal testing laboratory on Manhattan Island to free the test subjects. What the Warriors do not know is that Cyrus is really an Angelos agent, and that the Haight-Cromwell facility holds not animals but a collection of laboratorygrown Chimerans. The laboratory is owned by U.S.E.R.; its purpose is to crack the genetic codes of the Chimerans and discover their inherent weaknesses. Cyrus has somehow gotten his hands on an artifact that can mentally command Chimeran Drones, and he is hoping that it will work on U.S.E.R.’s pets. The Warriors for Gaea are simply pawns in his plans, despite his anti-capitalist rhetoric. If Cyrus is successful, and the artifact works, then the Chimerans will be under his control. This will allow him to wreck the facility and flee with a small army of monsters under his command. If the device does not work as Cyrus plans then the ignorant Warriors for Gaea may still succeed in letting them loose in Manhattan. PCs can take the role of U.S.E.R. agents based in the HaightCromwell facility or civilian scientists who work for U.S.E.R, in which case the adventure will be a survival horror as they try first to prevent the breakout and then to escape Manhattan Island with their lives. Recapturing the Chimerans would be a bonus. Black October or Elohim Players (or unaligned heroes) could enter the scene after the breakout and try to help clean up the mess, saving lives and helping defeat the rampaging monsters. Players could also be members of the Warriors for Gaea, either sincerely aiding the environmentalists’ cause or working undercover for the Atlanteans or U.S.E.R. They could even portray Cyrus’s Angelos allies. This option would give the adventure more of a spymission feel. Finally, the PCs could always play the Chimerans themselves. The artifact fails and they seize the opportunity to break free, fighting or sneaking out of the Haight-Cromwell facility and then through Manhattan to freedom. This is the most interesting possibility; the feel of the adventure could be anywhere on a spectrum with TMNT at one end and The Incredible Journey at the other.

The King of Stonehenge

In 2002, researchers discovered the remains of a Bronze Age archer inside a mound three miles east of Stonehenge, along with some pottery fragments and a small quantity of gold. Due to the richness of the find, this Amesbury Archer was dubbed The King of Stonehenge. This is his story.

Act One Word has spread that a great king has fallen in what will one day be Southwestern England, and that he was buried with several artifacts and much wealth. Even if the characters are not inclined to go grave robbing, they may be convinced that protecting the site from enemies is worthwhile. Through some means (e.g., a hint from a third party, technological scrying), the characters will be able to narrow down the search to an area of 5 square miles (see map). The area is covered with low, grassy hills, several of which are large enough to survey the area, but most of which are small and manmade. These are the barrows (burial mounds), and there are hundreds of them. At some point (A on Map), the characters are ambushed by a group of men (1d6 per character), armed with bows and arrows. The men have no super powers, so the challenge, is not in destroying them, but in convincing them (despite a hail of arrows and a language barrier) that the characters wish to parlay. Social skills and applicable mental or emotional powers should be called into play, but if the characters insist on wanton killing, the natives will try to surrender. Whether through negotiation, trickery or force, the men will be convinced that the characters are “Gods,” and will give them gifts and information. If the language barrier is overcome, these men will be able to give a rough lay of the land, but even if conversation is impossible, the men will lead the characters down the banks of a river to their walled settlement (B).

Act Two The characters are fed and bathed and then taken to meet the elder, a 30year-old man named Boscom. Missing half his teeth and one eye, he’s seen plenty of conflict, and by the look of the scars across his chest, quite recently. He will reveal that two groups have been seen in the area. One is taking care and stealth in their activities. A party he was leading on the other side of the river (in the Barrowlands) ran into the second group; only Boscom made it back. Without warning, the village is beset by the very group that attacked the men. It consists of three beastlike red deer, easily twice the size of ordinary animals. Arrows do little to slow them down. The characters are not expected in the village however, giving them the advantage. The beasts fight as a group until two of them fall, at which time the third will escape, leaping over the village wall and retreating across the river to the northwest. Boscom and his men gather up a group to pursue the beast, encouraging the characters to come. If they are reluctant, Boscom will play towards greed, indicating that the beast has fled into an area known as the King’s Barrows (C). This certainly sounds a plausible place to search for the artifacts everyone is looking for. It will take several hours to traverse the area, during which time the group will pass by dozens of empty barrows, many torn up, as if by hooves. Boscom and his men seem fearful of what this means, and enraged that anyone would do such a thing. Ultimately, the group reaches an abandoned settlement (D), consisting of several rings of wooden beams and poles that have been rent asunder recently. Here, the bloody trail turns towards the west, heading up towards a long mound (E). Boscom’s men seem concerned. This is a road for Gods, and any man who sets foot upon that mound will die. Boscom orders his men to return to the village, and gesturing to the characters, continues the pursuit, though it means his own death.

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Act Three

Empusa deer

Whether the characters choose to follow or not, the final phase of the adventure picks up halfway down this mound, where the charred corpse of the beast can be found. Exploring the area reveals nothing but another empty barrow, but a glance to the south will reveal a series of concentric stone rings (F), raised by some otherworldly hand. The stone henge hums with power. And in its midst are four individuals, wrapped in dark cloaks. Boscom says these are mystical sages. Perhaps they have a clue as to the whereabouts of the artifacts? Approaching the “druids” reveals the truth, as they pull back hoods to show armored faces. They are a group of Angelos, and they will haughtily reveal that the artifacts were just a rumor to lure greedy fools into a trap. The Angelos will try to capture any Elohim, even if it means destroying the stone henge in the process, but will just kill any Chimerans or Atlanteans. If two or more of the Angelos are wounded or killed, the others gather their fallen brethren and flee. Assuming they survive or escape, the characters discover that a great warrior has, indeed, fallen, though not as the rumor suggested. Boscom is mortally wounded, having been caught by a stray Angelos blast. His dying wish is a gesture towards his village. If the characters comply, they will be able to take his body most of the way along a stone road, and then upriver to the village, where the survivors will bury their fallen king on the east side of the river, outside of the Barrowlands. For a reward, the characters will have to settle for knowing they helped this village to survive.

Archetype: crony Reflexes 3D, brawl 4D, dodge 5D Coordination 2D Physique 4D, lifting 5D Presence 2D Knowledge 1D, Perception 2D Skills: 10 Skill points in assorted Skills appropriate to their station in life Advantages: Hard to Kill (R3), Metamorphosis Disadvantages: Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower) Powers: Natural Weaponry 5, Telepathy (only with other Chimerans) 5, Detect 5 (lifeforms), Sonar 3 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 4, Body Points: 40 Equipment: none Power Level: 1 (100 pts) The four Angelos are Matheyim, or Fifth Wing. They are all soliders, their Command Officer having been killed by one of the Chimerans earlier. (GODSEND Agenda page 123-124)

Foes and Allies Boscom’s Bowmen are all normal humans equipped with normal weapons. Boscom himself is also quite normal; he is merely braver than most, a good example of what humanity aspires to. Boscom Archetype: Protector Human Reflexes 3D, brawling 4D, doge 4D, melee combat 4D Coordination 3D, marksman 4D Physique 3D, stamina 4D Presence 3D, command 5D, con 3D, charm 2D, persuasion 2D, willpower 3D Knowledge 3D, investigation 4D, language 2D, Perception 3D, hide 4D, investigation 4D, repair 4D, search 4D Advantages: Authority (R1) Disadvantages: Devotion (2) to his people Powers: None Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 30 Equipment: sword, shield, lucky hat Power Level: 1 (83 pts), The three beasts are Empusa, but for all intents and purposes they should be treated as giant deer, using hooves and horns to savage their foes. (GODSEND Agenda page 174-175)

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Pompeii and Circumstance

In 79 AD, the towns of Pompeii and Herculaneum were buried when nearby Mt. Vesuvius erupted. Earthquakes, tsunamis, pyroclastic flow and hot ash killed thousands. The truth of the matter, however, is that the eruption was not natural. Far from it.

The characters are likely to be Elohim in some way associated with the Roman pantheon (in particular, those friendly to Hercules and his father), but they could be Atlanteans assisting Pliny the Elder with his nautical rescue mission, or Chimerans attracted to the chaos.

Act One In 73 BC, the gladiator Spartacus and 70 rebels hid atop the mile-high Mt. Vesuvius, which even then was only accessible by one passage. Now, 150 years later, Hercules calls the lush, forested mountain his home. Quite appropriately: he gives his name not only to the nearby town of Herculaneum but also to Mt. Vesuvius (Vesouuios means “son of Ves,” Ves being another name for Jupiter). Hercules is loved by those who revere him, and at the moment the mountain that bears his name is a testament to his power and popularity. But Hercules has an ego, and over the years he’s garnered more than his share of enemies among the Elohim; among them are Ares/Mars and Hades/Pluto. On August 24, 79 AD, their plans come to fruition. At one-o’clock in the afternoon, a massive earthquake shakes the ground, the result of several Pluto literally tearing apart the ground beneath Hercules’ fortress. Minutes later, a massive explosion rips a hole in the top of Mt. Vesuvius, sending a column of ash and cinder soaring into the sky in a towering column, miles high. For a short time, this is the only sign of trouble, ominous though it seems, and the people in the surrounding area go about their business. The Elohim Mars rushes into the area to see if he’s done away with Hercules, dressed like a gladiator. He will assume that any Elohim he sees are friends of Hercules, and will attack wherever he sees a tactical advantage, whether that’s on the slopes of the erupting Vesuvius or in the middle of Pompeii itself. Pluto has overdone things a bit, though. The sky begins to rain stones. First, small pebbles of pumice, and then larger chunks of rock. Not willing to be caught in the midst of the disaster, Mars will leave the area amidst panic-stricken crowds, hunting for Hercules. Over the next eight hours, the sky turns black with ash, blotting out the sun completely, as pumice and stone falls on Pompeii to a depth of some 10 feet.

Act Two The people of Pompeii need assistance at this time, and there will be no end of tasks to help out with: digging out collapsing roofs, helping trapped families, etc. Rescue efforts are going on all around the area. Across the bay in Misenum, Pliny the Elder sets sail for nearby Stabiae (Pompeii’s port) on a mission that’s half-scientific, half-rescue. And in Herculaneum, the town’s namesake disguises himself and helps the townsfolk take shelter in boathouses along the coast. At ten pm, Mars locates Hercules in Herculaneum, but in a stunning display of bad timing Pluto chooses that moment to send a 60 mile-per-hour surge of superheated ash and mud down the side of the mountain. It will reach the city and envelop it in about four minutes. Surrounded by Mars and his gladiators, Hercules must escape the city and find a way to rescue those trapped on the seashore. If the characters happen to be in Herculaneum at this time, they share the same fate. Inevitably, the town of Herculaneum is buried under 75 feet of mud, so hot that it incinerates the skin from those in the boathouses and boils their brains, causing their skulls to explode. After this point, any rescue efforts will have to focus on areas to the south, and Hercules himself heads to Pompeii to assist there. Mars is nowhere to be found (is he buried in mud?), so Pluto assumes he’s dead and causes another flow of hot mud sent towards Pompeii. This time, the flow stops short (possibly thanks to the characters).

for their own lives, and as the rocks slowly bury that city they make a run for the sea. Unfortunately for him, sulfurous fumes from the mountain overcome him, and he dies before he can flee. The same fate is about to befall anyone left in Pompeii. Pluto decides he’s had enough, and he lets loose with a final blast, tearing off 2,000 feet of the mountain and sending it cascading towards Pompeii. It only takes a few minutes to reach the city, at which point it bakes everyone still alive and buries them beneath 10 feet of ash and mud. The characters will be forced to flee for their lives, with Mars’ gladiators trying to prevent their escape from Pompeii and avenge what they think is Mars’ death. Hercules himself will cover their escape, though it means his life. The dark cloud of ash and soot that hangs over the area lasts for another entire day, although the mountain itself grows quiet once Pluto is convinced of Hercules’ death (perhaps wrongly). On the third day, the sun shows through again, and as weeks go by the survivors gradually rebuild their lives. Pompeii, Herculaneum and Stabiae are left, buried and forgotten, as is the involvement of the many heroes who did their best to save lives.

Foes and Allies Mars Age: 1395 Archetype: Warrior Elohim Reflexes 6D, brawl 9D, dodge 10D, jumping 7D, melee combat 10D, riding 8D Coordination 3D, missile weapon 5D, throwing 4D Physique 3D, running 4D, stamina 5D Presence 5D, animal handling 6D, command 10D, intimidation 8D, persuasion 6D, willpower 8D Knowledge 3D, languages 4D, security 4D Perception 4D, hide 5D, investigation 5D, know-how 5D, search 5D, tracking 5D Advantages: Authority (R4), Extra Body Points (R3), Hard to Kill (R3), Skill Bonus (R1) close combat, Skill Minimum (R4) command, con, and intimidate, Wealth (R8), Support Staff (legion, Competent) Mar’s Elite legion Disadvantages: Overconfident (R3), Lethe (R3) Powers: Combat Sense, Enhancement 4, Longevity, Ka Manipulation 5, Regeneration 8 Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 10, Body Points: 75 Equipment: none Power Level: 318 pts Mars (aka Ares) is the Roman God of war, and a vicious competitor with gladiatorial skills with no equal.

Act Three Over twelve hours have passed, but Vesuvius continues to belch forth ash, burying Pompeii alive. Yet people are still moving about, trying to escape and/or loot. In Stabiae, Pliny the Elder and his friend Pomponianus have started to fear

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Mar’s Gladiators

Hercules

Archetype: Warrior Normal Humans Reflexes 4D, brawl 5D, dodge 6D, melee combat 6D Coordination 3D, missile weapon 4D, throwing 4D Physique 3D, running 4D, stamina 5D Presence 2D, command 3D, intimidation 3D Knowledge 2D, Perception 2D, Advantages: None Disadvantages: Overconfident (R1) Powers: Combat Sense Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 5, Ka Points: 4, Body Points: 31 Equipment: Sword, shield Power Level : 81

Archetype: Warrior Atenmest Reflexes 5D, brawl 7D, climbing 6D, dodge 8D, jumping 6D, melee combat 8D, Coordination 3D, missile weapon 6D, throwing 4D Physique 8D (Enhanced Throwing Range), lifting 11D, running 9D, stamina10D Presence 4D, command 5D, intimidation 7D Knowledge 3D, security 4D Perception 4D, investigation 5D, know-how 5D, search 5D Advantages: Extra Body Points (R3) Disadvantages: Overconfident (R3), Quirk (R2) angry Powers: Combat Sense, Fast Reaction 3, Longevity, Body Armor 5 Move: 10 Strength Damage: 8D. Fate Points: 1. Character Points: 10, Ka Points: 8, Body Points: 115 Equipment: War club +2D damage, Great Bow +2D+2 damage range 10, 100, 250 Nemean lion pelt Defense Rating: 6D+2 Reflex Modifier: 0 Gadget Modifiers: Armor, One of a Kind, Obvious Point Cost: 27 pt

Mars’ gladiators are well-built humans who worship Mars as a god. They are willing to sacrifice their own lives in his service. Pluto Age: 1395 Archetype: Icon Elohim Reflexes 3D, brawl 4D, dodge 5D, melee combat 4D, Coordination 3D, missile weapon 5D, throwing 4D Physique 3D, Presence 8D (Awe), command 7D, intimidation 11D (+3D specialization frightening the superstitious), willpower 10D Knowledge 3D, languages 4D, scholar 5D Perception 4D, hide 8D, investigation 5D, know-how 7D, search 5D, tracking 6D Advantages: Authority (R4), Power Minimum (R4) Animate Dead, Ka Manipulation, and Earth Manipulation Disadvantages: Overconfident (R3), Lethe (R3), Unearthly Appearance (R2) Powers: Animate Dead10, Ka Manipulation 6, Earth manipulation 10, Possession 5 (only on the recently Dead) Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 16, Body Points: 29 Equipment: none Power Level: 308 Pluto (aka Hades) is the Roman God of the Underworld and Death, with the ability to manipulate the earth to a certain degree – enough, in this case, to cause Pompeii’s eruption.

Power Level: 167 Hercules is an Atenmest blessed with great strength and healing powers. Known for his ego, he will give his life to help the characters escape, having learned what it means to help others. Pliny Pliny the Elder is a 55-year old admiral who’s short of breath, stout of belly, and loaded with courage and determination.

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Marco Polo’s Long Trip Home

Marco Polo traveled from Europe to Cathay in the 1270s AD, spending 17 years in the court of the great Kublai Khan. In 1293, laden with treasure, he set out for home. The details of that horrific 2-year journey, which killed nearly 600 passengers, were never recorded. Until now.

Two years? That’s a long time! But you could base an entire campaign around this, or other endless journeys (such as The Odyssey and the Bible’s Exodus). If your players are in the mood for a longer at-sea experience, use these events (or even Marco’s earlier trip East) as a jumping off point.

Act One Ahoy mates! The characters are crew members amongst Marco Polo’s flotilla of ships, headed back to Europe, the long way around. Characters could easily be Atlantean, Chimeran, Elohim, Angelos or otherwise, and they might have any number of agendas, from protecting Marco from outside forces to spying for those same enemies. The trip will take two years, and it will be a harsh one -- of 604 passengers on 14 Chinese junks, only 18 people and a single boat will survive. Since the three Polo Brothers (Maffeo, Nicolo and Marco, the youngest) first set out to sea, nothing has gone right; they’ve faced scurvy, cholera, pirate attacks, clashes with natives and cannibals, and bad weather. And they’ve got a lot to lose; not only are they toting an immense fortune in jewels, gold and artifacts, but they’ve been ordered to escort the Mongol princess Kokachin to marry a Persian prince named Arghun. About halfway along (and with half their crew and ships gone), the Marco Brothers encounter a strange, persistent storm that follows the fleet, threatening to swamp them. Crew are set to bailing the ships, while Marco speaks to his more “elite” crewmembers and begs them to look into the phenomenon. As it turns out, the weather is caused by an Elohim named Girisha, an Indian Storm God who has decided he wants Kokachin for himself. He will have to be killed, driven off, or somehow convinced that the princess is not his to have. The departure of Girisha will leave the Polo fleet with another problem; with the wind gone, the fleet is becalmed, far from land. Food and water stocks run low, and strict rationing will be put in place. Anyone capable of doing so (through flight or other powers) will be encouraged by Marco to scout for food, before they go mad from hunger. If nothing is done, the winds pick up in time to save the fleet, but not before 100 more men die of thirst, and two more ships are abandoned.

Act Three With Marco recovered, the fleet sets sail, hugging the coast of India up to Bombay, a trip that should take several months. However, the days stretch on, and food supplies run dangerously low. It seems as if the fleet will all starve to death if something is not done, and any characters who go out to search for food find no land nearby, nor any fish or birds in the sky. Clever detective work will be required to uncover the cause of this – the three ships are trapped in a bubble of time, and have not actually been moving anywhere for weeks! The source of this bubble is a crewmember named Dao Ming, still under the influence of Lux’s charm and determined to avenge her death. He is an Atenmest (a half-Elohim demigod) and a force to be reckoned with; until he is killed, the ships will remain in the time bubble. The problem is he’s nowhere to be found; able to manipulate time, he’s been able to sneak around the ship unseen. The heroes will have to use their wits to end this serious threat before they all starve! Although all the loose ends won’t be wrapped up until Marco and his brothers arrive home in Venice, much of the danger ceases when the last ship in the fleet, manned by the three brothers, the princess and a crew of 14, arrives in Hormuz and discovers that the princess’ betrothed is dead. As she goes on to marry her late prince’s son, the Polo brothers begin the long overland journey towards the Black Sea. Any characters who have survived this long will certainly be welcome to come along for a share of the treasure, and a share of the adventure.

Act Two With 200 men and 5 ships to their name, the Polos finally reach Sri Lanka, an island off the southeast coast of India. Marco would later describe the island as the finest of its size in the world, and indeed, compared to the horrors the fleet has been through, it seems heavenly, even compared to Kublai Khan’s palace. The ships are restocked, water supplies topped off, and the crew rested and refreshed. There’s only one problem: Marco is missing. Marco has become enchanted (literally) with a young maiden named Lux, and several members of the crew say that they saw him running off into the jungle with her. Tracking the two down will take some time, and when they are finally located Marco will be unwilling to leave her side. Breaking the enchantment she holds over Marco will require her death, and due to the enchantment Marco himself will defend her from attacks. The group will have to find some way of separating the two so that Marco is not injured or killed in the fray. Upon returning to the coast with Marco in tow, the group discovers, to their horror, that the beach is a bloodbath. A group of natives who were also enchanted by Lux heard her cries, and attacked the men. Though the crew was better armed, they were taken by surprise, and half of them were killed or mortally wounded. Barely 100 remain alive, enough to man three ships. The rest will have to be scuttled.

PAGE 86 Garrett Vrieze (order #6663806)

Foes and Allies

Dao Ming

Girisha Age: 51 Archetype: Icon Atenmest Reflexes 5D, brawl 7D, climbing 6D, dodge 6D, jumping 6D, melee combat 6D, Coordination 3D, marksmanship 6D, throwing 4D Physique 3D, running 5D, stamina 5D Presence 4D, command 6D, intimidation 7D, persuasion 5D, willpower 5D Knowledge 3D, languages 4D, security 4D Perception 4D, hide 5D, investigation 5D, know-how 5D, search 5D Advantages: , Authority (R3) God in his homeland, Good Looks (R2), Extra Body Points (R2), Otherworldly Appearance (R1), Power Minimum (R1) Ranged Power Attack Lighting, Air Manipulation, Weather Manipulation, Plant Manipulation, Wealth (R4) Disadvantages: Lethe (R4), Overconfident (R3) Powers: Ranged Power Attack Lighting 4, Air Manipulation 5, Weather Manipulation 6, Flight 8 Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 8, Body Points: 51 Equipment: none Power Level: 5 (239 pts) Girisha is an Elohim with powers of Flight and Weather Control. Lux Age: 18 Archetype: Adventurer Empusa Reflexes 4D, brawl 5D, climbing 5D, dodge 8D, jumping 5D, melee combat 7D, riding 6D Coordination 4D, missile weapon 5D, sleight of hand 5D, throwing 7D Physique 4D, running 6D, stamina 5D, lifting 6D Presence 3D, intimidation 5D, persuasion 6D, willpower 6D Knowledge 3D, languages 4D, forgery 4D security 4D Perception 3D, gambling 5D, hide 4D, search 4D Advantages: Extra Body Points (R1), Hard to Kill (R1) Disadvantages: Quirk (R1) angry, Strange Appearance (R1) Eyes slit like a cat Powers: Empathy 3, Mind Control 5 (Does not work on women), Move: 10 Strength Damage: 2D. Fate Points: 1. Character Points: 10, Ka Points: 6, Body Points: 35 Equipment: none Power Level: 4 (147 pts) Lux is an Empusa with the power to enchant men, as well as a vicious fighter. Female heroes will be immune to her charms.

Age: 18 Archetype: Bravo Atenmest Reflexes 4D, brawl 5D, dodge 5D, melee combat 5D, riding 6D Coordination 3D Physique 2D, Presence 3D, command 4D, intimidation 4D Knowledge 3D, languages 4D, Perception 3D, hide 4D, investigation 4D, know-how 5D, search 4D Advantages: Good Looks (R1) Disadvantages: Quirk (R1) angry, Lethe (R1), Powers: Time Manipulation 5 Move: 10 Strength Damage: 1D. Fate Points: 1. Character Points: 10, Ka Points: 6, Body Points: 28 Equipment: none Power Level: 3 (127 pts) Dao Ming is an Atenmest with the power to manipulate time. Kokachin Kokachin is a Mongol princess with only ordinary skills and no powers. The Polo Brothers Marco, Maffeo and Nicolo Polo. Marco carries with him a foot-long golden tablet of authority bestowed by Kublai Khan, which requires that all within the Khan’s dominion give the bearer assistance, lodging, food and other necessities free of charge.

PAGE 87 Garrett Vrieze (order #6663806)

The Dreamtime is Over

In 1788, Britain’s First Fleet landed in Australia (aka New South Wales), depositing several hundred convicts to start a colony, despite a lack of food, clothing and other resources. Their arrival marked the end of the Aboriginal Dreamtime, with repercussions history has not recorded.

Act One The characters are guards aboard the First Fleet, helping to oversee the prisoners (who may include some Elohim or Chimerans). The fleet sets sail for Botany Bay in on May 13, 1787, led by Captain Arthur Phillip. The trip is relatively uneventful, and after several stops the fleet nears its destination in January of 1788. At this point, the Captain orders the fleet split. He transfers to the fastest ship in the fleet, the HMS Supply, and recruits the characters to come along with him. The ship, skippered by Captain Henry Bull, arrives in Botany Bay on January 18th. Shortly after arriving, Captain Phillip sends a small group to search for fresh water (there will be none), food sources (scarce) and timber resources (spotty in this area) and prepare a complete report. The area is inhabited by native Aborigines who call themselves Eora, after the Atlantean of the same name who has guided them through a period of peace called Dreamtime. She helped them form an egalitarian society while teaching them to fish, cook, navigate, make stone tools and perform acts of power through painted representations of animals. Eora also knows full well the threat represented by the arrival of the First Fleet, and has decided that a quick, decisive blow now might turn the tide. Using her powers, she convinces some of the native animals to attack the group of characters over a period of hours: a pack of dingos, a group of wombats, several platypi, and even several poisonous snakes. None of these (save perhaps the snakes) should pose a real danger to the party, but they will tell Eora a great deal about her foes. By January 20th, the remainder of the fleet has arrived, and the Captain decides to relocate the entire fleet north to Port Jackson. At nightfall on January 26th, the fleet sets anchor in a cove fed by a freshwater stream and surrounded by lush forest. Captain Phillip sends the HMS Supply off with 15 convicts and 7 freemen to found a secondary colony on Norfolk Island, several months’ journey away, and the rest of the crew are set to work establishing the colony of New South Wales at what will be called first New Albion, then Sydney Cove (and, later, merely Sydney).

Who’s On First? The fleet includes 570 male and 160 female convicts (over 400 of them sick or elderly), 206 marines and 26 wives, 20 officials and a total of 26 children. They sailed aboard eleven ships: five for crew (the Sirius, Supply, Golden Grove, Borrowdale and Fishburn) and six for prisoners (the Scarborough, Lady Penrhyn, Friendship, Charlotte, Prince of Wales and Alexander).

Act Three Her chance comes late in 1788 when the colony faces the threat of starvation. Not only has Eora maneuvered food sources away, but their rumbased economy has torn them apart from inside, with soldiers and convicts content to drink themselves into oblivion rather than trade for goods. Captain Philip orders the HMS Sirius, skippered by Captain John Hunter, to sail for the Cape of Good Hope in order to obtain food supplies. The characters are ordered to accompany him. Eora conceals herself aboard the ship and waits until the ship is out to sea. Then, convinced that she can destroy the colony if she wipes out its only hope of survival, she uses her powers to command the animals under the sea to attack the ship, as Eora herself wages guerilla warfare on the ship itself. The attacks will not stop until she is found and killed, as she is willing to die herself if it means a chance to save her adopted people. Ultimately, Eora’s attempts are in vain, and in having sacrificed herself on the ship she has abandoned her people to a slow decline. The colony at Sydney will grow and grow, and the Aborigines will be almost entirely killed off, despite the efforts of their elders, first by violence and later by Smallpox. If the First Fleet happened to include some Elohim among the crew, there just might be some Angelos stopping by to deal with their own escaped convicts.

Act Two It is soon apparent that the First Fleet is ill equipped. The tools they have been provided are of poor quality, and only twelve of the convicts have any skill as carpenters. In addition, the clothing provided to the convicts is tattered and old, and many of them are old or in ill health. The first buildings are little more than huts made of clay, palm fronds and twigs, and between the weather and the lack of food, the little colony suffers greatly over the first few weeks and months. There are also the Aborigines. There are about 1500 of them in a 10-mile radius of the colony, and unwilling to share land or other resources with them, Captain Phillip orders a bounty placed on their heads. The disparate tribes of Aborigines are generally unable to mount a strong defense, and their numbers dwindle. However, their Atlantean guide has trained several among them in the use of Ka, and they will use their skills to fight back when attacked. The colony grows, even through hardship. The Aborigines are no match for the guns of the colonists, and Eora’s own powers are limited to manipulation of the relatively small animals to be found in the area. Rather than fight to the end, she maneuvers many of her people further inland, hoping to preserve their way of life, and waits for a moment to strike.

PAGE 88 Garrett Vrieze (order #6663806)

Foes and Allies

Eora

Captain Phillip Archetype: Protector Reflexes 3D, brawling 4D, doge 4D, melee combat 4D Coordination 3D, marksman 4D Physique 3D, stamina 4D Presence 3D, command 5D, con 3D, charm 2D, persuasion 2D, willpower 3D Knowledge 3D, investigation 4D, language 2D, tech 4D Perception 3D, hide 4D, investigation 4D, repair 4D, search 4D Advantages: Authority (R1) Disadvantages: Devotion (2) to his job, Secret Id (R2) Powers: None Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 6, Body Points: 30 Equipment: None Power Level: 1 (82 pts) Captain Arthur Phillip is the head of the expedition. He’s an ordinary man without any ability to use Ka, though he is brave, intelligent and capable.

Real Name: Eora of House Emelus. Age: 371 Archetype: Protector Atlantean Reflexes 3D, brawl 4D, dodge 4D, melee combat 4D Coordination 4D, Physique 3D, running 4D Presence 3D, charm 5D, con 6D, persuasion 6D, willpower 6D Knowledge 3D, languages 5D, medicine 6D, scholar 5D, Perception 4D, artist 4D, know-how 7D, investigation 5D, search 5D, survival 5D, tracking 6D Advantages: Contacts (R4), Efficient Ka (R3), Disadvantages: Secret Id, Powers: Longevity, Ka Manipulation 4 (incantations, focus, physical gestures), Plant Manipulation 7 (incantations, focus, physical gestures) Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 14, Body Points: 27 Equipment: none Power Level: 4 (144 pts) Eora is an Atlantean of the House of Emelus, and as such she can communicate with plants and animals and ask them to do her bidding.

PAGE 89 Garrett Vrieze (order #6663806)

The Son of Man

Act Three

At the dedication of the largest cathedral ever built, a group of 12 robed and hooded assailants takes everyone inside hostage. Their leader, a stranger who calls himself the “Son of Man,” proclaims that judgment day has come. The penalty for sin? Death.

Act One It’s the opening of the country’s largest cathedral, a milestone for the United Church of Mankind. This sect burst onto the scene a decade ago, attracting millions who sought a promise of a new religion that embraced Jew, Christian and Muslim alike. The characters could be in attendance as new members of the congregation, curiosity-seekers or freelancers hired by a third party, either for additional security or by someone seeking information, such as a news outlet, private corporation or even a rival sect. Whatever the case, they will each manage to secure a ticket. A ten-block area is shut down around the cathedral to handle the crowds. The police are able to handle most of the small problems, but at one point two large men begin to shove one another. When police try to intervene, they are tossed aside, and unwilling to fire tear gas or bullets into a crowd, the police can do little but watch as the two super-powered men begin to level punches at one another, drawing blood and scattering teeth. Whether the characters intervene or not, the larger of the two men will declare himself victor. Throwing his hands up high in triumph as he’s arrested, he soaks up the attention of the crowd, cheers and jeers alike. Shortly thereafter, Father Michael Marquardt steps forward and cuts a silver ribbon, officially opening the cathedral. The massive crowd of ticket holders surges forward to fill the place. The roof soars up hundreds of feet to an arched peak of clear glass, filling the room with natural sunlight. Rafters of silver cross the open space, giving the impression of lacy clouds. Hundreds of songbirds have been let loose in the rafters, and they fill the air with feathers and song.

The still air of the cathedral swirls, and one at a time the bodies, living or dead, are lifted into the air, spinning slowly. When they reach the rafters, six beams of red light shoot out and incinerate the body. A fine mist of ashes flutters to the ground as the “Son of Man” whispers “Sinner.” It shouldn’t take long for the characters to figure out that his voice is carrying over the speakers, and so finding him is a matter of spotting the hidden microphones (if they have trouble, Father Mike will clue them in just before he becomes the fifth to be vaporized). Once the “Son of Man” is located, he will drop his invisibility and leap in and out of the rafters. Combat will be made tougher by the fact that as he leaps about, his snipers will be trying to shoot the characters as well. He fights to the death, confident that he is superior to any threat. When the “Son of Man” is defeated, his followers will surrender in silence, unable to believe that their leader is gone. Angelos will be looking for their weapons, which are stolen, and so it’s best that the characters hand them over to the authorities (though this could lead to another adventure as the characters try to discover how an Elohim got his hands on this stuff). If they investigate, characters also discover that the two men wrestling outside were paid off by the “Son of Man” to create a distraction so he could sneak inside, but they know nothing other than that a guy paid them $10K to start a fight. For their efforts, the heroes will receive a substantial reward from the UCM (based on character experience) and if Father Mike survives, they will have gained a powerful ally.

Act Two Father Mike steps forward, a lone man before a congregation of thousands. He jokes that his humble voice only sounds loud thanks to a clever system of hidden microphones, which he demonstrates by walking around on the dais, his voice dropping in and out. After some prayers and songs Father Mike asks if anyone would like spiritual healing. As always with UCM ceremonies, a dozen or so people step forward, and Father Mike asks everyone to pray for them. “Fool,” cries a voice from the rafters. A long-haired man in white robes steps out, into thin air, and falls two-hundred feet straight down onto the altar, landing in a crouch as the altar of solid white marble cracks in half beneath him. He waves his hand, and Father Mike turns pale and crumples. Several people leap to their feet, but red beams of light from above knock them back down, smoking holes in their chests. The man speaks softly, voice enhanced by the speakers. [[[BOX TEXT]]] “This man cannot heal you. No one can. You are all sinners, not worthy of healing by the Son of Man. Judgment Day has come, and you have all been judged. Sinners, all. And the wages of sin is death. [[[END BOX TEXT]]] As he finishes his speech, he waves his hand, and a swath of individuals seated in the first few rows suddenly faint. Then he pulls his hood up and vanishes from sight. The crowd panics and moves for the doors, but blocking them are six men in white robes, wielding laser rifles. They shoot anyone attempting to get out. The characters will certainly have their hands full, and will have to make some snap judgments as to how to proceed. Any melee will have to take into consideration the crowd, many cowering in fear, others running blindly into the face of death. Whether they assist or not, the front doors will be swamped and the crowd will push outside, dozens being trampled. After a few moments of noise and panic, anyone conscious will have fled the church, leaving the interior quiet, filled only with the Son of Man’s followers and a few hundred dying or dead parishioners.

PAGE 90 Garrett Vrieze (order #6663806)

Foes and Allies The two brawlers outside the church are unaffiliated Super humans (and possible future Black Octoberites) with enhanced strength and stamina. The Son of Man Age:? Archetype: Megalomaniac Elohim Reflexes 4D, brawl 5D, dodge 5D, flying 6D, melee combat 5D, Coordination 3D, marksmanship 5D, slight of hand 4D Physique 3D, Presence 5D, command 7D, con 6D, intimidation 8D, persuasion 6D, willpower 8D Knowledge 5D, languages 7D, security 6D Perception 4D, hide 5D, investigation 5D, know-how 5D, search 5D Advantages:: Efficient Ka (R3), Otherworldly Appearance (R3), Power Minimum (R1) Elemental Sheath, Flash Attack, and Light Manipulation Disadvantages:: Lethe (R2), Overconfident (R3), Secret ID, Quirk (R3) Delusional, he thinks he is the ultimate super being on the planet Powers:: Longevity, Ka manipulation 5, Cosmic Awareness 2, Elemental Sheath (energy) 4, Flash attack 8,Ranged Power Attack Energy Blast 8, Flight 6 Move: 10 Strength Damage: 2D. Fate Points: Points 1. Character Points: 10, Ka Points: 18, Body Points: 30 Equipment: none Power Level: 5 (263 pts) The Son of Man himself is an Elohim of no small power, augmenting his abilities with Angelos technology that enables him to cloak. Followers of the Son of Man Archetype: Crony Reflexes 2D, brawling 3D, doge 3D, melee combat 3D Coordination 2D, marksman 3D Physique 2D, stamina 3D Presence 2D, Knowledge 2D, investigation 3D Perception 3D, hide 4D, search 4D Advantages: Disadvantages:: Devotion (R2) To the Son of Man Powers: None Move:: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 4, Body Points: 24 Equipment:: Stolen Angelos Equipment Angelos Laser carbine Toughness: 5 Damage: 4D+2 Burst modifier: Burst Fire as single Ammo: 30 Shots Gadget Modifiers:: Equipment, Fragile, Obvious Notes:: A lightweight streamlined silver pistol like something out of a sci-fi movie. Point cost: 5 Power Level:: 1 (58 pts, 63 with equipment) The Son of Man’s followers are merely humans, augmented with stolen and altered Angelos technology.

PAGE 91 Garrett Vrieze (order #6663806)

The Sleeping Dragon

Eisen-who? Eisenhower is provided as an example of someone who could get the characters involved, but if you’ve already established a contact feel free to use that person instead. However, read through to the twist end of this thread before you decide who to use.

While exploring an undersea rift in the Caribbean Sea, a research submarine has suddenly vanished, all its crew believed to be dead. The government claims the sub has sunk beyond reach, but the truth is they’re covering up a larger story involving a new form of life.

Act One Just a few days ago, the world was abuzz with news of a new submarine expedition into a newly-discovered undersea rift off the coast of the Florida Keys. Early photos and video showed a variety of strange sea life, and then a series of strange circular rocks, larger than the sub itself, lodged near a geothermal vent. Then, suddenly, nothing. No media coverage at all. Out of the blue, one of the characters gets a phone call from an old friend, Dr. Cornelius “Corny” Eisenhower. He soon gets down to business. “I’ve got a favor to ask,” he says. “Can we meet?” If the character balks, he will hint at a reward, and strongly hint that it relates to the lost sub. He asks the characters to meet him in Miami, Florida the following day; plane tickets are waiting. The characters are met at the airport by a messenger, who gives them keys to a rental car and an address before vanishing. As the characters pull up beside a seemingly abandoned building, a black van pulls up. From the back of the van spill a half-dozen men in riot gear, wielding rifles. They shoot out the tires on the car, then open fire. In the event the characters need help, several well-aimed sniper blasts from nearby buildings will take out some of the men in black. Once the men are dead or incapacitated, Eisenhower appears and invites the characters to follow him inside the back of a garbage truck. Inside is not a mound of garbage, but instead, a small, quite comfortable room, with large windows giving a one-way view of the outside world. Once everyone is loaded, he bangs on the side of the truck, and the vehicle heads towards Key West.

Act Two Eisenhower explains that the sub went silent because it woke something big. He reveals photos, previously unseen, showing one of the eggs cracked open. Stills from the video reveal something more – a tail, a mouth, and then static. He goes on and on about the data, and a little more than two hours into the ride he gets to the point: “It’s a dragon, I don’t know how else to describe it.” But he does know one thing: he’s going to capture it, and he wants the characters to help him. Before he can continue, the truck rumbles to a stop on the narrow Highway 1, surrounded by open water. Blocking the bridge on either side of the garbage truck are two black vans (total of four), and hovering overhead is a black helicopter. Each vehicle contains six of the men in black they fought earlier, with those aboard the helicopter armed with sniper rifles and rocket launchers. “We can’t let them stop us,” Eisenhower says. “You must help.” He points the characters to five turrets hidden in the truck, two on each side and one on top, aimed using virtual reality sets. Should the characters succeed, the truck will drive for another half hour before it suddenly veers to one side and drives into the ocean; should they fail to clear the threat within two minutes or so, two rockets launched from one of the vans will do the job early, taking out the bridge and landing the garbage truck in the water. In either case, the truck is equipped for travel underwater, and once it hits bottom, it continues to drive until it reaches Key West, at which point it drives into a large undersea base of some sort..

Act Three Eisenhower offers everyone $50 thousand if they agree to help, since the dragon is a danger to humanity, and must be stopped before it kills more innocents He will ask them all to enter a waiting sub, as there is no time to lose. If they disagree, he will sigh and shake their hands, then escort them to the same sub, telling them the pilot is waiting to take them up. In either case, once they’re sealed inside, the sub will begin to descend. There is no pilot. On screen, Eisenhower’s face appears. “I’m sorry to do this,” he says, “but the dragon feeds on the sort of power that only you can provide. I thank you for your contribution to science.” The first thing the characters must do is regain control of the sub, which will guide itself towards the bottom over the next half-hour and then wait to be eaten by the waiting dragon. The sub is weaponless, so clever use of the characters’ powers will be needed to survive. The dragon is large and powerful, but mostly shy, and any reasonable defense will frighten if off or kill it. Assuming they manage to guide the sub back to the base, the characters will see that Eisenhower has vanished with his men, and in his place will be two-dozen armed men in black. The characters will be hard pressed to defeat them all, and a hasty retreat might be in order. If they are captured, the government will quickly clear the characters of wrongdoing; video recordings make it clear that they were victims of Dr. Eisenhower, who actually works for The World Serpent. The government will also now have evidence of the characters’ use of super powers. At any rate, or if the characters escape cleanly, Eisenhower and the Dragon will have vanished for the time being.

PAGE 92 Garrett Vrieze (order #6663806)

Foes and Allies The men-in-black are merely humans equipped with Kevlar armor and appropriate weapons, ranging from assault rifles to rocket launchers. The Dragon Age: unknown Archetype: Crony Chimeran Reflexes: 4D; brawling 7D Coordination: 2D; Physique: 7D (Thunder Clap); lifting 9D, swimming 10D Presence: 4D; intimidations 6D Knowledge: 1D; Perception: 2D; survival 4D Advantages: Extra Body Points (R3), Hard to Kill (R3), Size (R8) Disadvantages:: Achilles Heel: Environmental Incompatibility – Underwater Life form (R3), Quirk (R1) angry, and Strange Appearance (R2) Large sea serpent Powers:: Extra Limbs 5 (large Tail), Infrared Vision 5, Natural Weaponry 5(long serrated teeth), Stretching 5 (long serpentine body), Telepathy 2 (only with other Chimerans) Move: 10 Strength Damage: Damage 7D Fate Points: 0 Character Points: 1 Ka Points: 6 Body Points: 100 Equipment none Equipment: Power Level: 4 (154 pts)

The dragon is a large Empusa that, though imposing, is quite docile, as it’s been hand-fed by Dr. Eisenhower for several months now. Wingless and designed for life under water, it resembles a massive serpent, and may be related to the large serpent that was awakened on March 5th, 2011 in the North Sea (see the GODSEND Agenda timeline).

PAGE 93 Garrett Vrieze (order #6663806)

PAGE 94 Garrett Vrieze (order #6663806)

Mother’s Milk

Act One: The Milk Of Humans Mindless

Synopsis

The adventure begins when one of the Player Characters receives a telephone call from a friend, relative, or contact. This NPC must be somebody who is helpless enough on their own to need to call the PC to bail them out of trouble – any ordinary human with no extraordinary powers should fit the bill – and should be someone about whom the character in question cares enough to wish to rescue. When the PC answers the phone, read the following boxed text out loud:

Mother’s Milk is an adventure for 2-4 characters of power level 2. It can be adjusted for higher power levels by increasing the number of enemy NPCs. For the sleepy Midwestern town of Pleasantville, the annual cheese festival is the absolute highlight of the year. This week-long event is the most exciting thing that ever happens around these parts, the backwater equivalent of Mardi Gras, and this year anybody who is anybody will be there. The festival even attracts revelers from the neighboring towns of Ten Commandments, Yellow Banks, and Small. To the folks of Pleasantville this makes it practically an international summit. The Mayor has hired a bouncy castle and some clowns, and Sheriff Byrne has even put together a band – the Boys in Bluegrass – to welcome the out-of-towners. This year’s festival looks set to be the best ever. Unfortunately for the unsuspecting cheese-fanciers, a monstrous threat lurks behind the innocent façade of Pleasantville. An ancient Chimeran has lain dormant for the last three centuries underneath the twenty acres of pasture that feed the Pleasantville cattle, saturating the grass with its genetic material and in turn infecting the cows. The cows are altered subtly on a genetic level by the infection, and anybody who consumes the products of said cattle in large quantities is likewise slowly changed over a course of several weeks. Now the Chimeran has awakened and has become aware of the presence of her genetic material in the animals above. She enthralls the infected with the power of her mind and speaks to them telepathically, commanding them to consume more and more of the tainted products. Hightower Dairies, the family-run business that owns the pastures and the cattle, is the largest provider of dairy products to the entire region. This year’s cheese festival will provide hundreds of new slaves for the lurking monster. The Player Characters become aware of the situation when one of their contacts makes a frantic telephone call for help and is suddenly cut off. This person was visiting Pleasantville for the cheese festival and stumbled across the corruption at the heart of the town, barely managing to reach the outside world before the thralls of the Chimeran caught them. Investigation leads the PCs to the heart of the Midwest and a town full of humans (and cattle) who are not what they seem. Under the Chimeran’s power the thralls first try to infect the intruders, then to destroy them. The obvious place to investigate first is the dairy itself, the apparent source of the thralls’ obsession. When they arrive there the Players find the owner, Cedric Hightower, barricaded inside with his two children. Hightower and sons are lactose intolerant; Cedric only runs the business because he inherited it from his father, who loved everything about dairy. He provides the PCs with exposition about the strange behavior of the people of Pleasantville over the last few weeks and points them in the direction of the jailhouse at the center of town. This is where the thralls have been incarcerating tourists from neighboring towns, leaving them with nothing but milk and cheese to eat, and it is also where they will find the contact who telephoned them for help. The only way to stop the thralls from spreading the infectious material without harming them unnecessarily – they are victims, after all – is to find the Chimeran and cut the problem off at the root. To do so the PCs will have to fight their way past not only the townsfolk, including Sheriff Byrne and his fantastic four-piece, but a handful of mind-controlled cattle led by an enormous bull. Angered by the strangers’ audacity, the Chimeran at last erupts from the ground to do final battle. Once the monster is defeated the townsfolk and the innocent bovines are released from its influence. The town of Pleasantville will never be the same again. For starters, they will be eating a lot less dairy produce from now on . . .

On the other end of the phone is a clattering sound like it is being handled clumsily, movement in the background and the static rush of the outdoors. Then a familiar voice says “Hey, it’s me, (insert name of NPC). Listen, I’m in Pleasantville. You know, with the cheese festival? It’s really weird out here, there’s something strange going on. These people don’t like strangers. I mean, they like them too much, if you know what I mean. I’m stuck, I can’t get out of town. You’ve got to come get me. Damn, it’s the ice cream truck! I think the dairy owner is behind--” There is a clattering sound, a scuffle, and the line goes dead . . . but not before you hear the strangely disturbing sound of rhythmic mooing.

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The mysterious message should be enough to galvanize the Player into action, and he will naturally want to take his allies with him. The next step is to head to Pleasantville, a tiny Midwestern town in the middle of nowhere, to investigate. Inform the Player that the NPC who made the call mentioned the cheese festival before leaving for Pleasantville last night, and that the PC knows how to get there. Assuming all of the PCs are in roughly the same place, it is a few hours’ drive from their current location. If they are capable of flying then it is a couple of hours in a straight line. Neither the distance nor the method of travel are not really relevant; nothing happens to change the outcome of events between now and the PCs’ arrival in Pleasantville. Pleasantville Sunday However they get there, the PCs should arrive in Pleasantville later that day. Read the following aloud, or paraphrase:

It is Sunday, the second day of the week-long cheese festival, and the clement weather should be turning rural Pleasantville into a bright and innocent vista. But, as you enter from the small main road, the town seems eerily empty. The festival is taking place mostly in the meadows just outside of town, which are full of brightly-colored banners and stalls. All the typical trappings of a country fair in summertime are on show: clowns with bunches of helium balloons, stalls selling farm produce, a large bouncy castle in the shape of a ridiculous looming Friesian cow, a face-painting stall, and sundry other attractions. Most of the revelers look to be locals, although apparently the festival usually attracts visitors from the neighboring towns – Ten Commandments, Yellow Banks, and Small – and they seem to be a fairly typical small-town crowd. They also seem oddly apathetic. The festival is quiet, devoid of the motion and the babble of sound that should accompany the town’s biggest event of the year. A four-piece band stands on a small raised stage, silent and motionless, staring straight ahead with their instruments in their hands. Above them is a banner that says “The Boys In Bluegrass.” The banjo player is wearing a sheriff’s uniform. For some reason there are also several cows wandering freely in the crowd, demonstrating the same silent, glassy-eyed lack of enthusiasm as the people. As you pass, every individual in the crowd – human and bovine alike – turns to stare at you with expressionless faces. Something is very wrong here.

milk-filled fire extinguishers. The Chimeran genetic material present in these products makes them taste strange, but at this point is nowhere near enough to have any kind of effect even if the PCs end up swallowing a mouthful. It is simply the beginning of an intended long period of saturation. The Player Characters, surrounded by the mind-controlled thralls, must fight their way out or be captured. Assuming they escape, the action continues when they take the next logical step: investigating the Pleasantville dairy. It is possible that the heroes could be captured at this point and thrown in jail with the other tourists. In fact, the PCs may even allow themselves to be captured in order to get to the bottom of the plot and knowing that they could probably use their powers to free themselves later. If this happens, do not panic: simply skip Act Two and have the NPC who telephoned them in the first place provide the exposition that was intended for Cedric Hightower.

Act Two: The Word Of Cheeses The dairy is located uphill from the festival, overlooking the town like Castle Frankenstein. It is also like Castle Frankenstein in that it is currently surrounded by an ugly mob of mindless drones. They have long since taken over most of the building in order to gain access to the milking pumps, the churns, and the storage facilities, tripling dairy output simply through zombie-like dedication. The owner, Cedric Hightower, whose name is plastered in cracked letters all over the side of the main building, has barricaded himself in the office with his two sons. They are, ironically, the only locals who have not been psychically enthralled by the Chimeran. Cedric is the first lactose-intolerant Hightower in the family’s history, and his children inherited the gene. Their mother, Diana, hates the annual festival and is on holiday in France with her sister. Infiltrating the dairy is simply a case of fighting or sneaking past the crowd of milk-distributing thralls. The PCs will have difficulty not standing out wherever they go, and after their initial escape the PCs will be on the most-wanted list. Any thrall that spots the milk-free infidels will rear up to its full height, puff its chest out, open its eyes wide, point at the strangers, and emit a high-pitched mooing sound that alerts all the other thralls within earshot.

The Cream of Society

Dairy is, unsurprisingly, the overwhelming theme of the festival: there are samples of cheese on plates, men dressed as giant wedges of cheese, stalls selling yogurt from the local dairy plant, kids drinking milk from cartons . . . in fact, everybody here is either holding, offering, moving, or consuming a dairy product of some kind. There is even an ice-cream truck driving slowly around the perimeter of the fair, playing no music but simply cruising in a vague circle around the festival. Every visible human and cow is under the power of the Chimeran, and as such they all take a vested interest in the presence of strangers. They are also all locals, as everybody who has arrived in Pleasantville for the festival is currently being held in the town jailhouse until they join the fold. The PCs are the newest targets of the Chimeran, who immediately uses her power over the townsfolk to try to force dairy products past their lips. This begins subtly, with the thralls offering them samples of cheese, milk, free milkshakes, and ice creams, slowly surrounding them while the ice cream truck backs up ready for them to be bundled inside. It quickly turns surreal when children start pelting the PCs with yogurt and clowns arrive to squirt them with

The business office of the dairy is located at the end of a gantry on the second floor of the main building, overlooking the pumps and the cattle stalls, accessible only by a single staircase. A dozen of the Chimeran’s thralls are standing on the gantry, awaiting the Hightowers’ inevitable emergence with the endless patience of the mindless, simply staring straight at the door. They are clutching metal urns full of day-old curdled milk. Four more lie dead where they fell from shotgun wounds. The office door is sturdy and windowless, as are the walls. On it is a sign that says: “MANAGER’S (sic) OFFICE – KNOCK BEFORE ENTERING”. However they manage to get past these curd-wielding sentinels, the PCs’ next obstacle is the office itself. Hightower and his two young sons have barricaded themselves within, piling office furniture against the door; they have enough supplies in Cedric’s mini-fridge to last another day or so with rationing. Hightower senior keeps a shotgun in the office which he will happily use to fend off any attempts to break the siege. In fact, as the bodies outside the door testify, he has already done so. The Chimeran is all too happy to starve him out: sooner or later he will run out of food, and the thralls already severed the telephone line.

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Any attempts to enter the office using force will be met with a round from Cedric’s shotgun. If the PCs make enough noise confronting the thralls outside then Hightower might risk opening the door and venturing out, hoping that rescue has arrived at last. In this case he will assist the PCs against the drones, inviting them into the office afterwards if they are not easily winning. When the PCs get a chance to speak to Cedric Hightower properly, read the following boxed text aloud or paraphrase as appropriate:

The dairy manager is a balding man in his late forties, short but stocky with the bright red and sweaty demeanor of a man who’s just spent a day locked in his office under siege. “Thank Heaven you folks got here in time. All we got to eat in here is Dinkie bars, we were gonna have to make a break fer it soon. I don’t know what’s gotten into everybody. Must be some kinda drug. I heard about this sorta thing happening in France on time when some ergot fungus got inta the wheat, but not with dairy before. Not here or anywhere. Who are you folks, anyhow? You can’t be the Sheriff’s department, ‘cause the Sheriff and his boys are all gone lunatic too. Are you FBI or somethin’? Tell me you ain’t just tourists. Oh, I’m Cedric Hightower, by the way, and these are ma two sons, Benjy and Reed. This here used to be ma dairy before it turned into cuckoo-land central.” He indicates the two overweight young boys behind him, both around twelve years old, sitting next to a mini-fridge among dozens of discarded cake wrappers. Dinkie bars – “we take the cream out of the cream cake” – are not known for their nutritional value, despite what the comics say about their power over super-villains.

The Dinkie Bars

Astute Players might recognize the sly reference here: Dinkie bars sounds somewhat similar to a certain other famous cream-filled cake that was once heavily advertised in comic books. The theme in every advertisement was that these snacks were so delicious as to be able to distract the villains just long enough to capture them. This could also work with the Dinkie bars if you choose to allow it – they are filled with a cream substitute that is said to taste exactly like the real thing but contain none of the ingredients, and the thralls outside have an unnatural attraction to dairy products because of the Chimeran’s need to constantly supply them with her tainted genetic material. Throwing the Dinkies at the thralls or stuffing them into their mouths could serve as a handy momentary distraction. Once they taste the bars they will recognize the absence of the contaminated produce and be repulsed, horrified, insulted, or any other appropriate reaction that you think is funny or dramatic. This theme could also act as a red herring when the PCs confront the Chimeran in the final showdown. If they make the mistake of thinking that the Dinkie bars are somehow the antithesis of the tainted milk, they will be sorely disappointed when the delicious sponge-and-cream-substitute snack bounces harmlessly (and squishily) off of the creature’s hide.

Act Three: Milking It Dry Now that they know where the thralls are keeping the tourists, the PCs should formulate some kind of plan. The jailhouse is the best place to look for the NPC who contacted them in the first place, and freeing the other prisoners before they can be likewise infected is also a priority. If anybody asks, Cedric is happy to explain about his and his sons’ lactose intolerance. This should be a pretty big clue as to the source of the madness, as if it isn’t pretty clear already. Unfortunately Cedric himself is otherwise a dead end, as he is the owner of the dairy and he knows nothing about how his products are turning everybody insane. He hadn’t really noticed the strange behavior of the townsfolk until the festival began yesterday. When people started trying to force cheese and milk on every stranger who arrived in Pleasantville, Cedric went straight to the Sheriff, thus revealing himself and his boys to be the only people in town who were not like them. He grabbed his kids and ran for the dairy, where he keeps his shotgun. They barely made it. That was almost twenty-four hours ago, roughly Cedric knows that the tourists were being taken to the jailhouse, but apart from this he has no more useful information. He might be persuaded to join the PCs and help them investigate, provided they can convince him his sons will be safe in the office without him. He will not relinquish his shotgun.

Got the Jailhouse Moos The jailhouse is right at the center of town. If they can evade or defeat the thralls around the dairy, and circumvent the fields where most of them are concentrated, the PCs must go right through Pleasantville to reach it. The town is constantly patrolled by two ice cream trucks and three milk floats from Hightower dairies (one of which is being driven rather clumsily by a mindcontrolled cow), all of which will attempt to raise the alarm and intercept any strangers whom they spot. The sun is starting to go down at this point; if they leave it a little while longer, the PCs can use the incoming darkness to their advantage. The Chimeran is not stupid enough to leave the jailhouse unprotected, and Pleasantville is a town whose people exercise their right to bear arms. There are six townsfolk (one elderly grandmother, two teenagers, and three middleaged police officers) loitering around the building, armed with rifles that they are perfectly willing to use. They are not necessarily well prepared though, so they might not be expecting to have to use lethal force. They may not even be aware that the PCs are around, depending on whether or not the Games Master thinks the Players can handle that much armed resistance. The PCs should also bear in mind that the thralls are not themselves: they are under the control of an evil power, and if the Players realize this then the heroic thing to do is to try to incapacitate them with as little injury as possible. The inside of the jailhouse is an ugly scene. The half dozen small cells are filled to capacity with people, tourists who arrived in the last day or two for the cheese festival and were captured. The jailhouse is only designed to hold a couple of dozen people at the most, Pleasantville being a small town with a correspondingly low crime rate, and so the conditions are pretty unpleasant. This is compounded by the fact that the thralls have been using hosepipes to spray them with milk for the last day or so. The prisoners have also been given nothing but cheese and yoghurt to eat, and many of them have given in. Those

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who have eaten of the tainted dairy are beginning to feel strange. Soon they will join the thralls in servitude of the Chimeran. The total effect is one of surreal horror – surreal horror that smells of milk. In the Sheriff’s office, at the front of the jailhouse where the keys and the records are kept, is an enormous pile of the captives’ confiscated belongings. Among them are several dozen cell phones that occasionally ring, chime, beep, or play tunes. This is the best chance anybody in Pleasantville has of contacting the outside world any time soon. The way this scene unfolds is up to the PCs. They can try to sneak in and free the milky prisoners quietly, they can attempt to storm the jailhouse directly and by force, or they can use whatever special powers they possess to induce some kind of breakout. They could also leave the captives where they are while they try to locate the source of the mysterious threat. Whatever happens, they will attract more and more attention as time passes. Besides the guards there are still patrols to worry about, and any attempt to crack open the jailhouse will certainly cause the thralls to raise the alarm. Once the Chimeran decides that the PCs have become too much of a threat she will send in her big hitter: a massive bull that is capable of flattening or goring anybody who gets in its way. This should happen fairly soon into the proceedings so that the bull’s attack complicates the breakout attempt and endangers the NPCs as well as the Player Characters. Remember, the Chimeran has no qualms about sacrificing its thralls – or the uninfected humans – in order to maintain control over Pleasantville. Ultimately the Chimeran will grow tired of the PCs’ interference and decide to take a more hands-on approach to eradicating the nuisance (see the Giant Udder the Earth, below). If the PCs ignore the jailhouse altogether while they try to locate the alien threat, the same thing will happen.

The Giant Udder the Earth Eventually the time will come for a final showdown. The Chimeran realizes that the PCs must be prevented from causing any more trouble, and the PCs should realize that the danger to Pleasantville needs to be cut off at the root. The PCs are already seeking out the source of the threat; unless they discover a way to locate the Chimeran – which is entirely plausible – she will instead choose to cease attacking them through her minions and instead face them directly. She is an enormous burrowing creature, capable of moving at great speed through the soft fertile earth underneath Pleasantville. Wherever they are when the moment for the showdown arrives, the first thing the Players notice is a rumbling sound and a vibrating sensation beneath their feet. This is followed by an almighty crash and a shower of dirt as the giant creature bursts through the nearest available patch of ground and rears up in the air, stretching her powerful appendages and raining dirt down on the PCs. She then proceeds to make the following grandiose speech (unless she is interrupted by violence from the direction of the PCs):

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“Great moons of Jupiter, you people are annoying! You’re like children who’ve had too much sugar and won’t stay still. You couldn’t just let me get on with it, could you? No, you had to start running around breaking things and stopping me from doing what I have to do. I’m on a timetable here, you know. This isn’t a game. You’re all the same, you people, sticking your nose in everywhere something isn’t exactly normal. I remember when I tried this over in New York in ’83. Same story. Everything’s going swimmingly, then that bloody fool Byrne and his Baxter friends start interfering and knocking everything over. You should have seen what I did to the four of them. It was fantastic.” The creature leans down and glares at you. “And I’d do it again, too.”

The Chimeran then attacks without another word – assuming, of course, that the PCs did not interrupt her unnecessary speech. The thralls gather round the edges of the field like gladiatorial spectators, under orders from the Chimeran not to interfere, closing in around the battle. It has been a very long time since the Chimeran has seen the sun, and she is not well-equipped to deal with daylight at the best of times. Her tiny eyes, her mole-like appearance, and the fact that she lives underground, should be enough for the Players to figure out that using light to gain an advantage might be worth a try. A sudden bright flash such as that of a camera, any kind of fire, a flashlight, and light- or fire-based superpowers will all cause the Chimeran a great deal of pain (see the Achilles Heel: Environmental Incompatibility disadvantage). Failing that, the heroes will just have to fight her the hard way.

Epilogue As soon as the Chimeran is rendered incapacitated or dead, all control she exerted over the townsfolk ends and they start to slowly return to normal. This is not a pleasant experience by any stretch of the imagination: their memories of recent events remain intact, including the sensation of slowly surrendering their free will to the monster that they just saw defeated. The sense of horror they feel is obvious; panic and despair set in quickly, the atmosphere rather similar to that which follows a disaster. People start crying, hugging, shouting, fighting, and generally failing to understand. Most of the tourists who were being held prisoner have little or no notion that their captors were under alien control. Moreover, everybody is stuffed with– and covered in – dairy products. Once the first couple of people start to throw up, everybody else follows. This may be as happy an ending as is possible, but it certainly is not pretty. Eventually the NPC who first summoned the Player Characters to Pleasantville finds them and congratulates them, then suggests they get out of Pleasantville quickly. The follow-up to this nasty little episode will involve a lot of awkward questions, and even more awkward answers, before order is restored. On the other hand, the people of Pleasantville are at a loss. The Sheriff and his men were complicit in the “troubles” and are therefore in no position to take charge of the cleanup, the captured tourists are all either fleeing like the wind or demanding restitution (sometimes violently), and nobody local to Pleasantville is remotely equipped to handle the aftermath. The disaster is far from over; if they stay and help, the PCs could really make a difference. Whether the PCs choose to stick around and help clean up, or to hightail it out of town before the questions start, one thing is for certain: Cedric Hightower had best start looking for a new job, because Pleasantville has permanently lost its appetite for cheese. Appendix NPCs The majority of the NPCs in Mother’s Milk are ordinary human beings, too many and too varied to be given individual statistics. Assume all of the adult human NPCs to have attributes of 2D; those who possess particular skills, where it comes up, may have a +2 or even +1D bonus to those skills as the Games Master sees fit. Which skills are appropriate depends upon which townsfolk the Players bump into and whether or not their applicable skills become relevant. A bank clerk’s accounting ability is not likely to come up, nor does the ice cream man have much of a thrown weapons skill (probably . . . ). Children and the elderly should often have attributes as low as 1D. As for Cedric Hightower, his only skills above the baseline are marksmanship (shotgun) 3D+1, business (dairy) 5D, and scholar (dairy products) 4D+1.

The Chimeran (real name undisclosed) Age: unknown Archetype: Megalomaniac Chimeran Reflexes: 2D; brawling 4D Coordination: 2D; Physique: 7D (Thunder Clap); lifting 8D, stamina 8D Presence: 4D; charm 5 D, command 5 D, intimidations 6D Knowledge: 3D; Perception: 2D; survival 4D Advantages: Extra Body Points (R3), Size (R3) Disadvantages: Achilles Heel: Environmental Incompatibility – strong light (R3), Achilles Heel: Nutritional Requirements – soil (R3), Hindrance: Atypical Move (burrowing) (R1), Quirk (R1) angry, and Strange Appearance (R2) Powers: Earth Sheath 3, Extra Limbs 2, Mind Control 10*, Telepathy 4 Move: 10 Strength Damage: 4D Fate Points: 0 Character Points: 1 Ka Points: 6 Body Points: 87 Equipment: none Power Level: 4 (152) points The Chimeran that dwells underneath the pastures of Pleasantville is an enormous mole-like alien with four spade-like limbs equipped for digging and no real method of above-ground locomotion. She is greenish-brown in color and has a hideous long face, with tiny coal-black eyes that function very poorly in sunlight and a star-shaped snout. She feeds on nutrients in the soil and has consequently not needed to appear above the earth’s surface in decades. *Special: The Chimeran’s Mind Control power has a continuous automatic effect on her victims, but it only works on those who have consumed a significant amount of her genetic material. They can usually only be issued general commands, such as “capture all intruders and force-feed them dairy products”, but the puppet-like control she exerts sometimes allows her thralls to perform tasks that they would otherwise not be capable of doing. Cows driving milk floats is a prime example of this.

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A more sinister variant

Townsfolk warrior drone

The villains in the story are a handful but nothing that a group of resourceful players can’t overcome. If the Game master wishes he can increase the threat and the sinister aspect of the milk by making it mutate the townsfolk more severely. In order to do this it is suggested that townsfolk who have ingested the milk and become a thrall of the underground Chimeran become more vicious and bloodthirsty. Their physical attributes could increase or completely alter because of the insidious nature of the milks genetic makeup. Some of the townsfolk become worker types in the hive mind while others become warriors to carry out the malevolent biddings of their new master.

Archetype: crony Reflexes 2D, brawl 4D Coordination 2D, marksman 4D Physique 4D, Presence 2D Knowledge 1D, Perception 2D Advantages: Disadvantages: Devotion (R2) to the Chimeran master, Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower), Strange Appearance (R2) Powers: Extra Limbs 2,Telepathy (only with other Chimerans) 5, Ranges Energy Projection: Acid 3 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points:0, Ka Points: 4, Body Points: 30 Equipment: none Power Level: 1 (68 pts) These townsfolk are hunched over, palid, covered in a milky film and have tentacle appendages growing from their sides. In addition the abilities of the worker theses drones have the ability to spit a caustic milky fluid produced in overgrown glands located in the throat area.

Townsfolk worker drone Archetype: crony Reflexes 2D, Coordination 1D Physique 4D, Presence 1D Knowledge 1D, Perception 1D Advantages: Disadvantages: Devotion (R2) to the Chimeran master, Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower), Strange Appearance (R2) Powers: Extra Limbs 2,Telepathy (only with other Chimerans) 5 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points:0, Ka Points: 4, Body Points: 30 Equipment: none Power Level: 1 (40 pts) These townsfolk are hunched over, palid, covered in a milky film and have tentacle appendages growing from their sides.

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Doctor Theophiles’ Emporium of the Uncanny Synopsis Doctor Theophiles’ Emporium of the Uncanny is a Victorian globe-trotting adventure of hyperbolic proportions, in which the players take on the roles of the eponymous sideshow’s denizens, under the protection and tutelage of the mysterious Doctor. A Doctor of what? Nobody knows for sure, perhaps not even the man himself, but when he disappears it quickly becomes apparent that he does not move in respectable academic circles. Soon enough his enemies come a-knocking, monsters that besmirch the proud uniforms of Her Imperial Majesty’s finest, in search of an artifact not meant for uncivilized hands. What scandal! With the aid of Theophiles’ loyal friend, the inscrutable Mister Kong, our heroes set out upon the trail of the Doctor. Their perilous journey takes them far across the globe, through regions uncharted since the prehistory of mankind, and likewise through the dark depths of humanity’s true nature. The climax finds our inhuman heroes deep in the shadowy East, confronting ancient secrets and accepting their true nature as something more than human . . . but less than gods. This is an introductory low-level adventure (power level 2), ideally suited for characters with little or no knowledge of the GODSEND Agenda universe. Players should be encouraged to come up with characters that would shock and tantalize the fragile sensibilities of Victorian London; characters that would, in a bygone era, have made a living as traveling sideshow freaks. The Amazing Fish-Boy! The Incredible Mister Crab! Madame Oculari, Three-Eyed Fortune Teller and Victim of a Hideous Gypsy Curse! Marvin the Wolf-Man! The possibilities are endless. Character origins are likely to involve the Black Gene – although the vast majority have not activated yet, anomalies do exist – or mixed Atlantean blood. It is also possible, though unlikely, that a character could be a Chimeran or Angelos who is unaware of his origins. Players should also consider their characters in terms of their audience: each character should have a shtick or a talent that he can show off in front of the crowd in the Emporium. For example, a character with obvious bestial traits could snarl and growl from behind iron bars in order to shock onlookers. The aforementioned Madame Oculari could make a dramatic display of opening her third eye and telling mysterious fortunes as the crowd passes. Even shy players can play up their character’s reluctance to interact with the public when it comes to their turn. Aside from the show itself, the movement and running of the Emporium requires everybody to pitch in. The sideshow operates out of a single large pavilion tent, erected and struck by the player characters in between performances. They live in horse-drawn caravans that they drive themselves – one for every two members of the traveling Emporium, and one for Doctor Theophiles himself – which also store the tent, the food, and the other supplies that they carry with them. Despite the public’s attitude, Doctor Theophiles himself is a very kind employer. He treats his “freaks” as children or younger siblings, just as he treats human beings (he is Atlantean himself, therefore possessed of a basic parental instinct towards the human race). Most, if not all, of them have been with the traveling sideshow their whole lives; the Emporium of the Uncanny is the only family any of them have. Theophiles will not teach

them anything about the true history of the world, though, including anything he might know about their origins. He always insists that they are better off not knowing about the “sordid little secrets of humanity, its past and its future.” In turn, Theophiles’ surrogate family knows next to nothing about him. They are about to learn a thing or two . . .

Act One: Smoke and Mirrors

“Roll up, roll up, ladies and gentlemen, lords and ladies, boys, girls, animals, vegetables, and even officers of her majesty’s law! This is a lucky day indeed, for it is upon this single summer’s evening that you shall be enlightened, appalled, astonished and amazed all at once by the secrets of the far corners of the earth that you had heretofore believed to be the mythical conjurations of an ignorant sailor’s befuddled mind! Right the other side of this here canvas, this one mere scrap of feeble sackcloth not strong enough to withstand the ire of a small girl roused to anger, lie some of the most hideous, mournful, and lowliest of creatures that could ever have been birthed by the almighty hand of a loving God! “The unholy spectacles presented herein are not recommended for the sight of unmarried women, pregnant wives, children under the age of eleven, adults over the age of forty-three, members of the clergy, animals that are not with leash, ladies and gentlemen possessed of a nervous disposition, or those among the lower classes who are most easily persuaded into base and vile sinnery. Yours truly will accept no responsibility for any and all malady, disease or injuries to the person arising as a result of a lack of constitutional fortitude upon the part of the spectator, including but not limited to: swooning, bilious attacks, hallucinations, spontaneous miscarriages, migraines, confusion, and a profound feeling of theological abandonment. As a simple gesture of goodwill upon the part of this humble peripatetic, smelling salts shall be provided free of charge upon leaving the emporium. I regret to announce, however, that not one penny may be allowed to return to its donor once it has passed into the mysterious realm of the unknown; that is to say, my top hat. Thus, without further conjecture, I humbly present to your collected selves the true culmination of my life’s work - Doctor Theophiles’ Emporium . . . of the Uncanny! Price one penny, just drop it in the hat, no discounts, no foreign currency, and no ha’pennies if you please.”

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So Many Sights To See The adventure begins on the banks of the river Thames, long before the Embankment was built to turn it into a proper paved walkway. The area is still all mud flats and sewage, populated by urchins and scavengers, and as far from the urban metropolis of modern London as it is possible to be. It is early evening in summer, and Doctor Theophiles and his Emporium of the Uncanny have just rolled into town. Here, between the sprawling filth of the Thames and the outskirts of Whitechapel, is the perfect spot to set up the pavilion and attract passing customers. Use the above boxed text to set the scene in character as Doctor Theophiles. Theophiles is of indeterminate middle age but sprightly, wearing a flashy but out-of-fashion suit and a top hat which he holds out to collect pennies before the show. He also carries a jewel-tipped cane, his most treasured possession, at all times. Then, acting as compere, have the Doctor lead the punters through the sideshow and introduce each of the heroes one at a time to the public. Each player in turn should have a chance to establish his character in front of an audience and to show off a little. The audience reacts with a combination of revulsion, fascination, and fear, depending upon the precise nature of the characters’ appearance and conduct. Theophiles is quick to play up the drama and the inhumanity of what they see before them. At the same time he reassures them that they are in no danger from these “ungodly creatures and ill-fated souls”. This is all an act, of course: the player characters represent Theophiles’ adopted family. Have fun with this scene and play it out with as much drama as you feel is necessary. Not every customer in today’s show reacts with the shock and fascination that is expected of them. At the back of the crowd, clad in an opera cape and top hat that mark him out as being of a notably higher social bracket than the rest of the assembled punters, is one man who seems entirely unsurprised to see Doctor Theophiles. Though the player characters do not know it, this is Anton McLeod, a very old adversary of the Doctor’s. McLeod watches the show and listens to the Doctor’s spiel with an expression like thunder, utterly unfazed by the so-called “freaks”. The unfriendly glances exchanged by him and Doctor Theophiles may be noticed by the PCs with a successful Perception roll (Difficulty 10). Anybody paying close attention will then notice this welldressed stranger slip out of the tent and disappear after having seen only the first couple of performers. Theophiles is troubled by this, although he covers for it well (Difficulty 20 Perception roll to notice). As soon as the remainder of the audience has departed, he gathers the player characters together. Read the following boxed text aloud:

These mysterious words should leave the players with plenty to discuss in the meantime, and perhaps even a plan of action. The Chinese characters will lead them to the home of Kong Mu-Tan, Theophiles’ ally in Chinatown, so if they take the initiative it is possible that one or more of them will go straight there, bypassing the section below – London’s Burning – in which McLeod’s minions come looking for them at the sideshow. This is not a problem – there is no real reason these events have to happen in order, as nothing significant will change whichever way around they happen. Provided the players stay put, read on.

Once the last of the punters has left, Doctor Theophiles turns to you and beckons for you to gather around. He has a serious expression on his face, totally transformed from the performer you saw just minutes ago. He suddenly looks very tired. “Children, I must go,” he says gravely. “There is a task to which I must attend, and it could take me some time. I may not be done by nightfall. If I do not return within the hour, you must assume that I will not return at all. Should you need help, the light will show you to a friend you can trust.” With a theatrical puff of colored smoke and a blinding flash, Doctor Theophiles disappears just like a stage magician, leaving a pattern of brightly-glowing lights behind him. These lights twist and change in defiance of the natural laws until they form the shape of a handful of brightly burning Chinese characters, then these too slowly fade into nothing. On the spot where he was standing lies the jewel-tipped cane that he cherished so much.

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London’s Burning While our heroes contemplate their master’s disappearance, McLeod takes action. He seeks the Stone of Kaeris, an Atlantean artifact of considerable value, which unbeknownst to the players is hiding in plain sight as the jewel atop the Doctor’s cane. Theophiles went to confront him, knowing that his companions would be in danger as long as McLeod knew of their presence in London, hoping to delay him, if not defeat him altogether, so that they would be free to escape with the object of McLeod’s desire. Unfortunately for Theophiles, McLeod is more powerful than he remembered. The Doctor is now his prisoner, and he has sent his servants to retrieve the Stone of Kaeris. The first thing the players see is a set of lights like will-o-wisps, half a dozen flames in the thick fog over the mud flats that grow slowly brighter as they watch (Perception Difficulty 18 for a character outside to notice them, decreasing as they approach – characters who are indoors will naturally not see them coming). Then the lights turn into flaming torches in the hands of a squad of uniformed policemen, the smartly-dressed British bobbies of London town. They emerge from the fog all in a row, silent, calm, moving with a strange kind of inexorable determination. Each carries a large wooden truncheon in his other hand. None of them says a word or expresses any emotion except the leader, an enormous man wearing a Sergeant’s stripes. This is Blacktooth, McLeod’s fire-breathing Chimeran henchman. The others have all been mesmerized by McLeod’s magic. A successful Perception roll at Difficulty 12 will identify Blacktooth as being severely abnormal, larger and bonier than any man should be; the same roll at Difficulty 15 will highlight the blank expressions and jerky movements of the ordinary policemen behind him. The Chimeran will at first hail the characters and demand that they hand over the Stone of Kaeris. He will address the nearest player, or just at them shout Chances are the PCs won’t even be able to figure out what the Stone of Kaeris is, or if they do then they won’t want to part with it. A fight is pretty much inevitable.

The mesmerized bobbies will use their flaming brands to try to burn down the PCs’ caravans, possessions, and the pavilion. All of these things are quite flammable. There are also a lot of wooden slum buildings nearby, this part of London being somewhat of a shanty town. Blacktooth has no qualms about setting light to the civilians and their homes if it will distract the freaks. This is a good opportunity for heroics – luckily, despite what the locals say, the Thames still technically qualifies as water and will therefore douse any fires to which it is applied. The situation also underlines humanity’s basic attitude towards the “freaks”: none of the locals will aid the inhuman outsiders against Her Majesty’s finest, even if the police are the ones breaking the law and endangering lives. Civilians are not the only bystanders, of course. The police officers involved in the fight are technically here involuntarily; if the players realize this, they should probably endeavor not to do any permanent damage to them by way of self-defense. There are also the horses to consider – two for each carriage, which amounts to one for each player plus another two. Horses, particularly these ones, will panic at the first sign of a large fire coming anywhere near them. A quick-thinking character could calm them by covering their eyes so they cannot see the fire, or by leading them away quickly and calmly (both animal handling rolls, Difficulty depending on how close the horses are to danger and what kind of effort the character is making), or by using the Speak With Animals power. Once the players are distracted by the fires, Blacktooth and the mesmerized policemen will attempt to recover the Stone. They can identify it by sight, so if one of the player characters is carrying it then they will attack him. If it is not visible then they will start rummaging through the tent and the caravans searching for it, unfazed by the prospect of getting burned. They will meet any efforts to stop them with casual violence, but not to the point of killing anyone for its own sake. The fire is designed to keep Theophiles’ mutant friends out of the way while they retrieve the Stone. Anyone who dies just got in the way. The players’ goal should be to save as many lives as possible, while either escaping with the Stone (attached cane optional) or defeating the enemy. If they keep their heads on their shoulders then it should be possible, as Blacktooth is none too bright and the bobbies lack the independent thought to be of much tactical capacity.

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Second Chances

It is possible that Blacktooth and the mind-control victims will succeed at their mission and retrieve the Stone of Kaeris. If so, do not panic. The players will naturally proceed to the next section, The Inscrutable Mister Kong, wherein the Chinese sorcerer has already used his mystical powers to locate Theophiles. If the villains possess the Stone, there is no reason he cannot also locate it for them. Blacktooth leaves shortly for Shanghai via a mystic portal somewhere in the docklands – if the players hurry they may catch him before he leaves. Kong Mu-Tan can give them the warehouse address and send them on their way, where they are then given another chance to stop Blacktooth. This time he does not have the police mindslaves with him. If they fail to stop him this time, they can simply jump through the portal after him. This means skipping all the way to Act Four and the final showdown, but don’t worry. The players won’t notice. If they do defeat Blacktooth before he has a chance to use the portal, have it close after a few rounds so that they then have to get to Shanghai the hard way, thus rejoining the plot with Mister Kong and his recommendation of the Purloined Minnow.

The Inscrutable Mister Kong The players should at this point have escaped from, or defeated, McLeod’s servants and still be in possession of the Stone. They could plausibly be anywhere in East London at the moment, possibly all in different places after having been separated. They have no friends and no allies in this city – except for he who was hinted at in Theophiles’ final words to them: “. . . the lights will show you to a friend you can trust”. It should not take a great deal of detective work to determine that this line refers to the mystical lights left behind after the Doctor’s disappearing act. Even if the characters know nothing about London or Chinatown, a small amount of wandering will lead them to that neighborhood, where they can clearly see that the same style of calligraphy is prevalent. Characters who have been separated can find each other this way, the mysterious letters being the only point of reference that they have to go on. Chinatown is a maze of narrow, foggy alleyways and overcrowded shops that double as their owners’ homes. Paper lanterns and trays of incense litter the walls at the edges of tight cobbled streets, dragons made of plaster and wood emerge from the fog with wild eyes and tongues protruding, and the local citizens avoid eye contact with strangers. The PCs continue to be mostly unwelcome, not because of their strange appearance (although the people of Chinatown may be even more superstitious in this regard than the people of Whitechapel) but because the locals around here are treated as outcasts themselves. They are second-class citizens in Victorian London, and many have therefore learned not to bother with outsiders. The only reliable way to track down the “friend” alluded to by Theophiles is to rummage around Chinatown, searching for the mysterious symbols in all directions. The amount of time this takes depends upon the players’ approach – any particularly clever strategy, such as somehow recreating the letters from memory and showing them to locals (with a Perception roll at Difficulty 22, and the appropriate materials), will drastically shorten the process. Failing that, a Perception roll at Difficulty 20 will uncover the exact same set of symbols on a small wooden shingle above a plain door in an alleyway. The PCs should continue to roll as they search, each failed roll taking up another half-hour or so of time. This could be punctuated by encounters: muggers, people who react badly to the sight of “monsters” approaching them from out of the evening fog, police officers hunting for the “freaks” who almost burned Whitechapel to the ground and attacked a bunch of their comrades, and so on (whose side the locals are on in this situation is another question). However long it takes, eventually they should discover the shingle and the unmarked door beneath it. It represents a small herbal medicine shop run by Kong Mu-Tan, an old friend of Theophiles’, and the letters spell out his name. Kong’s assistant, a young

apprentice named Lung, will answer the door and let the PCs in. Kong, like Theophiles and McLeod, is an Atlantean. He has the general appearance and style of dress of a middle-aged Chinese man, although like the other Atlanteans his features could easily belong to any of several ethnicities. He is welcoming, although unwilling to share a great deal of information about his or Theophiles’ origins, and not at all surprised to see the PCs. He knows through his divinatory magic that Theophiles and his allies are in danger from McLeod, a mutual enemy, and that the Stone of Kaeris is at the center of the conflict. Kong will greet them, introduce himself, offer them refreshments (green tea and meager, but nutritious and filling, vegetarian food), and relate the following information:

“As allies of the Doctor you are welcome here. He is calling himself Theophiles still, yes? I thought as much. Please, be seated. Be safe. As long as McLeod seeks the Stone of Kaeris, its bearer is in great danger, but he cannot detect you here in my sanctum. I am afraid I cannot guard you here forever, though. The Stone is an ancient artifact of great power that only Theophiles knows how to use correctly. If you are to be safe, and to keep its power out of the hands of your enemies, then you must find him. This way also lies the truth about yourselves; the journey will bring you knowledge, if you choose to accept it. But beware: knowledge is not always power. Sometimes the truth can be dangerous indeed. “My divinations have revealed to me that the Doctor is currently in the city of Shanghai, a contested and part of China. If you wish to go to him, you must find the Purloined Minnow. The Captain, Mister Keller, will take you there in the morning if you mention my name. He . . . owes me.”

The PCs are safe in Kong’s shop, where his magic prevents McLeod’s servants from finding them, but they cannot stay there forever. He offers to let them use the back way out of his store, which leads to a secret tunnel that emerges on the docks. If they wish to leave for Shanghai then they must look for the Purloined Minnow and Captain Keller. Once they leave the shop they are on their own. Kong refuses outright to look after the Stone of Kaeris himself, or to explain anything more about the secret cosmology of the world, claiming that this is a journey of knowledge meant for Theophiles’ children alone.

Accursed Free Will

In a world where characters are capable of possessing such a wide range of powers and skills, not to mention the creative resourcefulness of the players, it is possible that they will choose to make their own way to Shanghai. It is also possible that they will choose not to follow Mister Kong’s advice at all, keeping the Stone of Kaeris for themselves. In either case, some improvisational skill will be required, but do not panic. If the players have their own method for getting to Shanghai, they will probably be able to go straight there without breaking the story too much. McLeod’s Chimerans could still track them down on the way and deliver their ultimatum; any civilians who journey with them would probably react similarly to the crew of the Purloined Minnow. The PCs could also be forced to stop in Africa for any number of reasons, allowing them to find the hidden temple and the Atlantean submersible (see Act Three). The Stone will indicate the presence of nearby power nodes regardless of what the PCs are doing, and the temple could be It is important to remember that each of the events in Acts Two and Three can be easily relocated with the serial numbers filed off. If push comes to shove, the conclusion in Act Four can be reached without any of the events in Acts Two or Three having happened.

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Act Two: Inward, Outward, and Onward The Purloined Minnow True to Kong’s word, a dark and strangely-smelling tunnel beneath the store leads to an empty basement hovel at the edge of the docks. This part of London is constantly occupied by suspicious characters who will keep themselves to themselves unless they think they stand a chance of getting cash out of a stranger, so the PCs will have a much easier time staying unnoticed – mysterious hooded types come and go here all the time, and only the occasional strumpet or very courageous drunk will bother them at all. The Purloined Minnow is not difficult to find, being a large tea clipper that is currently in port and loading up with crates. Captain Keller is on deck with the mate, Mister Breeze, and will greet the characters with curt suspicion. If they mention Kong Mu-Tan he will grudgingly allow them passage. He does not want to take on passengers, and Breeze and the other crew members will protest against letting strangers on board (especially women, if there are any – women are unlucky!), but he insists that he owes Kong Mu-Tan a large and mysterious favor. The PCs will therefore be accepted, albeit with suspicion. The ship sails in the morning. Allow the PCs to settle in, making sure to emphasize that Captain Keller and his crew are only barely courteous. The passengers are forced to sleep in the packed cargo hold; Keller is careful to instruct them not to look in the crates under any circumstances, and Breeze keeps a constant eye on them.

The Opiate of the Masses

The reason the PCs are not allowed to look inside the crates, and in fact the main reason for the general antipathy of the crew towards them, is that they are half full of gold bullion. The Purloined Minnow has been illegally smuggling opium from China for years in exchange for precious stones and metals; having just sold a large shipment of the drug to a buyer in London, the crew are on their way back to Shanghai to pick up some more. The bullion in each crate is hidden beneath a layer of machine parts – a perfectly legitimate export. Of course, bullion is also a legitimate export, but concealing it underneath more ordinary trade goods allows the Purloined Minnow to pay fewer taxes and answer fewer awkward questions. Although the British Empire sells as much opium to China as it can possibly get away with, the drug is still illegal in England. Of course, the PCs will not have to think about this if they do not look inside the cargo crates. If they do, some kind of tense confrontation between themselves and the ship’s crew is likely. Captain Keller will probably decide to put the PCs to shore in Dakhla even sooner (see The Loneliness of Power, below). The Chimeran attack will still occur unless they are particularly clever to avoid detection, so nothing significant will have changed as a result of the players’ curiosity.

Friends among Monsters or Foes among Men? The Purloined Minnow sets sail at around dawn. Unknown to the players they have been spotted by one of McLeod’s numerous spies. However, after the unsuccessful attack on the sideshow, McLeod has decided to try a less gungho approach. Once the ship is well under way, having left the English Channel and lost sight of land, a messenger from McLeod – a devilish, winged Chimeran named Mordechai – contacts the PCs directly with an offer of a truce:

A murky shadow falls quickly over the ship as a winged creature flies across the sun, wheeling like a vulture. At first it appears to be some strange bird and then, as it glides softly towards the prow of the Purloined Minnow, you begin to discern its true form. This creature is almost human, with arms and legs like a man, except for its smoky grey skin the enormous bat-like wings that carry it along on the breeze. It is wearing a tattered tweed suit and a bow tie. It stops and hovers in front of the ship, beating its wings as it keeps pace with the vessel. “Good afternoon, my fellow abominations,” it says with a flourish. “I must apologize for the rather ungentlemanly conduct of my erstwhile associate, Mister Blacktooth. His instructions were to retrieve an item of some importance from yourselves in what he deemed to be a businesslike manner; clearly, his conception of ‘a businesslike manner’ differs considerably from that of myself. You will be pleased to hear that I represent my employer in a somewhat more . . . ambassadorial capacity, in that I am quite prepared to negotiate the transfer of said item without the necessity of violence portrayed by my aforementioned associate. To summarize, it is my proud position to be able to offer, in exchange for said item of interest, not only the continued wellbeing of yourselves and one Doctor Theophiles, Esquire, but also a significant amount of knowledge not entirely without value. “If I may be so bold, Sirs, it is my perception that your selves are rather, shall we say, lacking in a department that we may reasonably refer to as ‘information’. Pertaining to certain fields of study relevant to, perhaps, the origins of your own lives on this humble plane of existence? Hmmm? I daresay my employer, Mister McLeod, is more than capable of providing enlightenment in this area. I recommend, Sirs, that you take him up on this offer of kindness. After all, the Doctor apparently has not been of a mind to share such knowledge thus far. My employer can give you all the answers you could ever need, and a proper, respectable place in the world.”

The Chimeran sticks around to hear the PCs’ response, but will not communicate any more than is necessary. It will ignore the humans entirely. If the PCs agree to its terms then it informs them that they must make their way to Shanghai, where a representative of McLeod’s will find them once they arrive in port. If they refuse, the creature shakes its head regretfully and offers no more words. Whatever the PCs’ response, the Chimeran then departs promptly, flying off over the horizon to the east. The crew of the Minnow is not happy with this; first they take on a bunch of inhuman strangers, then they watch while these strangers consort with devils. Mister Breeze sides vocally with the crew, who demand that they be thrown off the ship before they endanger the voyage any more. Captain Keller is the only one to defend the PCs in the slightest, and that is only because he owes Kong Mu-Tan a huge favor, but he agrees in principle and cannot risk alienating his crew. If the PCs refused the Chimeran’s offer then it after about an hour, this time with a squadron of a dozen brethren. The sky turns dark as the shadows of winged monsters block out the sun, and the crew and the PCs must work together to fend them off. The Chimerans choose their targets indiscriminately from among the crew and the PCs alike, trying to retrieve the Stone of Kaeris but enjoying whatever slaughter they can get away with. The crew of the Minnow breaks out repeating rifles and wicked sabers, but they are torn between aiding the PCs against the attacking “devils” and saving their own skins by not getting caught between them. Mister Breeze will attempt to surrender the PCs to their attackers, while Captain Keller will insist that they are under his protection as long as they are on board.

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The Loneliness of Power Regardless of whether or not the PCs agree to the Chimeran’s terms, Captain Keller is understandably upset; his crew thinks that the PCs have brought a curse down upon them. His mind is made up: they will be put ashore at the nearest port. This is Dakhla, a remote outpost at the western edge of the Spanish Sahara. The remainder of the journey takes them to nightfall, at which time observers can notice the lights of Dahkla beginning to flicker on the approaching horizon. The PCs are put to shore in the ship’s boat, and the Purloined Minnow sails off in silence.

Act Three: Enlightenment in the Desert Rest for the Wicked Dahkla is a remote and unfriendly shanty town, where the PCs are neither particularly welcome nor particularly unwelcome. It used to be a Spanish settlement in colonial times, but has since been abandoned by the authorities and fallen into disrepair. Its populace are sailors, smugglers, fugitives, pirates, refugees, and every other type of person who might wish to be left alone by civil authorities. It is nominally owned by Morocco, but nobody really wants to claim it – Dakhla is far more trouble than it is worth, being such a haven for crime and violence, and has no natural resources to speak of. The coast of Sahara has long been contested between the Spanish and the Moroccans, but Dakhla is a backwater port that holds no interest for either. Occasional raids by nomads and constant crime necessitate every citizen and transient to be armed and watchful. Strangers are mistrusted, but so is everybody else. The

arrival of the PCs sparks no real interest among the locals, except that they are immediately assessed as threats and as sources of income. Their behavior in Dakhla dictates the amount of negative attention that they receive. If the PCs are canny and watch their backs they are fine; if they show weakness, or split up, or wander around after dark, they could easily get in trouble. Flashing a jeweled cane in public is likewise a bad idea. Feel free to make up dangerous encounters if this kind of thing happens. Dakhla is one of those towns where just about anything can go wrong. Streetwise checks (Difficulty 10) will help the PCs avoid danger. The PCs’ first priority should be to work out how to get to Shanghai from here. It is plausible that they could hire passage on a ship if they have money; it is also plausible, although less so, that they could find a way to cross North Africa, the Middle East, and the whole of Asia by land. If they can reach civilization this could be done, as there are plenty of trains covering the distance. They could also find horses or camels, perhaps by joining a caravan, and cross Africa the hard way. If, however, they pay attention to the Stone of Kaeris, whoever carries it will notice a strange feeling of mental pressure that seems to emanate from the jewel. It is glowing softly and vibrating with a weird, throbbing rhythm. When held by a character with Atlantean blood, or with genes that have been altered through Atlantean manipulation, that character can feel it try to pull gently to the east. The character also perceives a subtle mental compulsion to head out into the desert in that direction.

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Shadows of a Forgotten World Following the pull of the Stone will lead the PCs out into the desert. They quickly lose track of what passes for civilization in remotest Sahara, soon becoming lost among endless vistas of fiery-colored sand and bone-dry rock. If they are not prepared for a desert journey then they will have a hard time of it here: a survival roll (Difficulty 15) by any one PC will allow the party to prepare effectively before they leave; this allows a +5 bonus to further rolls. Once in the desert, survival rolls must be made again at the same difficulty after every hour. Failing a roll means a temporary cumulative loss of -1D to all attributes. Success with a margin of 5 or more negates 1D of this loss, as does an hour of rest in the shade (or, at night, by a fire). After six hours of trekking through the desolate dunes, the PCs come across the opening of a secluded valley deep in the uncharted desert. An archway of rock marks the entrance between two low red mountains, through which a dry slope heads down into shadows untouched by the vicious sun. The Stone of Kaeris beckons its wielder inside like a child pulling at its mother’s skirts.

This valley has been untouched for a thousand years; as you travel through the archway you notice strange hieroglyphics carved into the rocky walls, becoming more and more frequent as you continue, until finally you round a corner and discover an astonishing sight – a low cavern entrance, carved with fine masonry almost Graeco-Roman in appearance. Astride it stands an enormous statue of an axe-wielding giant, naked but for an imposing plumed helm. Strangely, it seems to be made of iron, and shows incredible workmanship. It is rusted through in places though, and parts of the chest and head lie corroded in the dust. The nest of a longdead bird protrudes from the cavity in the side of the giant’s skull. This is an eerie vision in the shadows of the forgotten valley. Suddenly a strange tinny voice calls out from the direction of the statue’s mouth, in a gibberish language that you do not understand: “Klaagu ba fhrag!” Then the arm holding the axe moves, raising it to point at you in a threatening gesture, and one of the statue’s eyes glows red through centuries of cobwebs and dust. It repeats the strange words, louder this time and in a threatening tone: “Klaagu ba fhrag!” Finally, having received no satisfactory response, it lifts the axe to strike, dislodging a choking hail of dust and sand from around it, and strides forwards from its long-guarded post to attack!

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The guardian automaton is a device built by the Elasippus who resided here. Its purpose is to repel intruders with little mercy. It gives intruders to identify themselves, attacking only if it does not receive an answer. Unfortunately the years have not been kind to the statue since its owners ceased its maintenance several centuries ago, and the sekhem that allows it to speak in a tongue that all people can understand has long since corroded. The only chance the PCs have to avoid its attack is to guess what it wants – their names – and satisfy its demand. This will, of course, be followed by more gibberish, this time meaning “entry is forbidden”. The intruders had better leave quickly after this, or else the statue will again use force. A fight is essentially very hard to avoid. The only way the PCs would be allowed in peacefully is if one or more of them claimed to be members of House Elasippus, which is highly unlikely. Peace Beneath the Earth After defeating the guardian the PCs can enter the cavern freely. Inside the mouth are steps leading down into cobwebbed darkness, but recessed lights in the wall ignite magically as they pass. The stairs twist and spiral for a hundred meters or so until the PCs emerge deep inside the earth, in a great artificial cavern with high ceilings supported by wrought stone pillars. Every surface is covered by hieroglyphs, beautiful but abstract to those who cannot read Atlantean. The massive chamber is dominated by a vast underground lake that is somehow maintained below sea level. The ceiling flickers with light reflected off its surface from the techno-magical flames that burn around the walls. These are the decrepit remains of an Atlantean outpost, hidden within the mountains and long since forgotten. Read the following aloud:

While the artificial cavern is amazing to behold, not an awful lot remains to be discovered – except for a vessel the size of a galleon that floats half out of the lake’s surface. This awe-inspiring submersible is shaped like a sea serpent and made from a strange, iridescent material like a fish’s scales that seems to shimmer as it reflects the water’s surface and the lights around the chamber. The oars and rudder, fashioned like limbs and a tail, seem to move independently with the water’s currents. Steps from the shore of the lake lead to an opening in its topside, while rubbery tubes emerge from another opening and disappear into a hole high in the ceiling. Seafaring equipment lies scattered around the shore, as though a journey was planned but never begun. As you stand and take in the sights, the light in the room suddenly changes. Colors seem to converge in the center of the ceiling until they form ghostly facial features several meters across. This spectral visage appears confused for a second, then its lips move and a pleasant voice echoes around the high ceiling: “Good day. My name is Arikles One. How might I be of service?”

Arikles is a hologram used by the builders of this outpost as an input/output device for the geomantic computer hidden within the walls. Aside from storing a vast amount of encyclopedic information, it is also responsible for controlling the Kraken – the submersible in the lake – while it is docked. As well as answering questions about itself, the Kraken, the outpost, and the guardian that they had to fight to get in, Arikles is happy to provide any information the PCs ask for regarding Atlantis and the secret history of the world. It has the appearance and mannerisms of a polite, friendly old man, somewhat like a butler. It knows just about everything about the world at large up until the year 300 BC, when it was last updated. This is also the last time anybody was in here.

As well as knowing world history, Arikles can impart the following useful information if somebody asks the right questions: This outpost was a base of operations for House Elassipus until the year 300 BC (which Arikles knows only as the year 2,814 of the Fifth Cycle, or 3,461 “by the reckoning of the Israelites”). It is built upon a node of power that faded a hundred years before that date, and was thereafter used only as a refueling point. Arikles does not know what happened in the final year; only that his masters left one day and never returned. The location of the outpost was a secret known only to a few. He had assumed that it had died with them. (The truth is that the Elassipi were attacked and killed by Angelos when they left to negotiate a treaty with the local human nomads) The Stone of Kaeris is used to guide its bearer to lost Atlantean settlements. It was created thousands of years ago by House Elassipus to help its members discover nodes of geomantic power. Those with Atlantean blood, or whose “essential humors” have been altered by Atlantean alchemy, can use its power instinctively. That is how the PCs found the outpost. The Kraken is likewise designed to accept those with Atlantean or Atlantean-modified genes, and their comrades, and for them the controls should be intuitive. It is in fully working condition, just as it was hundreds of years ago. It is fully stocked with all the necessary equipment and supplies for a long voyage, including navigation aids. The Kraken is in fact a biologically engineered device, a living creature with rudimentary intelligence that feeds on plankton and must be constantly moving in order to respire. It is made from a fusion of organic material, metals, and advanced plastics. Arikles is not speaking any human language. It uses sekhem to translate its words directly into a tongue that any sentient creature can understand.

The PCs should have no trouble commandeering the Kraken. Within its belly they will find one large room, with several comfortable chairs made from an unknown substance that resembles chamis leather stuffed with something soft, and storage cupboards that contain spears, harpoon guns, and diving suits. There are also several oxygen tanks marked with the alchemical symbol for air. A pool of silvery liquid seems to float horizontally in front of the pilot’s chair, and instead of a reflection it shows the area directly in front of the Kraken. To the left of the same chair is an orb on a stalk, like a metal eyeball with a handprint where the iris should be. Touching this allows the pilot to mentally command the movements of the Kraken. To the right is another, larger orb that functions exactly as a globe. The globe is made of transparent jelly inside some kind of membrane, with a brightly glowing bioluminescent gland to indicate the position of the Kraken. It spins freely within its housing. An underground river exits the lake directly in front of the Kraken and cuts a clear path straight through a large part of Africa, taking the Kraken through a series of pitch-black caverns and narrow tunnels populated by strangely-formed blind fishes. The Kraken emits light in the darkness from a larger version of the gland in the atlas, and is intelligent enough not to swim into walls, so navigating the underwater world is not a problem. The strange vessel moves at considerable speed despite its size and the awkwardness of the route, and after several hours it emerges from total darkness into the Indian Ocean just north of Madagascar. From here it is a straight run to Shanghai.

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If this adventure is used as the start of an ongoing campaign, the cavern of the Kraken would make an excellent base of operations for the heroes’ continuing adventures. Its location is a secret, it is very easily defensible, and there is plenty of space inside the hall for additional rooms and equipment. Arikles is a consistent source of exposition, able to provide the players with enough in-character information to annotate and inspire countless adventures.

Act Four: Rendezvous in Shanghai The Dragon from the Sea From within the Kraken it is easy to see the crowded waters of Shanghai’s harbor. Reaching the city itself will not be difficult, but stealth is advisable – the Kraken is a monstrous enough sight on its own without adding to the potential shock by emerging from a hole in its back and walking onto a jetty. The PCs should probably make their sortie under cover of darkness. Failure to conceal their arrival will probably spawn rumors of “a dragon giving birth in the harbor, its monstrous children stepping onto shore and disappearing into the streets of the city”, or something along those lines. If they choose to enter Shanghai during daylight, remember that the monks in the next section – the Root of all Suffering – will be awake and the temple gate will be open, and the marketplace in the courtyard will be in full swing. This will naturally raise the stakes somewhat in the final battle. When the players do decide to leave the Kraken, read the following aloud:

Shanghai is a sprawling, overcrowded city wrapped around the mouth of the Huang Pu river. The bay is constantly crowded with hundreds of ships – rafts, riverboats, junks, tugs, clippers, steamers, and every other type of oceangoing vessel imaginable. In places it is possible to walk across the river on the backs of boats, which has resulted in the growth of a kind of twenty-four hour floating marketplace atop the busy waterfront. The city itself is just as busy, a constantly moving melting pot of international vice and clashing cultures. There is always something to do here and somewhere to go, and usually that something is either dangerous or illegal. Emerging from the Kraken, you are treated to a chorus of shouting and singing, music and laughter, echoes of violence and passion floating across the nighttime bay. The Stone of Kaeris is already pointing strongly inland, indicating with its strange telepathic urging the nearby center of the city.

The PCs have no idea where to find Doctor Theophiles, so following the pull of the Stone is the only real clue they have to the larger picture. They could always try other methods to locate their missing mentor, but the chances of finding anybody in Shanghai who knows where he is or has a clue what is going on are slim in the extreme, and in any case they probably do not know anybody in Shanghai. If the PCs do come up with some particularly inspired idea for tracking down McLeod or the Doctor then by all means play it out, but otherwise they must follow the impulse of the Stone of Kaeris. It leads them straight through Old Shanghai, the original part of the city in which most of the Chinese live. The rest of Shanghai is composed mostly of the French and International quarters, which are governed by their respective parent countries and possess totally different cultural and social characteristics to the tiny, circular Old Shanghai barely five miles across. Old Shanghai, known as the “Chinese city” to its French and English neighbors, has barely changed in hundreds of years. Ruined remnants of the ancient stone walls that used to mark the city’s perimeter now serve as a psychological barrier to separate the Chinese from the rest of Shanghai. Old Shanghai is in essence very similar to London’s Chinatown, except that here the Chinese are second-class citizens in their own country as opposed to someone else’s. The only real difference is that the architecture within the ruined walls is Chinese, not English. The pull of the Stone of Kaeris eventually takes the PCs to Chenxiangge temple, a traditional building near to the dead center of Old Shanghai that dates back to medieval times. The gateway to the temple courtyard is closed and barred from within and the whole thing is surrounded by high stone walls. All is quiet here; this is the only part of Shanghai that has no real nightlife. Likewise, Old Shanghai is sparsely lit by nothing brighter than the occasional murky gas lamp. The Root of all Suffering Resourceful PCs should have little trouble surmounting such an obstacle as a locked gate and a high wall. Only one character needs to actually get inside the courtyard to let the others in. Depending on their individual powers they could climb or vault the wall, fly over it, break the gate down (not exactly an ethical solution), or somehow lift the bar from outside. Once they are in, they are greeted by a wide expanse of stone courtyard ringed by a wooden balustrade. A pair of enormous stone foo dogs guards the pagoda-shaped temple on the opposite side of the courtyard. Buddha stares back at the intruders from the shadows under the lip of the temple roof, a playful smile on his lips. This final scene could unfold in a number of ways depending on the PCs’ behavior. If they are not careful to use stealth they will wake the monks inside the temple, who are suspicious of nocturnal trespassers and will seek to evict the PCs with force if necessary (like all Buddhist monks in fantasy genres, they are advanced students of the martial arts). To add to the potential violence the Stone of Kaeris activates the temple’s hidden defenses – the stone foo dogs, which are secretly Atlantean robots – if it gets within fifteen feet of them. The first indication of this is that the statues’ eyes glow bright purple, then they quickly animate and attack the nearest creature that does not possess Atlantean blood. As if this is not enough to deal with, McLeod and his remaining Chimeran henchmen choose an inopportune moment to emerge from their vantage point with a paralyzed Theophiles held prisoner in mystical restraints. The Stone of Kaeris is glowing fiercely by this point. McLeod, who followed the PCs to the temple knowing that the Atlantean site was somewhere in Shanghai, demands that they hand over the Stone or he will kill Theophiles. The monks do not speak English, so they will attack any intruders on principle while avoiding the deadly foo dogs. The Chimerans will try to take the Stone anyway, and McLeod will kill Theophiles and the PCs at the first opportunity, so in all likelihood the scene will become a violent four-way confrontation. McLeod’s only goal is to flee with the Stone, either converting willing PCs to his service or killing them and Theophiles if necessary or even plausible, and even attempting to mesmerize the kung-fu monks if it gives him an edge in the fight; the foo dogs attack the monks and anybody else who is not of Atlantean lineage; the monks do not speak English, so they attack everybody who looks like a troublemaker unless they can be mesmerized or cunningly persuaded otherwise; and the PCs struggle to keep a grip on the Stone, defeat McLeod, protect the innocent, and rescue Theophiles.

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This really could go any number of ways. The foo dogs will respond to commands from Atlanteans, and like Arikles they can understand any language, so if anybody figures this out they can gain a sizable advantage. Anybody who persuades the monks to take their side can also help swing things their way. McLeod uses Theophiles as leverage for as � defeated, or if the PCs seem to be gaining a decisive victory, then the Chimerans will attempt to either flee or surrender. McLeod will likewise make good his escape if he loses sight of the prize, abandoning his hostage in order to make a fast getaway. The temple courtyard contains various sundry items that could be used in a fight, including wooden practice dummies, braziers, huge urns full of sand, coal, water, or gravel, and the paraphernalia from assorted market stalls. The result should be a chaotic and unpredictable battle.

Epilogue If the PCs win they will be left holding the Stone of Kaeris. Any surviving monks will be frightened and suspicious, but will not get in the way of the PCs if they decide they want to explore the temple some more. The power of the Stone leads them to a secret door at the back of the temple, behind which they find a tunnel leading down into the earth. At the end of the tunnel is a small shrine, on the far wall of which is a large mosaic picture of a world map. This ancient Atlantean atlas displays an intricate pattern of Dragon� cavern they found in the Sahara. This discovery could lead the PCs on all kinds of further adventures around the globe as they use it to discover Atlantean sites all over the world. If Theophiles is alive � to know the truth about their lineage and the nature of the world. The Chenxiangge monks will vow to keep the map, and its discoverers, a secret for the sake of protecting such sacred places from evil. McLeod, if he lives, will of course c� who will likely wish to antagonize t� every convergence contains unlimited potential for further adventure in the world of GODSEND Agenda.

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Doctor Theophiles Age: 2,186 Archetype: Outsider Atlantean Reflexes: 3D; brawling 3D+2, dodge 4D, melee 4D, riding 3D+2, sneak 4D+2 Coordination: 2D; lockpicking 2D+1, marksmanship 3D, sleight of hand 4D Physique: 2D; Presence: 4D; animal handling 4D+2, charm 5D+2, con 5D+1, willpower 6D Knowledge: 4D; business 5D+2, language 5D, medicine 6D+1 Perception: 4D; hide 5D, investigation 4D+2, know-how 5D, streetwise 5D+1 Advantages: Contacts (R4), Efficient Ka (R2) Disadvantages: Devotion: Theophiles’ adopted family (R2), Enemy: Anton McLeod (R3) Powers: ESP5, Language Comprehension 5, Longevity, Precognition 5, Psychometry5 Power Limitation: incantations (all powers) Move: 10 Strength Damage: 1D Fate Points: 0 Character Points: 2 Ka Points: 8 Body Points: 26 Equipment: top hat with secret compartment, blackjack (damage +2), large hunting knife (damage +1D), silver pocket watch, assorted silver jewelry Power Level: 3 (117 points) Doctor Theophiles is a tiny man of an indeterminate age anywhere between thirty-five and sixty-five. He wears tiny spectacles, a trick top hat, and a patchwork jacket that together with his tiny beard make him look like a circus ringmaster. This is not altogether an unfair description of his demeanor, except that it fails to capture the air of larceny that surrounds him in all things. Despite his basically good nature, Theophiles is, was, or has been at times a very ruthless individual. This is occasionally evident in his malicious expression and total contempt for his enemies, and casts the few small scars on his face in an interesting light.

Blacktooth Age: ? Archetype: Nihilist Chimeran Reflexes: 3D; brawling 4D, dodge 3D+1, melee 3D+2, Coordination: 4D; marksmanship 4D+1, Physique: 4D; lifting 5D Presence: 3D; command 4D, intimidate 4D, willpower 4D Knowledge: 2D; scholar (London’s underworld) 5D Perception: 2D; investigation 2D+1, streetwise 3D+1 Advantages: Extra Body Points (R2), Metamorphosis, Size (R1) Disadvantages: Quirk: Angry (R1), Strange Appearance (R2) Powers: Body Armor (R2), Immunity: fire (R4), Ranged Power Attack: Powers flame blast (R4) Move: 10 Strength Damage: 3D Fate Points: 0 Character Move Points: 3 Ka Points: 6 Body Points: 50 Points Equipment: wooden truncheon (damage +1D), police whistle Power Level: 3(131 pts) Blacktooth is a genuine sadist, warped by his upbringing as a monster unfit to see the light of day. He was found on the steps of a workhouse orphanage; not a pleasant place to find oneself at the best of times, but with a face like Blacktooth’s he was doomed from the start. An enormous man, covered from head to toe in reptilian scales, Blacktooth has always been treated as a monster. His response has always been to act as one. Currently he wears a police uniform that does not fit him right – he cannot close the coat and the hat sits awkwardly on his head – and leads the mesmerized policemen to reclaim the Stone of Kaeris. Blacktooth’s flame blast power comes in the form of a jet if fiery dragon’s breath that he loves to use on innocent people.

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Mesmerized Policemen Age: various Archetype: Crony Human Reflexes: 1D; brawling 2D+2, dodge 1D+1, melee 2D Coordination: 2D Physique: 2D; Presence: 1D; intimidate 1D+2 Knowledge: 1D; Perception: 1D; investigation 1D+1, streetwise 3D Advantages: none Disadvantages: none Powers: none Move: 10 Strength Damage: 1D Fate Points:: 0 Character Points: 0 Ka Points: 2 Body Points:: 22, 24, 27, 28, 25, 30 Equipment:: wooden truncheon (damage +1D), police whistle, flaming torch Power Level: 1(36 points) These are typical unskilled London bobbies, mesmerized by McLeod to obey one order: “Burn down the freak show!”.

Kong Mu-Tan Age: 3,154 Archetype: Atlantean Reflexes: 4D; brawling 4D, dodge 4D+1 Coordination: 2D; Physique: 2D; Presence: 4D; bluff 5D, charm 5D Knowledge: 5D; scholar: Atlantis 7D, scholar: history 6D+1, scholar: religion 6D+2 Perception: 4D; investigation 6D+1 Advantages: Contacts (R4), Efficient Ka (R3), Laboratory (R1) Disadvantages: Cultural Unfamiliarity (R1), Enemy: Anton McLeod Disadvantages (R3) Powers: Cosmic Awareness 8, Ka Manipulation 4, Longevity, Powers Postcognition 3, Precognition 3, Psychometry 2 Power Limitation: physical gestures (all powers) Move: 10 Strength Damage: 1D Fate Points: 2 Character Points: 3 Ka Points: 8 Body Points: 28 Equipment: Chinese medicine, history books, Power Level: 4 (147 points) Kong Mu-Tan is an inscrutable old man who seems to be at the centre of a hub of information and activity. His alchemical medicine shop is crowded with Atlantean experiments and mysterious potions, while his ability to divine the past, present and future appear as uninhibited as they are unfathomable. The impression he conveys is that of a man putting up a front – perhaps to conceal crimes, perhaps to protect something or someone from danger, or perhaps because he leads a dangerous existence. It is clear from his demeanor that he benefits from the acquired wisdom of many years on this Earth. But it is also clear that his silver hair and long moustache do not make him a feeble old man, for his ease of movement and apparent strong health deny that possibility, as does the youthful light that gleams in his eyes through the thick smoke of incense.

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Winged Hybrids

Crew of the Purloined Minnow Age: various Archetype:: various, mostly crony Human Reflexes: 2D; brawling 3D+1, dodge 2D+2, melee 3D, Coordination: 2D; marksmanship 3D, Physique: 3D; lifting 4D Presence: 1D; bluff 2D, intimidate 1D+2 Knowledge: 1D; scholar (seamanship) 3D Perception: 2D; gambling 2D+2, repair 3D, streetwise 2D+2 Advantages: none Disadvantages: none Powers: none Move: 10 Strength Damage: 2D Fate Points: 0 Character Points: 0 Ka Points: 0 Body Points:: 38, 37, 37, 36, 36, 35, 35, 33, 32, 31, 30, 30, 29, 28, 27, 27, 27, 26, 24, 23 Equipment: revolver (damage 4D, ammo 6, range 5/10/15) or rifle (damage 5D, ammo 5, range 30/60/120), saber (damage 5D), pocket knife (damage 3D+1), tobacco Power Level: 1 (53 points) The eighteen crew and two officers of the Purloined Minnow are a rough-and-ready lot, all experienced sailors who know when to keep their eyes open and their mouths shut. There are plenty of scars and tattoos between them, and plenty of foul language too. At sea they act as they please and they make their own law; they are not quite pirates yet, but they are not far off. Keller and Breeze have the first and second highest Body points totals respectively. All the rest of the crew’s traits are identical. They do not habitually carry more weapons than the pocket knife – when the ship is under attack they break out the sabers. The Captain and the First Mate are exceptions, as each carries a sidearm at all times. There is enough ammunition on board the ship to reload every weapon several times over.

Age: various Archetype: Crony Chimeran Reflexes: exes 4D; brawling 5D, dodge 6D, melee 5D+2 Coordination: 4D; marksmanship 4D+1, Coordination Physique: 3D; Physique Presence: 3D; intimidate 4D Presence Knowledge: 2D; Knowledge Perception: 3D; spot 5D, streetwise 4D Perception Advantages: none Advantages Disadvantages: Genetically Unstable, Strange Disadvantages Appearance (R2) Powers: Flight (with special limitation: glider wings) 5D, Powers Natural Weaponry 2 Move: 10 Strength Damage: 2D (+2D Natural Weaponry) Fate Move Points: 0 Character Points: 0 Ka Points: 6 Body Points: 31 Equipment: Equipment Power Level Level: 1 (90 points) Not quite true Chimerans, these thirteen winged Empusa all seem to be closely related to one another. They are wiry humanoids with hairless grey ape-like skin, and they sport great bat-like wings with which they glide and hover before attacking with their claws. They will also occasionally try to drag sailors off to be eaten for their genetic material. The Empusas all seem to be wearing mismatched outfits, as though their clothes are not their own. All have identical stats besides their Body points.

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Chenxiangge Monks Age: various Archetype: Scientist Human Reflexes: 3D+2; acrobatics 4D+2, brawling 5D, melee 4D+2, Coordination: 3D; throwing 4D Physique: 3D+2; lifting 5D, stamina 4D+1 Presence: 2D; intimidate 2D+2, willpower 3D+1 Knowledge: 3D+2; medicine 4D, scholar (Buddhism) 5D Perception: 4D; Advantages: Disadvantages: Powers: none Move: 10 Strength Damage: 2D Fate Points: 0 Character Points: 0 Ka Points: 4 Body Points: 36, 35, 34, 34, 34, 33, 32, 32, 31, 31, 31, 30, 30, 27, 26 Equipment: martial arts weapons including: axe (damage +2D), ball and chain (damage +2D), nunchuku (damage +1D+2), staff (damage +1D), sword (damage +2D) Power Level: 1 (93 points) There are fifteen monks in training at the Chenxiangge temple. They are at various levels of mental and spiritual advancement, but for the sake of brevity they possess all the same characteristics except for Body points. They are equivalent to power level one characters with some experience already under their belts. There are various martial arts weapons kept inside the temple, so if the monks demonstrate initiative they could easily grab any number of melee weapons from among those listed.

Foo Dogs Stone Guardian Age: 2,200+ years Archetype: Crony Robot Reflexes: 2D; brawling 3D, melee 5D+1 Coordination: 2D; throwing 3D Physique: 7D; lifting 9D, stamina 7D Presence: 1D; intimidate 1D+2 Knowledge: 1D; Perception: 2D; Advantages: Size (R3) Disadvantages: Powers: Body Armor (R5) Move: 10 Strength Damage: 5D Fate Points: 0 Character Points: 0 Ka Points: 0 Body Points: 39 Equipment: colossal battleaxe (damage +4D) Power Level: 2 (84 points) Scale Modifier: +9 The warrior statue that guards the hidden grotto is truly massive, once an impressive sight but now sadly fallen into disrepair. Its metal surface has corroded in places and let insects and birds inside, as the abandoned nest protruding from the side of its head shows. It has the appearance of a stylized gladiator or early Olympic warrior, and bears a worn stone axe fully the size of a human being. When not active it stands astride the opening that leads into the mountainside.

Age: unknown Archetype: Protector Robot Reflexes: 4D; brawling 6D, Coordination: 3D; Physique: 4D; lifting 5D Presence: 1D; Knowledge: 1D; Perception: 2D Advantages: none Disadvantages: none Powers: Body Armor 5, Natural Weaponry 2 Move: 10 Strength Damage: 3D (+2D Natural Weaponry) Fate Points: 0 Character Points: 0 Ka Points: 4 Body Points: 42, 44 Equipment: none Power Level: 1(80 points) The robot foo dogs are devout guardians of the Chenxiangge Temple. They are activated by the presence of the Stone of Kaeris, awakening when it is brought within ten feet of them, after which they attack any nonAtlanteans within the temple perimeter until either there are no targets remaining or an Atlantean gives them the command to cease. They will not leave the temple grounds under any circumstances. The foo dogs are made of an unknown mineral that resembles granite but is much harder and lighter. Damaging the stony carapace reveals their arcane mechanical innards, which glow green in places and hum mysteriously.

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Anton McLeod Age: 2,186 Archetype: Megalomaniac Atlantean Reflexes:: 3D; brawling 4D+2, dodge 4D+1, melee 5D, riding 4D+1, sneak 3D+2 Coordination: 3D; sleight of hand 4D+2 Physique: 3D; stamina 3D+1 Presence:: 4D; bluff 4D+2, command 5D+2, con 5D+1, intimidate 5D, willpower 5D Knowledge:: 4D+1; business 5D+1, languages: Mandarin, Ancient Greek, French 5D+1 Perception:: 4D; hide 5D, investigation 5D+1, know-how 4D+2, streetwise 4D+2 Advantages:: Contacts (R1), Efficient Ka (R2), Rent-A-Goon (a large competent group) (R8), Wealth (R4) Disadvantages:: Enemy: Doctor Theophiles (R3), Enemy: Kong MuTan (R4), Overconfident (R2) Powers:: Longevity, Mind Control (R10), Spatial Warping (R6), Power Limitation: physical gestures (all powers) Move:: 10 Strength Damage: 2D Fate Points: 0 Character Points: 3 Ka Points: 8 Body Points: 30 Equipment: Power Level: 4 (167 pts) Anton McLeod is a tall, arrogant man whose aristocratic airs conceal the heart of a true savage. When in the open he wears a long, dark wool coat over smart hunting gear and riding boots. He lost all his hair centuries ago, and his pale skin and blue eyes give him a ghostly appearance at night, offset by his naturally strong figure. He brazenly wears gold rings on all four fingers of his left hand. As a man highly experienced in the ways of villainy, Anton McLeod has advanced somewhat beyond the abilities of his starting power level.

The Stone of Kaeris The Stone of Kaeris is an ancient device built by House Elassipus to help them locate and exploit the Earth’s Dragon Lines. It consists of a purple rose-colored crystal set into the head of a wooden cane; the crystal glows brightly and communicates subtly with its bearer when its powers are active. It is particularly resilient. The Stone has the following stats: Toughness: 4D Powers: Detect: Dragon Lines 10, Telepathy 1(special limitations: non-verbal, works on the Stone’s bearer only) Flaws: Obvious Point Cost: 12 pts

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The Pandora Project: Apotheosis Conspiracy “None of us realized how powerful we were, Ruby. We spent too much time thinking like humans, limiting ourselves to the human perspective.” “It’s time for an end to all that.” David “Lux” Cambridge and Penelope “Spook” Moon, from Zenith, Book Four by Grant Morrison. Synopsis There are those who walk the GODSEND Earth who can do the impossible. Gods, metahumans, superheroes – call them what you will. Over millennia their powers have evolved and expanded, becoming ever more complex. Once it was enough to lift cars and leap tall buildings – now they fly and tamper with the quantum world. More and more this super-breed grows above the common man, and it is in their nature to do the impossible, to break the very laws of physics. But things creep towards a threshold, a new existence. When doing the impossible isn’t enough, what else can you do? When there are no more heights to attain, where can you go? What exists beyond the limit of the limitless? And what strange new beings will call such a place home? This adventure deals with the next step in metahuman evolution in the GODSEND Agenda universe. For The GM: Background In the distant past, the war between the Chimerans and the Elohim reached a stalemate. A Chimeran Elite scientist, Kronus, embarked upon a plan to break this deadlock of power – he would engineer a new breed of Ka-user, loyal to the Chimeran cause, but able to wield ka-power on an entirely new level. Kronus’ mate was a general of the Chimeran forces – Golgothique, a battle-hardened veteran whose only ambition was to make the Chimeran race the ultimate interstellar power – with her as its Empress. For centuries, Golgothique worked with Kronus, all the while leading up to the moment where she could subvert his experimentation and release a force of unbeatable ka-users upon the Elohim. Kronus, meanwhile, was busy infiltrating the governments of those countries he thought might be useful tools in his research, and guiding their scientific research down avenues that he could make use of. After the Black October incident, Kronus was able to steer his lackeys within the American government into creating United States Eugenics and Research. Kronus ran many of his experiments and operations through secret USER budgets and projects. Now Kronus’ eugenics and genetic manipulation projects are about to bear fruit, as a new breed of ka-user is born. What Kronus has not foreseen, however, is the final form of his prodigal offspring. The Neo-Ka, as Kronus calls his theoretical ka-users, are too powerful to be confined by space and time. They exist outside of time as it is commonly experienced, and can see and move between past and future at once. They are so far removed from the normal frame of reference for even powerful Chimerans, that their actions and agendas are unfathomable. At the beginning of this adventure, the future of the Neo-Ka is certain, but the true question is among the various factions struggling over this newborn power, who become the Neo-Ka? The birth of this new artificial hyper-race may well rest in the hands of the player characters – in fact, one of them may become the first Neo-Ka. Story Overview: A battle between super-powered beings and a titanic robot and the horrific events that occur directly after are the springboard into this adventure. The defeat of the robot leads the PCs to a network of secret laboratories run by Kronus. One is hidden beneath a government agency’s field office, another is a utopian biome controlled by an organic computer, and a third is a biological space station waiting to be launched into orbit. As they piece together his plan,

they also run into the forces of Golgothique who are intent on keeping track of Kronus’ research and subverting it to Golgothique’s ends. Finally, after passing through all of Kronus’ active facilities, the PCs will learn or stumble into the process by which a sufficiently advanced ka-user can project himself into transcendence, becoming a Neo-Ka – becoming the Neo-Ka, in fact, that are actively seeking to set the stage for their own creation. Existing in four dimensions does have its benefits. Factions: An Overview Kronus: Wants the next stage of Chimeran evolution to occur – he wants the Neo-Ka to be born into our universe. Kronus is obsessed with this goal, and as his experiments reveal more and more of the nature of the Neo-Ka to him, his grasp on reality has started to slip. Kronus has budded like an amoeba, and has clone-bodies spread all over the world, and is able to shift his consciousness between them at will. His original body is now an organic satellite, evolved to that state by force of will. In this form, Kronus alters himself in order to create the Neo-Ka, a process he can only safely undertake outside the Earth’s gravity. Golgothique: She wants to benefit from Kronus’ research and put it to practical use. Her former husband has of late kept her at arm’s length, so Golgothique and her Chimeran forces must use stealth and force to get what they want. She has no idea where Kronus is currently hiding, and is rushing to catch up on his research now that he appears to be nearing a major point in his research. The Neo-Ka: The next step of metahuman evolution may be the Neo-Ka. Rather than being better suited to manipulating the physical laws of the universe, they are closer to actual physical laws themselves. The Neo-Ka are too powerful for conventional space-time to hold them. They exist outside of time, and can see the whole of four-dimensional space. They are so far beyond mortals – even super-powered mortals – that their thoughts and agendas can only be guessed at. They DO exist, therefore by the end of this adventure someone has transcended and become a Neo-Ka. Their agenda in this adventure is to insure their birth, and to this end they will help the PCs to an extent, for the PCs may have among them the Neo-Ka-to-be. Setting the stage: A few things lead up to this adventure. The first is a small number of superhumans have gone missing. News outlets have been running stories on these superhuman disappearances; no one is sure if these heroes have quit or fallen victim to some unsavory fate. In truth, these individuals have been abducted by Kronus in his ongoing harvesting of metahuman DNA. Some of the abductees should be superhumans that the PCs have either heard of or met previously. It might also be fun for a player to let his regular character be abducted “off stage” to lend to an immediate and personal edge to the events that follow, and potentially have them play a temporary character (see the “Getting Players Involved” sidebar). GMs should mention these disappearances, the fact the news is running stories about them, and where possible have the PC be able to verify that the worst fears of the media are true: make it plain that well-known hero Captain Alpha (or whatever super-friend the PCs happen to have) isn’t on vacation – he’s gone missing, and he is just one among many. For purposes of this adventure Captain Alpha will be the name we use for the missing hero, but you are encouraged to decide on a non-player character from your own game. Bigger news is being made by a group of hip young self-styled superheroes – the Teen Legion, who seem to pander to the media and show off at every turn. This new group has only been active for four months across the nation – making a splashy first appearance on television in Lima, Peru as they saved a cruise ship - but they seem to play every card right. They’ve been interviewed on late night talk shows, appeared in music videos, and managed to guest star on reality shows. Rumor even has it that the handsome Extremity, the Lad With Length, has been seen dating Paris Hilton. Where they come from has been kept a secret, though rumors of a tell-all biopic origin book are all over the place, with movie right allegedly making the rounds in Hollywood. In the face of the mediasavvy and gorgeous Teen Legion, the possible disappearances of yesterday’s tired old heroes isn’t being noted like it should.

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Getting Players Involved and Tying the Adventure to your Campaign: The Pandora Project provides a special opportunity for new characters. Kronus has for centuries been collecting the DNA of those beings that directly access the ka-power of the universe, and occasionally cloning them. To push these ka-powered clones to the limits of their potential, he exposes them to various punishments, including ‘field tests’. A new player could choose to be brought into the adventure as an amnesiac ka-clone, struggling to unlock the secrets of the past. For a group more given to intrigue, a new PC may be planted within a group by Golgothique, ready to feed Golgothique information on the PC’s vulnerabilities and location as needed. They might be moles within the Teen Legion, the Eyes and Ears of Golgothique in loyal clone form. Discuss either option in detail with a player. Though perhaps a bit more work, the revelation of the player character’s true nature can add an element of surprise to the adventure.

ACT I: USER Error News reports are buzzing with news of a city-spanning battle between some sort of armed robot and a group of teenaged metahumans calling themselves the Teen Legion. Depending on the PCs, they may decide to intervene immediately, or they may need a nudge to get them involved. In the latter case, having the battle spill out into a building housing one or more of the PCs may be enough to kickstart the action. Where: The default location for this act is a busy shopping mall, but this can be changed to any area that the PCs might be close to: a high school for a group of teen superhumans, the United Nations building for a group of highly placed heroes, etc. Who: The Teen Legion (Simulacrum Kid, The Smash, Extremity, and Lady Lazarus), the USER Droid, Maxwell Perkins (USER technician), assorted endangered pedestrians. Why: Get the heroes involved in the adventure; provide links to the rest of the adventure and the initial glimpse into Kronus’ plan. Implicate USER in the abductions of the superhumans. The Action: As the PC heroes get involved, the battle has already been going on between the Teen Legion – a new group of fashionable teen supericons, and an immense four-legged robotic juggernaut bristling with weapons and sensors. The robot is drab military green in color, and has the United States flag and the letters BLUE-6 stenciled upon its access hatch. The robot is actually a USER prototype being transported by USER to another facility. Kronus has remote access to the robot, however. This late in his plan, he has become somewhat cocky – the taste of success is tantalizingly close, and be thinks the momentum to be beyond a point at which anyone can stop it. He needs to harvest this last bit of data from the “Teen Legion” field test, and then let USER take the heat for their “berserk robot”. The Teen Legion, - though they seem to have the robot on the ropes begin to suddenly drop like flies as patches of red veins criss-cross their body. The statistics of the Teen Legion do not come into play at all in this part of the adventure – they are clones from Kronus’ labs sent out to play the role of hero while under surveillance. The red veinwork on their bodies is a sign of a fatal genetic shut-down trigger designed to kill these teen superhumans after their testing period is done.

The PC with the highest Perception will see something unusual if they join the battle against the robot: there’s a small porthole at the front of the robot, upon which a panicked man is pounding with his fist, his face appearing terrified. This is Max Perkins, a USER technician who had entered the robot via its maintenance hatch to prep it for transport. He was inadvertently caught when Kronus took over the robot. The robot is constantly switching its attacks. One moment it may fire a sonic beam, the next a laser, then an electric charge or a barrage of bullets, all to get the broadest set of field data for Kronus. As it does so, lenses and scanning devices whir and click. As each Teen Legion member goes down, the robot shoots out a limb to take a cell sample. If no one intervenes, the robot will beat the Teen Legion within a few rounds of the PCs spotting the battle. It will then take a genetic sample from the last to fall, array its communications gear to send out the last of its field data, and then power down. Should outsiders join the fray, the robot will turn on them and attempt to gain combat data and genetic samples from them. After all foes leave or are beaten, the robot powers down. Beating the Blue-6: The robot can be outfought, but the battle will be tough. Alternatively, a strong character or one with infiltration-oriented powers can get onto the robot and yank off/unlock/pass through the door to the technical access hatch and disable the robot from the inside either using technical skill (Difficult gadgetry skill roll) or randomly hitting things that look delicate or important (Moderate tech skill roll). Max Perkins can also help with this if asked or intimidated, though he is initially is a state of extreme panic. AFTER THE FIGHT: The PCs only have about ten minutes before USER’s Department Blue cordons off the area and tries to puzzle out why their experimental robot went berserk. A total media blackout will follow. USER agents will be on the scene in the disguise of FBI special agents. If confronted with their true identity the agents will lie and stick to their story and any player that presses them will have their names taken down for future investigation. If they are successful in their Perception roll they will notice that something just isn’t right about the agents and will over hear them talking about narrow burst transmissions coded in some unknown language and directed at the secret document depository downtown. The chief agent will dispatch two agents to investigate the giving them directions to 36th and Brunner. USER agents do not volunteer such information if questioned. Mental powers, incredible charisma, or friendly connections with USER may be able to reveal information – no USER agent knows anything about why Blue-6 went berserk. There is also the account, taken from Max Perkins (if he survives) and other witnesses that the robot burst out of its anonymous shipping container as the Teen Legion passed overhead on patrol, followed by paparazzi. If PCs offer to help USER, the PCs are politely brushed off; the agency wants to keep things hush-hush until they understand what happened.

For reference, these are the powers of the Teen Legion. Simulacrum Kid: Mimics people’s form and abilities by touch. Also, cute like Brad Pitt! The Smash: Fires kinetic force from his eyes and mouth. Extremity: Shapechanging limbs and the ability to change the substance of his limbs. Lady Lazarus: Energy vampire, capable of absorbing energy to heal herself and increase her physical prowess. Can fly. Additionally a total hottie featured on the covers of many magazines since making their splash debut a few months ago.

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Players have several things they might check: The robot is indeed American made, and was constructed by USER, as Max will tell them or the PCs might guess for themselves. USER agents will issues a terse “No comment” once they arrive if questioned about the robot’s potential use as a counter to super humans. A high-tech character can roll (Easy gadgetry skill roll) to note that the robot’s technology is a few years ahead of currently available tech. It’s fairly easy for a high-tech or science-savvy hero to note that the robot has been relaying information and genetic analyses via a tight-beam transmission to a nearby location – it has been doing that during the entire battle. A moderate tech roll can determine where the signal is being sent if a player wants to examine the robot via the technical access hatch: a local secret USER document repository. The Robot’s Brain: enterprising heroes might want to check the robot’s programming to see if it might possess some clue as to why it went berserk, either checking it on-site before USER arrives, or absconding with the (government owned) computer-core of the robot for later examination; nontechnical PCs can easily pressure Max into telling them which part is the robot’s computer-core. Such investigation will reveal a hidden subprogram written in an unknown computer language. Characters who know the Chimeran language will recognize snippets appearing within the computer code – those unfamiliar with the Chimeran language can make appropriate general Knowledge or language roll (Difficult 17) to recognize it as similar to ancient Babylonian. he use of powers, a player can determine that the alien sub-program rerouts the robot’s long range communications gear, bouncing broadcasts off satellites to a set of coordinates and sending the complete data to a different location. The destination for this second information transmission seems to be Peru. Exit The Teen Legion: The Teen Legion, meanwhile, is looking bad. A medical character or person with appropriate powers can determine that their bodies are failing on the genetic level. If a character with mental or mystical powers examines the minds of the Teen Legion, they might note something odd. Besides the last four months of flashy celebrity living, corporate sponsorship, and TV appearances, the Legion all possess very boring, mundane childhoods, with a turning point in high school wherein the teen got their superpowers from exposure to “strange chemicals”. A mentalist might note (Difficult Mind Reading roll) that the origins and childhoods of the Teen Legion are all identical from teen to teen – as if a video of the teen’s life had been cut and paste into the memories of each Teen Legion member. Furthermore, expert mentalists and psychics might note (Moderate Mind Reading roll) that the Legion’s minds are young – as in ‘only six months old’. The Teen Legion’s ailments are nothing that USER or the robot did, however, but rather their bodies shutting down as if on a timer. The members of the Teen Legion are in comas, and will require immediate medical attention to survive. USER could provide the best care for this situation, though a mundane hospital could keep them comfortable also. Players can attempt to keep the Teen Legion out of USER’s hands, but the stricken youngsters need expert medical care of some kind, and USER will present this as the course of action they intend to take. If the PC’s don’t back down, tension will escalate. USER will call in forces to back them up if the matter of the Teen Legion’s future is contested. Either way, the question is moot: after enough time for the PC’s to investigate the Teen Legion’s situation has passed, something terminal occurs: the Teen Legion begin to convulse as light blazes from their eyes and mouths. Within minutes, the Teen Legions bodies burst into a writhing mass of tentacles, eyes, and mouths, fusing and flowing together. This horrific mass of former teen superhumans will lash out mindlessly at anyone around them (brawling 4D with no multiple action penalties to hit nearby people, damage 2D. The attack can reach out to a 3 meter radius) multiple voices – both male and female screaming as the mass of fused tentacular bodies crackles with energy. Amongst the cries can be heard such things as – “I can see everything! We are almost there!” – “The walls of time, so thin!”

The fleshy, crackling mass will whirl like a tornado, rising higher and higher as arcs of energy criss-cross it. USER will pull back, and bystanders or foolish heroes may suffer damage as this fleshy storm increases in fervor (brawling 6D with no multiple action penalties to hit nearby people, damage 2D+2. The attack can reach out to a 6 meter radius). However, just as the vortex of flesh and power seems to reach a crescendo, with the voices wailing in near ecstasy, the combined Teen Legion’s whirling bodies begin to shake themselves apart and lose focus and cohesion. The tenor of the voices changes from one of unity to panic and fear: “HELP US!” – “We never should have left!” – “The Garden!” – “It is not us! We cannot pierce the barrier!” – “Father!” – “There is something else here! Someone else!” In a final cataclysmic explosion of energy accompanied by the smell of burning flesh, the flesh tornado that was the Teen Legion is destroyed. An eerie feeling of being watched accompanies this final discorporation.

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The USER Robot, Blue-6

Max Perkins If PCs want to grill Max Perkins, they need to do it fast. He’s a USER technician, complete with blue jumpsuit, clipboard, and security clearance badge. When USER arrives, they immediately take him into custody, with a cadre of powered armor troopers to back them up. Until then, however, the PCs have a rattled technician on their hands who can answer lots of questions. What is that robot? “Uh… well… it’s a secret project for USER. A metahuman defense robot – it would only be used to stop terrorists and criminals! It hasn’t cleared testing yet, so we were off for a field exercise in Nevada.” What was he doing there? “I’m part of the Blue 6 technical team. I was just doing a hydraulics check on Blue 6… it was shutdown when I entered the access hatch, and all of a sudden everything lit up! It wasn’t me, I swear!” What happened? “It broke out of the shipping container we had put it in and started moving down town like it had a purpose. The screens were full of… of I don’t know what. Gobbledygook… a language I had never seen. It wasn’t part of the Blue 6 operating system, I know that!” Did the robot do something to the Teen Legion to make them sick? “What? No, there’s no biological weaponry on board! I swear!”

Toughness: 8D Crew: 2 Passengers: 5 Cargo Class: 400lbs Movement: 100 Kph (ground), 50 Kph (water, above and below) Maneuverability: -3D Size: 4 Range: 100 miles Powers: Amphibious 3, Body Armor 5, Energy Absorption 4, Life Support 2, Sonar 4, Sonic Scream 5, Detect (Weakness) 5, Energy Blast 4, Bio-Energy Blast 4, Flame Project 4, Projectile Attack 4, Lightning Attack 4, Sonic Attack 4, Extra Limbs (Tentacles) 10, Super jump 5 Gadget modifiers: Vehicle, Obvious, Temperamental 2 Notes: Tough, able to multi-task, can make a roll to detect a character’s weakness, and then the next round attack the target with said weakness if it can be replicated by technology. Lots of scanning. The longer you fight it, the more likely it is that it will kick your ass as it learns your moves and powers. Four legged, with weapon and scanner arrays all over its upper turret-body. Think four-legged tank-bot. Dumb as rocks, though, beyond fighting and scanning, so easily tricked. Can learn from mistakes. Should be badass enough to make characters worry when this thing get perfected. Point cost: 45 U.S.E.R. Cost: 36 Max Perkins Generic technician schmuck. Reflexes 2D, Coordination 1D, Physique 1D, Knowledge 3D, investigation 5D, scholar 4D, tech 4D, Perception 3D, repair 4D, Presence 2D. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 15/Wound levels: 2. Equipment: access to lab facilities, PDA.

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Act II: Secret Partners

Where: The USER Document Depository Office in the PC’s local city, and Kronus’ secret laboratory below it, with a possible sidetrip to the USER Field Office. After the Blue-6 rampage, the USER Field Office is busy like a kickedover anthill, but the Document Depository Office is pretty dead. It is mainly a place for storing files on local metahuman phenomena, news clippings, field reports, and the occasional scientific report from the Blue or Red departments. Worried about metahumans with the power to alter computer records or wipe hard-drives, the DDO is a backup plan. Beneath the DDO, however is another story: here is where Kronus keeps his Brain Hive. Why: Attempting to follow up leads resulting from Act I, and possibly attempting to determine USER’s culpability in the Teen Legion’s sickness. Who: Golgothique’s Bio-Assassin infiltration team, Kronus’ drone, and a NeoKa ‘ghost’. Why: This section of the adventure should clue in the PCs that more is going on here than meets the eye, and reveal the presence of Kronus, Golgothique, and the Neo-Ka. The Action: The PCs may either want to track down the destination of the Blue-6 transmissions (the local USER Document Depository Office), or infiltrate USER to determine if they were behind the Blue-6 rampage. Failing this, the Neo-Ka will take a hand (See the sidebar “Visions of Divinity”) Visions of Divinity Now it’s time to start playing with your player’s heads with visions of the future. As the birth of the Neo-Ka nears, ripples begin to spread backwards and forwards throughout time. Those attuned to the power of ka are the first to feel its effects. Captain Alpha is used as our default kidnapped hero, but feel free to tailor the following bits of text to reflect your own campaign. This vision is a good thing to give to the psychic or mystic among the PCs, if there is one. “Suddenly you feel something akin to the ground shift beneath you – but it feels more like it’s in your head, and your eyes are suddenly assaulted by a blaze of rainbow light. When the light clears, you are seeing something else. You see the Earth below you spinning, and above it, close to you, a giant silver egg. At first you think it is a satellite, and then you realize there are veins pulsing beneath the surface of the thing. As you drift towards the pulsing metal egg, you see your reflection there – but it’s not you, it is the costume of Captain Alpha you see drifting across the quicksilver surface of the egg. It’s not a satellite, you realize, its too big. – And then, you feel something call to you from the silver egg. The call vibrates through your bones, burrows into your skull, and you feel something within you pushing out – something straining against the limits of flesh and blood, of what you are. Just as you feel like your mind and body are going to split - the vision ends.” THE U.S.E.R. field office: The Secret Field Office is a dead end, but the players may assume otherwise. They may infiltrate or assault the Field Office, especially if they have a strong anti-authority leaning and believe USER is behind everything. Infiltrate the USER Field Office: If PCs want to see if USER was really to blame for the Blue-6 incident, they can infiltrate the local field office using any of various powers of stealth, mind control, mimicry, etc. The Field Office complex is hopping, lots of activity, and a skilled infiltrator can easily manage to get in. What can be learned there by computer hacking or overhearing conversations is A) USER has no idea what happened with Blue-6 and B) They know the DDO was the target of the robot’s transmissions, but that site is secure and patrolled by a USER guard – it’s impossible for the transmissions to have been beamed there for any meaningful reason, so they’re assuming it was an error in Blue-6’s computer core. There is also some suspicion that the PCs had something to do with the robot’s attack.

Assault the Field Office: This is a recipe for disaster, and a sure way to get on the wrong side of the government. Feel free to read over the resources that USER has at its disposal in the GODSEND Agenda d6 core book and apply them liberally to your players until this case of maverick bravado subsides. THE U.S.E.R. Document Depository office: This office has been around for about 30 years, and is a storehouse of metahuman information and research paperwork. One lone computer terminal can be found here, which is mainly used for data entry and database crossreferencing with the Field Office computer network. Yes, players can hack into the Field Office from here – see the Field Office entry above to see the gist of what might be learned. A USER security guard is also stationed here day and night. Tonight, however, he and the two agents sent to investigate the transmission have been killed by Golgothique’s infiltration team. Stakeout: The PCs may decide to keep an eye on the DDO building, which sits in an office complex, marked only with a sign reading “Document Depository Office – Government Personnel Only.” Doing so might result in them spotting the infiltration team entering the building (Moderate search roll), which in turn might result in the PCs catching the team before they have recovered information from the Brain Hive. If he infiltration team is missed on the way in, they may be easier to spot (Easy search roll) on the way out, as they will be encumbered with glowing info-fluid (see below) Infiltrate the DDO: The DDO is not easy to break into, and has alarms and high quality locks and security devices (Difficult security roll). Once inside, the interior seems pretty boring: file cabinets and stacked boxes full of papers, clippings, video-cassettes, and so on. If the PCs catch the team early in their infiltration due to a stakeout, they’ll find them having just killed the guard and the two agents, and just opening the disguised tunnel (Moderate search roll to spot, bonus if the PC has an acute sense of smell). If they arrive late, or infiltrate the DDO themselves, one of the bio-assassins will be masquerading as the dead guard while his comrades enter the Brain Hive. The guard’s body is behind a filing cabinet and is not-quite-out-of sight for a perceptive hero (Easy search roll to see). See “Ninjas from Outer Space” below. Frontal Assault on the DDO: If the PCs decide that the best thing to do is just attack USER’s Document Depository Office, they can do that too. Kicking in the doors will bring police and a USER squad (Investigative agents, page 246 of GODSEND Agenda) within 5-10 minutes, and causes the infiltrators sent by Golgothique to flee into the shadows with their information, if they managed to get it – if more than 5 minutes pass with the bio-assassin team in the hive, they do so. Ninjas from Outer Space These agents of Golgothique are Chimeran Bio-Assassins. They have been sent to secretly recover and copy Kronus’ data from the Blue-6 incident so that their mistress can determine exactly how soon she will need to intervene in Kronus’ experiments, as well as where he is hiding. The Bio-Assassins don’t want to run the risk that other metahumans might discover the information held by the Kronus lab. To this end, the assassins will attempt to draw the PC’s away from the DDO and the tunnel down into Kronus’ Brain Hive.

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The Brain Hive Drones of Kronus burrowed the set of four rooms that exist beneath the DDO over thirty years ago. Beneath a concealed door in the floor, a shaft leads down through the concrete foundation, ending in a fleshy membrane. Through this translucent membrane, light can be seen. The membrane opens at the merest touch, allowing access to the Brain Hive. The air is hot and humid, the walls warm and textured like soft skin, and light comes from glowing organs hanging from the ceiling of these underground chambers. These chambers are all filled with organic matter produced by Kronus’ resident drone, which monitors the small warren. It collects genetic samples, oversees the creation of locally generated genetic constructs, and taps into USER computer systems. Room 1: The Entry Room. This room holds four very narrow tubes, closed by sphincter-like seals. One seal leads upwards to the shaft that connects to the DDO, while the other four lead to other points within the city: a nearby sewer, a subway, the dock area, and a garbage dump. The drone never leaves the hive unless Kronus inhabits the drone’s body. Another exit-seal leads to the rest of the Room 2. Room 2: The Information Tap. The room here is slightly warmer than the rest of the hive, for here the organic computers collect information and store it for distribution to Kronus. These organic computers look like cancerous growth jutting out of the walls, into which wire-like nerves and actual computer cables jut. Mouths constantly whisper new information coming over the fiber optic taps, acting like surrogate computer speakers. Glowing bladders full of swirling information fluid display eerie visual feeds from news services and USER computer databases. On some of these screens is replayed the fight between Blue-6, the Teen Legion, and the PCs. For direct access to the information fluid, these bladders are set to release a cloud of info-fluid droplets containing currently playing information. They will spit this cloud at anyone who approaches (Difficulty 13 dodge to avoid such a cloud, which hits everyone in a 5 foot area). This info-fluid is what the bio-assassins seek a sample of. Chimerans can use pheromones to manipulate the information, but someone who takes in the currently loaded info-fluid will get a muddle of information streaming into their minds in liquid memory form, words forming within their mind. Beings with superior intellects or willpower can seek to manipulate the information now coursing through their bodies (Difficulty 12 willpower roll) but failure sends the victim into a fugue-state wherein they repeat the same things over and over again – this lasts for about ten minutes. Many of the images a victim sees can also be seen swirling through the bladder-screens.

Room 3: The Testing Room This room is, like the others, a biological construct created by Chimeran physiology. This one is more red and bloody in coloration, and veins pump just beneath the surface of the wall-skin, leading to this room’s horrific occupants. This room uses the genetic information scanned by Blue-6 and on record from the Yggdrasil biocomputer in Peru to generate organs and partial clones of test subjects for further examination or modification. In this case, the morphic genetic structure of the room is busy replicating the bodyparts of the Teen Legion. Arms, heads, and torsos grow from the walls and floor. These are parts of the Teen Legion that Kronus wants to examine a bit more. At first they hang limp, but the presence of newcomers causes them to begin performing various tests. Without the pheromone-control of Kronus’ drone, these body-forms are prone to agitation and cannot be controlled. The body parts have no true consciousness, and react out of reflex and instinct. A partially formed head of the Smash is busy pulling itself from the wall, and wailing miserably. If approached, it will project the Smash’s kinetic beams from its malformed eye and mouth, screaming. (Force Blast rank 4) The arms of Extremity cycle through a variety of shapes, flailing in response to stimuli from the bio-computer on the previous room. Some may strike PCs, others may attempt to smother, bite, or otherwise lash out at anything near them (PCs make a dodge roll difficulty 10 or take 1D damage from the flailing appendages). People attempting to dodge Extremity’s stretchable limbs may fall into the clutches of an out-of-control Lady Lazarus, who protrudes naked from the walls, hungering mindlessly for energy. She screams and cackles madly, her fingers reaching out to touch anyone she can, a burning hunger in her recently grown eyes. If she manages to touch someone their vitality will be drained and her torso will grow stronger, eventually ripping itself out of the wall and dying. (PCs

“Anomalies consistent with future event. Visual hallucinations reflected back through time. Final testing nearing completion…” “Recent test results positive. Fifteen percent increase in power output in most recently decanted superbeings” (A flash of DNA strings and chemical formulae.) “Combine with recent information from Yggdrasil.” (An image of the ancient Incan city of Machu Picchu flashes in front of the victim’s eyes) (More DNA strings, many more forming a strange tapestry, within which a strange pattern – an unsettling pattern - can be almost seen at the edges of vision) “Upload data to Ka-Amplification Unit Lifeform” An image of a grayish oval blur – no, a hairless humanoid form with a vicious intelligence apparent in its eyes.

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make a dodge roll difficulty 12 or take rank 4 Vampirism damage). Simulacrum Kid’s power of power copying and duplication is only manifested through the arms hanging from the walls. If things begin to get violent, more arms will be duplicated, popping out of the walls and attempting to steal the powers of anyone nearby, which they will then use randomly. Energy blasts, super strength, claws, whatever they can steal, they will use in a spastic, mindless fashion. If the PCs manage to cause a commotion as they deal with the rampaging bodyparts, the Kronus drone may take notice in the last chamber. Without Kronus’ intelligence occupying the drone body, the drone moves about like a sleepwalker, a cloud of sweet pacifying pheromones exuding from his body to calm the bio-equipment. The Bio-Assassins sent by Golgothique were instructed to avoid the drone and concentrate on instead ransacking the infofluid, so the drone is currently blissfully unaware of newcomers in the Hive. Should the Brain Hive take a great deal of damage, or if his drone is attacked, Kronus will transfer part of his attention to the Brain Hive. Anyone who sees this occur will note the change in the drone’s attitude: a fierce intelligence will suddenly light up in the drone’s eyes, and its posture and demeanor will become more arrogant and demanding. At first he will attempt to kill or forcibly eject the newcomers through his command of the entire structure of the Brain Hive – he will form tentacles from the walls, command the Teen Legion bio-parts, but if this proves impossible, he will order the Brain Hive to send its last pieces of data to the KAUL and Peru locations, and then command it to transform its info-fluid and other vital humors into acid – a biological self-destruct to erase all evidence of the Brain Hive and Kronus’ presence.

Room 4: The Synthesis Chamber Here the Kronus drone oversees the assimilation of promising genetic structures into DNA with the potential to birth a Neo-Ka. The info-fluid bladders within this room whirl with images of genetic sequences. Anyone investigating the bladders will receive a misting of info-fluid vapor, similar to the bladders in Room 2. Those who receive such a misting will have their vision flooded with images of the genetic sequence, extending forwards into time, and then unraveling with a blaze of power into something… else. The info-fluid overwhelms the senses of anyone exposed to it as they see this ultimate end result of Kronus’ work. This room is also where the drone reads over stolen or intercepted information taken from USER. Through the drone’s link to the biomachines of the Brain Hive, this information is added to the store of knowledge in the bladders of info-fluid. Of potential interest here in the synthesis chamber are many files relating to Black October. Someone who has absorbed some of the info-fluid can try to search their artificially created memories (Knowledge roll difficulty 13) to learn that the aspect of Black October that the Brain Hive was interested in was the rapid increase in power gained through the ‘Shine’ effect.

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The Juice is Loose Fighting in the hive can present a set of unique dilemmas. Since the hive is a living thing any collateral damage done or stray energy bolt could “hurt” the facility. Stray bolts have a 1 in 6 chance of rupturing a vein, or piercing a fluid sac causing all sorts of odd or caustic liquids to spill forth). When a character misses her attack roll and a one is rolled on the wild die consult the chart below and apply the results below to the character or an appropriate target in the area of the missed attack. Roll 1D

Fluid Splash table

1

Ruptured a Knowledge fluid sac. All characters in a 2 meter radius are splattered with fluid that gives them insight as described above(see Room 2: The Information Tap)

2

Poisonous gas. The character punctured an airbladder filled with waste air. All characters in a 4 meter radius are engulfed in the foul chemical waste. All characters suffer a -2 to all their rolls for 1 round.

3

Vein Laceration. A vein is cut and spills its life giving fluid on the floor. All ground bound characters suffer a -2 to all reflex rolls and must make an easy Reflex roll to stay upright. This last for 1D rounds until the floor reabsorbs the blood.

4

Broken Bone: A structural support is broken and a wall collapses. Anyone by the wall must make a moderate difficulty doge roll or be crushed underneath. Luckily the wall is made of soft tissue, gristle, and bone so the character only takes 2D of damage. Reflexive Spasm. The walls or floor undulate with pain and characters are thrown into the air or batted by the ceiling. Characters must make easy doge rolls or take 2D damage.

5

6

Acid Spray: The hive reacts to the damage it has taken and spews gout of acid. Characters must make easy doge rolls or take 2D damage.

Chimeran Bio-Assassins These Chimerans have generated a stealth-skin epidermis, which can blend in with their surroundings as well as pulse with bands of color that assists their hypnotic pheromone cloud attack. Additionally, it can provide the Chimerans with a human disguise. Disdaining technology, these Chimerans duplicate its effects with their bodies. They can fire small bone-barbs tipped with poison and cling to walls like a gecko. Their eyes are wide and able to see in near-darkness. If captured, they convert their blood to poison and commit suicide rather than be interrogated or taken away. The pheromone cloud can only hypnotize a foe standing within 5 feet of the bio-assassin, and only so long as the target is not threatened. This technique is commonly used to stall for time or arrange a knockout attack on the hypnotized individual. These Chimerans are lightning fast and nimble. Archetype: crony Reflexes 3D, brawl 4D, dodge 5D Coordination 2D Physique 3D, lifting4D, Stamina 4D Presence 2D Knowledge 1D, Perception 2D Advantages: Metamorphosis Disadvantages: Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower) Powers: Chameleon 3, Natural Weaponry 5, Wall-Crawling, Telepathy (only with other Chimerans) 5, Infrared Vision 3, Mind Control 4(only through smell, diminished range), Ranged Power Attack Acid 3, Ranged Power Attack Projectiles 3, Shape Change 2 Move:: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 4, Body Points: 32 Equipment:: none Power Level:: 3 (120 pts)

Resolution: Golgothique and Kronus are both deadly serious about making sure their secrets are not revealed to the world. Though the player characters may learn some information, there will be little evidence to show the authorities should they decide to inform them of the events with the bio-assassins and the Brain Hive. Access to the info-fluid may implant info-memories that a character can attempt to search for specific bits of info ### – such as the location of Kronus’ main laboratory – the Garden in Peru. Characters may have enough threads that they have accidentally picked up to start making the connection to the Kronus’ Peruvian site. If they are unsure, despite the large amounts of info-fluid that was most likely released during the bio-assassin’s raid and the entry into the Brain Hive, the Neo-Ka may lend a hand and start bending reality to get their message across to the heroes. The site of Kronus’ superhuman incubator project overseen by the Yggdrasil organic computer is located in Peru. Seemingly out of synchronicity at first, Peru will begin to crop up in the PC’s everyday lives. All of their junkmail will be from Peru, detailed a Peruvian vacation, or coupons for a Peruvian restaurant. People will strike up casual conversations which inevitably turn towards Peru. Friend, relatives, or fellow superhumans will bump into the PC’s and say things like “I thought you had gone to Peru on vacation or something?” When asked where they heard such things, they are unsure – possibly from a friend? As the Neo-Ka exert more pressure upon reality to guide the PC’s, they may notice a feeling of being watched, as if the attention of the entire world were upon them. Tea leaves or spilled soft drinks will splatter into a shape reminiscent of Peru. Every television show will feature Peru. Loved ones will suggest a vacation/win a trip/be kidnapped by Peruvian revolutionaries, etc. Fate and the world, under the Neo-Ka’s attention, will push the PC’s towards Peru in ways that seem surreal and strange. If cast adrift in a boat off the coast of Iceland, rest assured that the tweaking that the Neo-Ka are performing on the world will ensure that the PC’s were washed ashore in Peru. Seemingly innocent at first, this pressure to travel to Peru will eventually become maddening. Only when the PCs actually take action to go there will the universe seemingly calm down and relax.

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The Brain Hive Kronus Drone This Chimeran appears as a tall, thin vaguely male being. It is hairless, and its skin is a silvery-blue. Its eyes are large and black. Four arms sprout from its shoulders. Without Kronus’ consciousness inhabiting it, Kronus’ drone makes its way slowly about the Brain Hive, puttering with bio-equipment, gathering info-fluid and going over the information contained within, and whatever other minor pre-programmed tasks Kronus last left the drone with. With Kronus inhabiting the drone, he can command the very structure of the Brain Hive. Kronus is not a fighter, and will not attempt to enter combat with his drone. Kronus has a very high opinion of himself and will be outraged that his important work is being tampered with by humans. He will rant about his vast experience, how the heroes have lived but the blink of an eye while he has watched civilizations rise and fall, how dare they invade his sanctum, and so on. Archetype: crony Reflexes 3D, brawl 4D Coordination 2D Physique 3D, Presence 2D Knowledge 1D, Perception 2D Advantages: Disadvantages: Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower) Powers: Extra Limb (the hive equipment) 10, Acid 5 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 2, Ka Points: 4, Body Points: 30 Equipment: none Power Level: 1 (90 pts)

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ACT III: Cannibal Super teens in the Jungle of Yggdrasil Where: The Garden, in eastern Peru’s cloud forests. Who: The Inti-Ayllu, Yggdrasil’s superhuman eugenics program; Golgothique’s assault squad; Yggdrasil the organic computer Why: The Inti-Ayllu welcome the player characters as brethren. The assault squad seeks to gain access to Kronus’ biological apotheosis mechanism. Kronus, in the form of a massive ka-accumulator, will seek to fly into orbit and create the first Neo-Ka. Kronus’ superhuman breeding project has moved across the Earth. Originally, he experimented with the Norse people, and gave rise to a great many superhumans who, like the Elohim, were taken to be gods. His greatest creation, and storehouse of all of his accumulated knowledge is the organic computer Yggdrasil. After a few skirmishes with the Atlanteans, Kronus moved his base of operations across the sea, to South America where he eventually helped stamp out Atlantean power there. Here he planted Yggdrasil anew, and resumed his work. Here Kronus bred his superhumans, all the while sifting through their DNA, looking for the best and brightest, assimilating the epic and discarding the merely powerful. Slowly he began to assemble a process that would catapult the greatest superhuman he could breed into the next level of ka-power – a being outside of time and space, outside of physical limitation, a being truly like a god, as opposed to the Elohim pretenders. The core of Kronus’ research is Yggdrasil and the Garden in Eastern Peru. The fruits of his labor, however, are currently buried below the Garden in a tomb where Kronus’ true body metamorphoses into a new form, ready to send his chosen test subject into a new state of being. Beneath the earth, Kronus gathers power and changes his body in an effort to become the birthing machine of the Neo-Ka. Above him labors Yggdrasil, grown from the twisted roots of Kronus’ own nerve stem and brain matter, Yggdrasil is now a vast semi-plant, an organic intelligence crammed with information in each and every cell. Yggdrasil’s charge is the Garden, a secret valley in eastern Peru, part of the western extremes of the Amazon rain forest that climbs the Andes to become the cloud forest. Shrouded in mist, this great and secret experiment continues – a superhuman pressure cooker where tribes of superhumans join in ritual battle and then feast upon their greatest warriors. Getting to the Garden may take some doing if the characters are without good movement powers. The area they are bound for is north-east of Lima, hundreds of miles distant in the middle of a high altitude ‘cloud forest’. Info-fluid memory may guide the characters, or Neo-Ka prodding will eventually get them clued in to the true destination the Neo-Ka wish them to travel to. Alternately, looking over newspaper articles and inquiring with locals will reveal a spot where strange things happen, a place plagued by lights in the sky, strange animals, and sightings of the old gods – this spot is the Garden and its immediate environs. The closer to this locale the heroes get, the more superstitious the natives become, the more strange stories they have to tell, and the more likely they will be to treat anyone who displays superhuman powers as a god themselves. The cloud forest hosts orchids, monkeys, jaguars, and all manner of wildlife. The closer to the Garden the group gets, the stranger the wildlife may become, as some of Kronus’ tinkering will become evident. Glimpses of giant anacondas, strange feathered serpents, and unusually large apes become more and more frequent, but the power of the Neo-Ka forces these creatures to keep their distance (unless of course you want to have a cool fight between the heroes and a giant anaconda in the middle of a rain forest, in which case, go wild! Assume that Kronus has some guardian snakes or somesuch!). Characters can literally see wildlife parting before them like a sea, even columns of ants break apart to make way for the characters. Eventually, through the rainforest, rivers, and mountains, the characters will come to a tall cleft, surrounded by tall trees and covered by a majestic canopy. Rainfall is frequent in the cloud forest, and so the air is humid, the ground moist, and before them colorful feathers are woven into lianas while rocks carved with pictograms and carvings mark the entrance to the Garden. The carved rocks, depicting great battles, flying humans, a giant tree, and other images jut up

between plants regularly. As the heroes journey forward into the Garden, they will begin to the side-effects of the many generations of superhumans bred by Yggdrasil who lived, battled, and died within the confines of the Garden: trees turned to crystal, massive trees broken in half by thrown bouldlers, impact craters now grown over by moss and other plant life, and so on. There is a subtle difference to the Garden. The Garden’s entrance can be sensed – the area has a palpable difference to it. In reality, this is because everything within the Garden was created within the undifferentiated cell-reactor of Yggdrasil. Each insect, flower, bird – all living creatures animal or vegetable are descended from Yggdrasil, and form part of its immense organic computer. Even as the player characters enter, Yggdrasil samples their DNA via mosquitoes, skin flakes fallen onto the mossy earth, and so on. As players venture further into the cloud forest, or continue to reconnoiter it from a distance away, they will eventually garner the attention of the Inti-Ayllu, the Clans of the Sun. The Inti-Ayllu About 40 Inti-Ayllu live here in the Garden, and are the current generation of superhumans made by Yggdrasil. The Inti-Ayllu are all able to fly, all at the minimum possess superhuman strength, and basic telepathic powers. They are physically perfect, and bear a strong resemblance in many cases to the members of the Teen Legion, who were the last batch of Inti-Ayllu released into the outside world by Yggdrasil. Each of the Inti-Ayllu have their own particular talents. They dress in the tribal garb of the Peruvians native to the cloud forest and the lowland rainforests – many wear rough skirts dyed in bright colors. Most have some sort of headdress or headband made from local plants, feathers, or animal skins. Some have pierced noses, ears, or other body parts, and most wear some sort of body paint. This body paint serves an unusual purpose, for the Inti-Ayllu have been raised on stories of superheroic life, of following codes of loyalty, valor, and frequent combat. These stories that Yggdrasil relates to the Inti-Ayllu are meant to mentally prepare them for a life loyal to Yggdrasil and dedicated to pushing their powers to their limits by way of combat. Some of the stories the Inti-Ayllu are told are of their brothers and sisters who leave the Garden to seek glory battling menaces and fellow superhumans in the outside world – though vastly intelligent, Yggdrasil is not very creative, and so culls stories from news reports to appease his charges. Thus have the Inti-Ayllu turned to aping the mannerisms of superheros – many have made capes of bird feathers, or painted masks upon their faces or symbols upon their chests. Many paint a small blue flame upon their foreheads. They also take up strange names, usually created by adding an adjective to the name of an animal, so names like Golden Spider, Burning Sloth, Glorious Snake, and so on are common as sobriquets for the Inti-Ayllu. The Inti-Ayllu are a trusting people who seldom question things they are told – a mental state that Yggdrasil encourages. Upon seeing the player characters, the Inti-Ayllu approach cautiously, waiting for a sign as to whether these being are new brothers and sisters born from Yggdrasil. Any display of superhuman power will confirm this in the minds of the Inti-Ayllu. Otherwise, the Inti-Ayllu will eventually fly down haughtily and order the mere mortals to leave their divine home. Once evidence of superhuman powers is presented, the Inti-Ayllu’s demeanor changes remarkably, however. They will welcome the newcomers warmly, assume they are new brethren, and invite them to share in their daily feast. The Inti-Ayllu communicate only through telepathy, and may be puzzled if the newcomers insist on speaking – a practice the Inti-Ayllu have long since abandoned. The excitement of new arrivals If the Inti-Ayllu are presented with evidence that new arrivals are not new brothers and sisters sent from Yggdrasil (and they may have good reason to think that depending on how the player characters present themselves), they will next assume they are returned brethren from long ago and will question them about the outside world: Who they have fought? What were their greatest battles? Did they ate well? How do the superhumans of the world decorate themselves, and so on. The Inti-Ayllu do not truly understand the full scope of what being a superhero is, and instead see it as a series of Nietzschean conflicts and battles broken up by adoration and decorating one’s ‘costume’. This is the world that Yggdrasil has promised the best and brightest among them. Any attempts by the player characters to ask about the Garden, or how they came

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to be there, the Inti-Ayllu say that such things will be told at the great feast to be held in honor of the newcomers. Golden Spider, their storyteller, will tell them all things then. After initially meeting the newcomers, the Inti-Ayllu will invite them to feast with them as a celebration of their arrival. Some small distance away in the treetops are the homes of the Sun Clans – wide treetop homes of sturdy construction. On them cooking fires burn as the evening’s meal is prepared. Telepathy allows news of the arrival of the player characters, and if they follow the Inti-Ayllu to their homes, they are greeted by a meal already laid out and smiling clans people ready to place bright, golden cloaks upon their shoulders. Everyone is excited by the presence of the player characters. People clap, cheer, ask to meet and embrace them, and feed them a great deal of food and drink, all of which tastes phenomenal. In fact, if anyone partakes of the meal or drink, their powers surge within them (+1D-2 ranks to a random super power or physical attribute. This bonus last for 2D hours). At the height of the festivities, Golden Spider, clad in a web-styled cloak made from telekinetically spun gold, will stand and mind-speak to all assembled. “My brothers and sisters, and honored newcomers – we meet during great times, times of wonder and amazement. For many years we have struggled, we have used the power given to us to improve our lot. We have obeyed Great Huaca, and as we live and die, we bring greatness to ourselves, and to Huaca. Now, with these new arrivals, we can know that the great time is soon at hand. The time of blue fire is upon us! The time of transformation, when the smallest caterpillar among us with be reborn into a new and shining form. With the blue fire in our veins, we shall pass beyond the cares of this world. Tomorrow we go to Great Huaca to ask his blessing, and hear once again his prophecy. Our new friends will come with us, and all glory will shine in our future.”

lays waste to many of her brethren, but finally the rest of the Inti-Ayllu see this and turn their attention to her. They finally drag her down, into the forest canopy amidst a cloud of electricity, explosions of energy, and the concussions of superpowered fists. The survivors of the battle, now bloodied and scarred, return to the village, laughing at the sport they just had, and exclaiming how hard it was to take down Pariacaqa. Observant characters may see a small group of IntiAyllu fly to the village cookhouse carrying a bundle wrapped in a bright blanket. Within are the remains of Pariacaqa, which will then be cooked and served to the village so that Pariacaqa’s power might be spread amongst the Sun Clan – the food of the near gods. Yes, if they ate at the feast the night before, the player characters consumed the ka-supercharged flesh-and-blood of the previous day’s champion mixed with the food and drink of the Inti-Ayllu. As the wounded Inti-Ayllu tend to their wounds and comment on the day’s combat, a new face flies from the north, dressed in nothing at all. This is Atoc, a new male member of the Inti-Ayllu sent to by Yggdrasil to replace the newly dead Pariacaqa, Atoc is welcomed with great joy by the inhabitants of the Garden, and festooned with flowers and a cloak of feathers, which he is very impressed with. As the Inti-Ayllu greet him, a sudden tremor shakes the ground and causes the treetop village to sway. A moment later, a loud booming sound can be heard from the north. As the mists of the cloud forest clear for a moment, in the distance can be seem a gigantic tree, towering over the otherwise impressively large trees of the cloud forest – from it gouts a huge column of oily smoke. This is the central hub of Great Huaca or Yggdrasil, and it is on fire. Golgothique’s forces arrived during the night, and have just started to raid Yggdrasil for information, and force their way into the Kronus space-launch bioform buried beneath Yggdrasil. From this direction, the player characters can feel on an almost physical level a raw power emanating. The birth of the Neo-Ka will happen soon.

If asked about Great Huaca, Golden Spider explains that Great Huaca is a great tree that watches over them and gives them wisdom. Great Huaca gives them everything, and without Great Huaca, there would be no Inti-Ayllu. If asked about the blue fire he mentioned, Golden Spider will think a moment and then reply: The blue fire was spoken of by Great Huaca. It is the harbinger of a new age. The blue fire exists within all of them, says Great Huaca, but in some more than others. Great Huaca sees a future where a being shall exist made of nothing but the fire’s power. We all strive to be worthy of such a boon. The blue fire will herald the new age!” If asked about the food at the feast that appears to increase the powers of those who eat it, Golden Spider says: This is the food of the near-gods, like you and I. It is made from honest blood and the work of our flesh. Only the greatest among us can make such food. Tomorrow before we venture to Great Huaca, we shall show you how it is made. Any further questions will result in Golden Spider and others saying that they will be shown the next day. Great Huaca is far away, but the Inti-Ayllu will take the newcomers there the next day, they are told. Night falls, the feast winds down. The most impressive of the newcomers might be imitated by the Inti-Ayllu, who may paint the hero’s symbol upon their chests, or make masks from tropical bird feathers in the same style as the heroes. The Next Day The morning begins with a crack of thunder from one of the Inti-Ayllu as they take to the air, inviting the heroes to come with them. It is time for the morning super-battle, the test of the Inti-Ayllu’s spirit, wherein the weak are winnowed from the strong, and the weak given themselves up to test the mettle of the worthy upon their bodies. All of the Inti-Ayllu take to the air above their treetop village, and a vicious battle commences. The Inti-Ayllu at first take to the air laughing, as if this were some great game, and to them it is: a game, test, and sacrifice all wrapped up into one superpowered, high-impact package. Finally, when they have risen to a good height, the Inti-Ayllu choose an opponent from those gathered, and – just as a heavy rain begins over the Garden – they dive at one another, fighting like madmen. People are punched through trees, lightning strikes at opponents at the behest of one of the Inti-Ayllu. The people of the Sun Clan are fighting like wildcats, and bodies begin to fall. Finally, one of the Inti-Ayllu seems to become the lead contender – Pariacaqa, the Stormbird; she

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Aboard Kronus:

Ka-Saturation and Superpowers

Within the rising organic space vessel, Golgothique is busy readying herself for apotheosis. Kronus’ new Inti-Ayllu prodigy is running throughout the labyrinthine corridors of his space-station body, scared and baffled by all that has happened in her few hours of life. She is ridiculously powerful, but has no idea what is going on or what she should do. Her name is Urcaguary. As Kronus rises, he continues to gather and focus ka-energy from the environment – this energy is essential to the Neo-Ka process, and he has been gathering it for weeks within his transformed body. Due to this, superpowers used within Kronus may manifest unusual effects due to his ka-saturated nature. The ingredients for the climax of this adventure are somewhat freeform. Take the pieces below and do what seems most dramatically appropriate and fun for your players. Kronus’ spherical body is focused around one centrally located point, his kanexus, the chakra for all the ka-energy he has been accumulating – this energy appears as blue fire that does not burn, and it spreads outwards throughout Kronus’ body as time goes on. All the twisting intestinal passages within Kronus lead to this central point eventually. It is here that the likeliest Neo-Ka event will occur, and Kronus desperately wants to get Urcaguary there. Golgothique wants to get there herself. She also would like to kill Urcaguary and anyone else she can find if possible, as she knows they are all potential candidates for the Neo-Ka apotheosis. If in trouble, she will attempt to spray her liquid form at an opponent and take them over. In an ideal ironic world, this would be Urcaguary, pretty much guaranteeing Golgothique a ticket to divinity, at least by her estimation. Urcaguary, for her part, does not know what is going on. She is scared, liable to scream and fire ka-blasts at people she meets. She has no real idea where she is, as she only recently stepped out of her birthing pod and was deposited quickly by Yggdrasil within the space-body of Kronus. Player characters will see glimpses of both the war-forms and the newborn adult Urcaguary if they enter Kronus’ body. They need to decide what their priorities are. Going after Golgothique will entail a drawn out fight. Golgothique will attempt to body-jack anyone she can if things start to turn against her. Going after Urcaguary will entail calming her down, knocking her unconscious, or otherwise incapacitating her. This will be tough, as she is extremely powerful. She is however telepathic, and can receive as well as broadcast thoughts. Calming her down might be tough (charm or persuasion, difficulty 16) but is far less dangerous than fighting her in the ka-laden environment. Kronus will begin to seal the passages within himself one by one, trying to force Urcaguary to enter the ka-nexus. A running battle can erupt throughout Kronus’ body, as players chase Urcaguary, fight Golgothique, are diverted or separated by Kronus’ internal walls, or simply try to survive and overcome all who come their way. If anyone enters the blue-fire filled ka-nexus, the Neo-Ka process will begin in earnest.

Imagine lighting matches in a house that is full of natural gas. This is something like what might occur if superpowers are used within Kronus’ body. Keep an eye on the Wild Die. If a six is rolled, the strange ka-suffusion within Kronus causes the power to act differently. This can only happen once every five minutes of game time. Other sixes rolled don’t count. Roll 2D 2 3

Power effect changes to something thematically similar – fire might become ice, flight might become teleportation, etc. but is otherwise out of the character’s control.

4

The Character leaps 2D rounds forward or backward in time space and may reposition herself anywhere she wants to be.

5

All the character’s abilities and powers double for one round.

6

The power user has a moment of insight: they know that a godlike being will be created sometime soon aboard Kronus’ ship – which is his body. Add a die to their next roll as Zenlike understanding suffuses their actions.

7

Additional power manifested – generally something similar to the Inti-Ayllu’s stock powers. See their stats.

8

The character is wreathed in blue fire, and all their superpowers gain 1 dice. Add plus 1 to any further rolls on this Ka-Saturation chart.

9

The Character is so Infused with Ka energy that anything she touches becomes super charged, gaining 2D temporary Ka points.

10

Character momentarily undergoes apotheosis! The character disappears, their body sizzling into ka-energy. They return 1d6 turns later, remembering a blissful feeling of power, an understanding that for a moment they were outside of space and time, and in the company of other being – beings who may be about to be brought into existence. While nonexistent in three-dimensional space, they may add a die to any dice roll made by anyone, as their semi-Neo-Ka nature allows them mastery of reality.

11

The Character’s Ka pool increases by 1D for the remainder of the scene. All extra Ka is lost once the adventure is over.

12

The Character gains a great insight into the meaning of the omniverse. She may ask the Gm one question pertaining to any subject and have it answered. Since time space has no meaning to the character roll 1D, this represents the amount of time in rounds it takes to discern the answer.

13

The character has the choice of turning into a Neo-Ka and effectively becoming an NPC, or tenaciously clinging to their mortal life, but at the price of holding back their now transcendent superpowers (minus 1 die to all superpowers) until they get out of Kronus’ body.

PAGE 134 Garrett Vrieze (order #6663806)

Power increased by 2 ranks.

Apotheosis Now By entering the blue fire of the ka-nexus, or jumpstarting apotheosis by use of powers and the ka-saturation chart, a character may be pushed beyond the limits of time and space, gaining a new four-dimensional perspective and becoming incomprehensible to mortals. A rush of blue fire accompanies such an event, energy pours from eyes and mouth, and afterwards nothing remains. No body, no clothes… just the feeling of importance and a lingering aura of intelligence and power. Possible endings: Urcaguary Ascends: Urcaguary transcends physical form in a dazzling display of power. Kronus’ body shudders as she does so. What does this mean for the players? If they tried to calm and befriend Urcaguary, she may act as a strange guardian angel in future as she has done in the past as a Neo-Ka. If not, she may spin off into space and time, a newly born disembodied presence with no ties to the physical world. Most likely she will never be seen again. He sudden departure will rip Kronus asunder and spill his passengers down into the Pacific Ocean. Golgothique Ascends: This is bad. Golgothique becomes a new transcendant villain. How players might deal with such a threat is beyond the scope of this book, and can literally be used as the hook for an entire campaign as the Chimerans under Golgothique’s leadership become a galaxy spanning threat. An explosion of ka-power accompanies her ascent into power and madness. The players will surely have to deal with her again, and will need to figure out a way to slay a god who can see the future and the past at once. However, this is the kind of thing superheroes were born to do! The Players Disrupt Apotheosis: If the players breach Kronus’ hull, kill Golgothique (or Urcaguary) as she enters the ka-nexus, or otherwise use their powers to thwart the Neo-Ka apotheosis, then Kronus’ ka-infused body tumbles to Earth, causing a massive explosion. From the crater left by this detonation, horrific twisted beings emerge of Lovecraftian countenance. A spot of the GM’s choice is now tainted and contains a rift outside our reality through which nameless horrors and hooks for a limitless number of plots might emerge. This rift may widen, may move, or may even hold Golgothique, Urcaguary, or Kronus within it, caught between two realities.

A Player Ascends: If a player enters the ka-nexus, the player is now an NPC beyond time, space, and human understanding. However, such problems are usually temporary for superhumans, and as future plots demand, the player may descend back to mortality – perhaps stripped of his power by another, of perhaps to help his comrades against threats seen in the future. GMs should feel free to mix in whatever ideas appeal to them most. This is a point of great potential change, and anything can happen. Apotheosis Averted: If Kronus is disrupted and no one enters the kanexus, the ka-energy may coalesce into a writhing storm of power that may move across the globe causing chaos, giving humans superpowers, or otherwise making for useful story-fodder. This power may wander the globe looking to fulfill its original purpose – it may possess people and try and find a way to breach the barriers of reality and return to the primal power of ka. Kronus Reborn: If Kronus is disrupted, his body might begin to collapse in on itself with the excess power he cannot contain and he might plummet to Earth. When the smoke clears, a Chimeran infant with no memories but vast power stands in the middle of an impact crater: Kronus’ old life is gone, but now he must begin again without memory of his millennia of research. He is a blank slate, a being of limitless potential, possessed of all the ka power he had infused his former body with. Whether this power is turned towards good or evil depends on who finds him and takes him in. Perhaps it will be the players. Perhaps it will be Golgothique, Malcolm Rhand, or a similar faction. There are many other possibilities. This adventure hopes to give you ideas, not constrain you! Ah, but, you ask – “If the creation of the Neo-Ka is averted, how did the Neo-Ka affect the story earlier on?” The answer would seem to be that there WILL be Neo-Ka at some point in the future – this story just isn’t the one in which they are born, apparently. Enjoy the prospect of putting your own spin on a future story involving the Neo-Ka.

PAGE 135 Garrett Vrieze (order #6663806)

The Inti-Ayllu, Supercannibals of the Garden Flight, superstrength, telepathy, and a small selection of ‘sport’ powers that Kronus has been breeding into his genetic stock: Energy Control, Energy Absorption, Mental Blast, Intangibility, ESP, Precognition. All of their powers should be fairly potent due to their being bred for nothing but raw superpower. Archetype: crony Archetype Reflexes 3D, brawl 4D, dodge 5D Coordination 2D Physique 7D, lifting 8D Presence 2D Knowledge 1D, Perception 2D Advantages: Extra Body Points (R2), Advantages Disadvantages: Age (R1) young, Cultural unfamiliarity (R3), Disadvantages Devotion (R2) to Kronus and his beliefs, Terrible Secret (R3) cannibal Powers: All have Flight 4, Telepathy (only with other Inti-Ayllu) Powers 5. Assign two powers , both at rank 3 of any power. Move: 10 Strength Damage: 2D. Fate Points: 0. Character Move Points: 2, Ka Points: 4, Body Points: 40 Equipment: none Equipment Power Level Level: 1 (78 pts base + powers)

PAGE 136 Garrett Vrieze (order #6663806)

The Warforms of Golgothique: Strong, really tough, spewing acid and pyrocaustic fluid. Big hulking brutes armored in chitin with massive claws. One of them is secretly commanded by the Golgothique parasite. If that Warform is disabled, she will either seek to spray herself into the mouth of an Inti-Ayllu, a player character, or another nearby Warform and make haste for Kronus. Archetype:: crony Reflexes 3D, brawl 4D, dodge 5D Coordination 2D, marksmanship 4D Physique 7D, lifting 8D Presence 2D Knowledge 1D, Perception 2D Advantages:: Hard to Kill 3, Extra Body Points (R3), Metamorphosis Disadvantages:: Hindrance (R3) must follow Chimeran orders (intimidation, persuasion, willpower), Quirk Angry (R2), range Appearance (R3) Powers:: Body Armor 4, Chameleon 3, Natural Weaponry 2, Wall Crawling, Telepathy (only with other Chimerans) 5, Flame Jet 6, Acid 4, Extra Limb (Large segmented tail) 5 Move: 10 Strength Damage: Damage 2D. Fate Points: 0. Character Points: Points 2, Ka Points: 4, Body Points: 65 Power Level:: 3 (147 pts)

PAGE 137 Garrett Vrieze (order #6663806)

Golgothique Add her skills to the stats for a war-form Chimeran. If in trouble, she can spray her body into the mouth of a foe, and attempt to take them over, ‘bodyjacking’ them. Archetype: Megalomaniac Reflexes 3D, brawl 4D, dodge 5D Coordination 3D, marksmanship 4D Physique 2D, lifting 3D, stamina 4D Presence 4D, command 5D, intimidation 6D, willpower 6D Knowledge 3D, Scholar: genetics 5D, know how 6D Perception 2D, search 5D Advantages: Metamorphosis Disadvantages: Quirk Angry (R2), Strange Appearance (R3) Powers: Telepathy (only with other Chimerans) 7, Shape Change 3, Possession 5 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 5, Ka Points: 8, Body Points: 28 Power Level: 2 (119 pts) Golgothique (in warform) Reflexes 3D, brawl 4D, dodge 5D Coordination 3D, marksmanship 4D Physique 7D, lifting 8D, stamina 9D Presence 4D, command 5D, intimidation 6D, willpower 6D Knowledge 3D, Scholar: genetics 5D, know how 6D Perception 2D, search 5D Advantages: Hard to Kill 3, Extra Body Points (R3), Metamorphosis Disadvantages: Quirk Angry (R2), Strange Appearance (R3) Powers: Body Armor 4, Chameleon 3, Natural Weaponry 2, Wall Crawling, Telepathy (only with other Chimerans) 7, Flame Jet 6, Acid 4, Shape Change 3, Possession 5, Super Jumping 5, Extra Limb (Large segmented tail) 5 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 5, Ka Points: 8, Body Points: 98 Power Level: 5 (231 pts)

PAGE 138 Garrett Vrieze (order #6663806)

Urcaguary – The Ultimate Inti-Ayllu Archetype: Adventurer Reflexes 7D, brawl 8D, dodge 10D Coordination 3D, marksmanship 4D Physique 12D, lifting 15D, stamina 13D Presence 4D, command 5D, intimidation 6D, willpower 6D Knowledge 2D, Perception 3D, search 5D Advantages:: Hard to Kill 3, Extra Body Points (R3), Good Looks (R2) Disadvantages:: Age (R1) young, Cultural unfamiliarity (R3), Devotion (R2) to Kronus and his beliefs, Terrible Secret (R3) cannibal Powers:: Flight 5, Super Speed 3, Super Senses 4, Bio-Energy Blast 5, Energy Absorption 4 (energy), Sustenance 5, X-Ray Vision 6, Telepathy (only with other Inti-Ayllu) 5, Ka manipulation 3 Move: 10 Strength Damage: 2D. Fate Points: 0. Character Points: 5, Ka Points:: 8, Body Points: 120 Power Level: 5 (316 pts) Perfect stats and the appearance of a goddess. Flight, telepathy, super strength, energy absorption, ka-blasts of blue fire. A glowing blue flame dances upon her brow.

PAGE 139 Garrett Vrieze (order #6663806)

Index Symbols 13 crystal skulls of Aztec legend 35

A Adinkra Symbols 37, 138 Aerial Chase encounters 24 Anansi 59 Angelos 6 Angelos Encounters 19 Anton McLeod 119 Ark of the Covenant 39 Asase Ya 57 Atlanteans 8 Atlantean Encounters 19 Atlantean Myrmidon Power Armor 39

B Bennu Cloak /Firebird cloak 39 Blacktooth 115 Black Mirror of John Dee. 39 Black October 10 Black October Encounters 19 Brain Hive Kronus Drone 131 Building Related Locations 22

C Cape, Cloak, boots, or Carpet of 40 Character Complications 20 Chase Encounter Chart 23 Chenxiangge Monks 118 Chernabog 53 Chimerans 12 Chimeran Bio-Assassins 130 Chimeran Encounters 20 Clotho 46 Crew of the Purloined 117 Crime Encounters 20

D Divine 74 Divine & Rapture 74 Djinn Bottles 40 Doctor Theophiles 115 Doctor Theophiles’ Emporium of the Uncanny 104

E

Fi-Hankra Pnatheon 54 Fifth Sun 45 Flying Chase Encounters 24 Foo Dogs 118 Frigga 65

G GODSEND Agenda in the Victorian Era 25 Golgothique 138 Golgothique (in warform) 138 Ground Based Chase encounters 23

H Hel 67 Helpless bystanders 23 Hercules’ Nemean lion pelt 40

I Inti-Ayllu 136

J K Kong Mu-Tan 116

L Lilith 52 Locations 22 Lohki 51 Loki 67

M Maat’s Feather 40 Magni/Thor 66 Martian Nibiru 27 Mask of the Wakinyan 41 Max Perkins 125 Mesmerized Policemen 116 Mimir, the Well of Wisdom 41 Mini Adventures 82 Mother’s Milk 95

N Nambalista’s necklace 41 Njord 65 Norse Pantheon 62 Nuada of the Silver Arm 42 Nyame 56

Edinkira 60 Einherjar 69 Elohim 14 Elohim Encounters 20 Encephalon 76 Extraterrestrial Threat 21 Eye of Horus 40

O

F

Peril of the Red Planet 26

Odin/Voltan 64 Organized Crime Encounters 21 Outdoor Related Locations 22

P

PAGE 140 Garrett Vrieze (order #6663806)

Plot Hooks 80 Plot Hooks & Adventures 79 Points of View 6

Q Qamatha skins 42

R

X Y Yellow Smiley 70

Z Zemis 43

Random Encounter Generator 19 Rapture 74 Rota 68

S Seven League Boots 42 Shai 48 Skadi 67 Solomon’s seal, crown, and scepter 42 Sons of the Deep 26 Sovereign 72 Stone Guardian 118

T Tano 58 Technology running amok 21 The Age of Heroes 79 The Dark Ages 79 The Modern and Postmodern Age 79 The Pandora Project 121 The Periods of Play 79 The Renaissance and Victorian Age 79 The Stone of Kaeris 119 The Valkryies 69 The World Serpent 50 Thor 66 Townsfolk warrior drone 100 Townsfolk worker drone 100 Tripod Walker 27 Tyyawdi 61

U U.S.E.R. 16 U.S.E.R. Encounters 22 Urcaguary 139 USER Robot, Blue-6 125

V Valkryies 69 Vehicle Related Locations 22 Verthandi 47 Victorian Era 25

W Wakinu’s star cloak 43 Warforms of Golgothique 137 Winged Hybrids 117 Wondrous Gadgets and Artifacts 35

Dedicated to my Lovely wife Renee and our two wonderful children Clea and Gabriel. “And in the end the love you take is equal to the love you make.” -The End. The Beatles

PAGE 141 Garrett Vrieze (order #6663806)

GODSEND AGENDA D6

The GODSEND Agenda is not your typical game of costumes and superpowers. It looks at superhumans and how they affect the world around them. It also deals with how our culture worships them, now and in times past. GODSEND Agenda offers players a chance to not only interact with those legendary celestial beings, but to walk among them as equals. The D6 system offers players a way to explore GODSEND Agenda with the award winning cinematic game engine from West End Games! Written MSRP: $35.95 288 pages, Hardback Product number KHP003 Also Included is; � Over 200 pages of extensive history and character background set in the world of The GODSEND Agenda. � Four new alien races: The Angelos, Atlanteans, Chimerans, and Elohim. � An all-encompassing list of Super human abilities and powers to make your character truly extraordinary. � Clear and concise rules for creating gadgets and artifacts of legendary power. � A style sheet for life in the year 2010 Completely compatible with all D6 titles printed to date, making the game world infinitely expandable!

� � � � � � � � � �

Artifacts of wondrous power used by notable figures in myth Two new organizations: The 5th Sun and the World Serpent Introduction and write up of the Norse and Ashanti Pantheon Expanded encounter and chase rules Renown and Agenda rules to expand your character’s role and influence on earth Pantheon rules for creating truly godlike super beings and the organization they belong to. A full length globetrotting Victorian adventure featuring exciting locations such as England , Africa, and China A full length adventure pitting players against outer gods from beyond our realm of reason. Several Short adventures set in the world of GODSEND Agenda. Over 20 new characters to use in your super heroic adventures

POWERS D6

POWERS is a D6 compatible sourcebook that allows players to create super hero characters! Learn more about new and revised super powers, expanded special abilities, gadget creation, advantages and disadvantages for use in any D6 game. Discover a wealth of information on powers (new and updated), so many details that it took a whole book to contain them all. Soft cover MSRP: $25.95 Page count: 144 Product number KHP005 Also Included is; � Rules for superhero play with point built characters The 1st GODSEND and a modular powers system that lets you build Agenda sourcebook, exactly the character that you want to play. GODSEND Agenda: Mythos � Revised and expanded powers for use with contains plot hooks for GODSEND Agenda and generic “4 color” super exciting adventures during hero games. several time periods such � Scalable rules for over 100 super powers. as ancient Egypt, the Dark � Expanded Gadget creation rules. Ages, Victorian England, � Expanded super heroic combat maneuvers. the Great War, and the � New advantages and disadvantages postmodern age. � 13 new templates for use in any D6 game Soft cover MSRP: $25.95 Page count: 144 Product number KHP004 Also Included is;

GODSEND AGENDA: MYTHOS

Garrett Vrieze (order #6663806)

Character Name: Player Name: Pantheon Occupation Archetype Species/Gender

acrobatics brawling climbing contortion dodge

Power Level :

flying jumping melee riding sneak

Age: Height: lifting running stamina swimming

Weight: Experience Points

lockpicking marksmanship Missile weapon

NAME

Garrett Vrieze (order #6663806)

RANK

NAME

RANK

piloting Sleight of hand throwing

business demolition forgery gadgetry

medicine navigation scholar security

languages

tech

artist gambling hide investigation Know-how

repair search streetwise survival tracking

Animal handling charm command con disguise

intimidation persuasion willpower

NAME

RANK COST

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