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AN EHERSCOPE ADVENURE FOR LEVELS 1�3
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JUST A DELIVERY E R H E R T U S C O P E A D V E N
JUST A DELIVERY Cc
INTRODUCTION
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ADVENTURE SUMMARY
ENCOUNTER TABLE
H
he haracer are given an opportunity to help deliver a pakage for an old private inveigator. Tey mu find the pakage and ultimately deide who hould poe it. Several agenie want the pakage and try to get it through diplomay, theft, or fore of arm.
ere i a quik referene table o you an ee all of the enounter at a glane. Pg — the module page number that the enounter i found on. ype — thi indiate if the enounter i a trap (), puzzle (P), diplomati (D), or ombat (C) enounter. Enounter — the key adverarie or loation in the enounter. Italiized name are laed GM haracer. CR — the hallenge rating for that enounter.
Characters As the Gamesmaster, you should read and beco me amiliar with the adventure beore running it. Also be aware o the player character s’ backgrounds and inuences. Characters with the Criminal inuence may already know Burk Foreright or the Grey Death. Charac ters with the Military inuence may have heard o Doming o. Characters with the Academic inuence may know the Flat Riders. Wealthy characters may start with a considerable array o weapons, but you can limit their use. For instance, characters cannot take weapons into Bradord and Barclay’s Bank,ensuring they will have ewer weapons or the rst encounter. Also, the constabulary will take a dim view o the players, wherever they go, i they are equipped like a small army and will seek to conscate such weapons. This adventure should take only a ew days o in-game time. This limits the amount o time characters have to attempt to purchase weapons. Jeee: I any character has signicant wealth — say, a Wealth bonus o at least +20 — he can start play with a car and the driver Jeeves. Jeeves’ stats can be ound near the end o the adventure. The car should be the property o one o the characters’ parents with Jeeves working or the amily and asked to watch out or that character’s well-being. Jeeves may also prove useul in other capacities, as mentioned throughout the adventure. GM Chcte: Statistics and description o all the GM characters in “Just a Delivery” appear at the end o the adventure.
Pg
Type
Encounter
CR
3
D/P
Walker’s Pub
2
4
D/C
The Flat Riders
2
4
D
Bradord and Barclay’s Bank
2
6
C
Muggers
4
6
C
Thugs at Greywall’s at
4
7
D/C
The Grey Death
4
8
D
Ray Domingo
5
PART 1: STARTING THE ADVENTURE
he adventure begin when the haracer meet with Edion Greywall at hi retirement flat in London. (Te initial ontac i up to the Gamemaer. Perhap Greywall i already aquainted with one or more of the haracer, either a an ally or foe, or hi reputation a a notoriou inveigator in hi day ha piqued the haracer’ urioity.) He reide in a lai offin of a flat, with room for a bed, a few dreer, and a table with ome malfuncioning equipment on it. Tere i a metal frame balony but no fire eape. He doe, however, keep a upply of liquor nearby, quite again rule, and he’ll readily hare thi with the haracer. Greywall reveal, with ome elf-importane, that age i finally reeping up on him, and he want to take are of ome looe end, yet he an no longer do o by himelf. He tell them of a
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JUST A DELIVERY E R H E R T U S C O P E A D V E N
ery done. My old partner, ble hi oul, hid the pakage. Te addre i hidden in Walker’ Pub, in the Sope, on the bak of the mirror behind the bar. It’ a plae where haker oialize and trade eret. It’ a good plae to learn a thing or two. I hope you guy have your own Sope tab o you an get there, beaue I’m ure not giving you any.”
Greywall’s Flat Metal Balcony Table
SCALE =5ft
Dressers
door opens out
1001
1002
1003
1004
1005
1006 s r i a t S
1007
1008
1009
1010
1011
1012
I
f the haracer ak where the pakage i to be delivered to, Greywall ay he’ll inform them after they get the pakage. (He know where he want them to deliver it; he i ju being overly rypti and autiou.)
pakage that he want delivered, and he play it up a omething of great importane. (Te acual ontent of the pakage i entirely up to you, but it hould be important, perhap more than even Greywall realize.) Unfortunately, Greywall doe not know where the pakage i. Hi deeaed partner acually hid it year ago. After a round of drink , he reveal that the loation of the pakage i written on the bak of a mirror in Walker’ Watched and Followed The characters spend the adventure watched and ollowed. As they meet dierent groups, these groups try to keep tabs on the party. The package is important and worth the efort o ollowing it and the people who control it. Once the PCs visit Walker’s Pub in Part 2, Flat Riders will be watching the party. The Flat Riders use technology to ollow them at a distance. They watch through binoculars rom zepcars, rom ar-away apartment windows or rom a zeppelin that Earnest Pink co-owns. They always have an escape route planned, giving them a +10 bonus on Hide and Move Silently checks or the purposes o escaping. The Flat Riders can rig lights to icker on, or of, in a seemingly random way, so the characters can be better observed. Earnest Pink wants to know about this package, but so ar he’s simply curious. The Flat Riders have Search and Spot checks o +4
Pub, whih i in the Sope. (Greywall i the only one who know how to deipher the ode the pakage i written in, but he doe not tell the haracer about thi at thi time.)
“I’ve got a pakage need delivering. I don’t plan on paying you, but if you want in on the whole how with lot of acion, it’ there for the taking. If you do thi proper, you an build a rep for yourelf and maybe name your own prie down the road. I’m too old and too meed up to get the delivwhen ollowing the group in the city and are unlikely to ollow the group outside o city — there aren’t enough available escape routes. Ater the characters enter Bradord and Barclay’s Bank in Part 3, Burk Foreright sends thugs to ollow the characters as long as they are in the southern parts o the Great Metropolis. These people know the streets and are dicult to lose. Working together within the city, they have Hide, Knowledge (current event s), Move Silently, Search, and Spot checks o +10. This check bonus drops to +5 in the northern hal o the Great Metropolis and to +2 outside o the city. They are reluctant to leave the city unless Foreright decides getting the package is o great importance. I the characters encounter Ray Domingo and/or the Grey Death, more people will take an interest. Domingo sends servants to ollow the party. (These use the same tac tics and statistics as the thugs.) The Grey Death watches the party itsel.
PART 2: INTO THE SCOPE
he haracer are free to explore and learn more about the Great Metropoli and Edion Greywall. At ome point, they will want to viit the Sope and viit Walker’ Pub. Ti i a hane for the GM to plae people in the pub who an provide more information to the haracer, or even plant eed for ubequent adventure. How the haracer get to look at the bak of the mirror behind the bar i up to them. If they art a fight or break the mirror, they may not be welome bak into the pub without an apology. Earne Pink i ju a likely to how them the bak of the mirror if they ak and explain their reaon, ju out of heer urioity.
Scope Tabs
A
Greywall explain to the harater, they eah need a Sope tab, a mall drug-ontaining pill to get into the Sope. Tere are other method of entering the Sope but Sope tab are the imple. A Sope tab alter the ate of oniou thought, allowing the uer to mentally appear in the Sope a an avatar until he wihe to leave. Te haracer eah need a Sope tab to the ity of Haven. However, Sope tab are illegal. One of the haracer mu make a DC 10 influene hek with the Crime or Street influene, or a DC 15 High Soiety hek to loate a dealer willing to ell them a Sope tab
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Streetmap GM Characters SCALE =20ft
N
Gentleman’s Club
Store
Restaurant
Bradford & Barclay’s
High Society Store
Store
Apartment
Warehouse
Restaurant
Store
Apartment
Warehouse
Store
Apartment
Characters, both those the players control and those the GM controls, are important in Ethecope . The statistics and descriptions or all GM characters in this adventure appear at the end.
Apartment
Burk’s Warehouse
Construction
Warehouse
Lumber Warehouse
Grain Storage
Construction
Abandoned
Fire Dept.
Apartment
Entering the Scope Te Sope tab diolve under your tongue and the real world fall away almos immediately. Tere i a green haze and a moment of diorientation and then you find yourelf sanding on a green-grey obblesone sreet in the Sope with your fellow. Te Sope reemble the Great Metropoli — to a point. Inredible
Greywall’s Flat
Brass Apartment Fittings Carpenter Co.
Warehouse
to Haven. Te dealer i able to ell them one or two Sope tab for eah member of the party. Te DC for the aquiition hek i 15 (but remember that thi doe not lower the buyer’ Wealth rating unle he take 20 to purhae it). Characer an add their rank in Crime or Street influene to the aquiition hek to purhae Sope tab. One a haracer uefully purhae one Sope tab, the re of the tab an be purhaed for the ame prie, and the other haracer don’t need to make hek. Jeeve: If the haracer do not have the neeary influene or otherwie annot get Sope tab, Jeeve an upply them.
Getting Out
Store
Apartment
building reth up toward a green louded ky. Te deign are more fantai than reality, ome defying the normal law of phyi. It i not rowded, but there are people of all hape a nd ize walking along the reet or moving in range vehile. Everyone look healthy and rong and rih. Some people are giant, other have glowing white angel wing. A lady made of tranluent gla i walking down the reet. People fliker in and out of exiene a they enter and leave the Sope. A hint of mint touhe your noe.
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ppearane: Characer initially appear a themelve. A a fullround acion, they an hange their appearane with a Sope Reiliene hek. Minor hange, uh a olor, faial feature, or hair length, require a DC 10 hek. Moderate hange, uh a gender, ize, ethniity, or glowing eye, require a DC 20 hek. Major hange, uh a seie, appendage, or wing, require a DC 30 hek.
Players might wonder how their charac ters can get out o the Scope i they are on a tab trip. Four possibilities exist: • Wait or the tab to wear of, which could take hours. • Force your way out through sheer willpower (unlikely or 1st-level characters, as doing so requires a DC 35 Scope Resilience check). • Kill your avatar (which leaves you a bit staggered and bewildered when you wake up, as usual or dying in the Scope). • Construct an exit point, which requires 20 minutes and a DC 14 Scope Use (either immersed or remote) check.
Examining the Sope: Sope Awarene replae Spot, Lien, and all Dexterity-baed hek. Characer interac with the world a if it were the real world. Tey an ee people hiding and hear people neaking up on them, but they ue their Sope Awarene to make thee hek in the Sope.
Walker´s Pub
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alker’ i a rui little rereation of a pub that burned down in Cornwall, if you believe the ign out front. It ontain a little bit of hiory in it oy onfined sae and it never eem to fill up no matter how many Sope rider moey on in. Earne Pink run the plae and i eemingly there all day long, even day a week, leading many to seulate about who or what he i. A haker’ delight, Walker’ i an information orehoue and afe meeting plae with ome impreive eurity afeguard. For inane, a it i loated
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Storage Room
Mirror Storage Room Bar SCALE
Booth and table
=5ft table and chairs door opens out
Sidewalk
Main Entrance
Walker’s Pub
in a type E environment, patron mu walk to the pub, hene it name. (See Chapter VI: Te Sope in the Etherope ore book for more information.) Walker’ Pub i a hort walk from where the haracer initially arrive. A DC 10 Sope Awarene hek allow a PC to sot the pub. Combat in the Pub: Beide Earne Pink, a number of Sope rider are hanging out in the pub when the PC arrive. Ue the at for a Flat Rider (at the end of the adventure), although not all of the oupant are acually member of that group. Loation of the Pakage: On the bak of the mirror i a et of number. Te number provide the loation and eurity ode of a afety depoit box at a private bank in the Great Metropoli, Bradford and Barlay’. A DC 10 Reearh hek allow a PC to diover thi information. Getting the Number: Te player haracer have a number of option to diover the number on the bak of the mirror. Te mo raightforward i to lay wae to everything in ight, though doing o attrac a lot of attention and the enmity of any Sope rider the PC blow bak to Prime Reality. Another option i to imply ak Earne to look at the bak of the mirror. Earne i amiable but uriou; part of hi buine i to know eret, and if the PC ak to look at the mirror, he
look a well, though he doen’t know what the number mean. He ak many queion of the PC, ome of whih they may not be able to anwer. A DC 10 Diplomay hek onvine him to allow the PC a look, but they need a DC 25 Diplomay hek to get them off their bak afterward. A third poibility i to dirac Earne (and the lientele) in order to neak a peek. For inane, haracer might alter their avatar to appear to be onabulary member, or they might age a fight outide the pub, drawing people’ attention. Clever player will think of many other way to reolve thi problem; reward intelligent reolution.
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alker’ Pub Layout (Haven City): Walker’ ha a ingle bar in the bak with barool, two orage room, and a number of table and booth for uomer. Beide the mirror behind the bar are ontemporary art piee dislayed on the wall. Te mok window look out on different ecion of the Great Metropoli. Tee window acually erve to warn Sope rider if anyone i approahing their loation outide of the Sope, but few uomer know thi and thoe that do are unlikely to reveal thi eret. Sometime when a new uomer ome in and it down near a window, the view outide hange.
Sope Rider: Dubbing themelve the Flat Rider, thi band of tehnogeek, headed by Earne Pink, art following the haracer after they viit Walker’ Pub. Tey are named after a program they developed that allow them to jump from flat to flat within the Sope. Tey ue binoular and other tehnology to follow the haracer. Tey avoid phyial enounter, but the average at of a Flat Rider appear at the end of the adventure ju in ae. Te Flat Rider are imply intereed in the haracer, but their preene an add a ene of paranoia and onsiray to the game. Tey are alo a reoure and potential ally hould the haracer find and ontac them; otherwie, the Flat Rider only wath and reord the haracer’ acivitie through the adventure. Te Flat Rider are a eretive organization. A DC 20 Intelligene or Street influene hek i required to ontac a Flat Rider. However, if the harater ue Walker’ Pub to try to ontac a member, the hek i automatially a ue.
PART 3: BRADFORD AND BARCLAY´S
B
radford and Barlay’ i a private bank in an old brik building. It i highly eured with two guard out front and a ho of eurity inide. Te interior i well deorated indiating the finanial atu of thi bank. It boa deep red arpet and velvet overed eat. Gue are given tea and treated a nobility. Ti i a hane for the haracer to experiene the air of nobility, but they mu be dreed properly, in omething at lea approximating formal wear. Tey annot ju ome waltzing in off the reet ill bleeding and arrying an aortment of weapon. A DC 15 Diplomay hek or DC 10 High Soiety influene hek at a gentlemen’ lub or imilar loation an get them temporary lothing. (If they beat thi DC by 10 or more, they an keep the lothe.)
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Other Business
Vault A
Vault B
1
2
3
4
5
6
s m o o r e t a v i r P
7 8 9 SCALE =5ft
Stairs Private Teller- A
B
C
D
Tellers
Roman Pillars
E
Tellers door opens out
s s e n i s u B r e h t O
n e d r a G
Couch
Art Display Kitchen
Garden
e n c r a t E n a i n M
Bradford & Barclay Bank
If the haracer send too long or give up trying to get the pakage, Greywall will exert himelf and appear in peron to make ure they get it, although he omplain bitterly. Te bank’ proprietor take the haracer to a pluh and private booth where they an examine the ontent of
a afety depoit box that ontain the pakage. Combat in the Bank: Combat inide the bank i a bad idea. Many low-level uomer, many low-level guard and everal high-level guard (10th level and higher) are ationed within. Tey are well armed and armoured and hould
be able to ubdue the party without diffiulty. Teir at are not inluded a thi i not intended a an enounter loation. Te map i provided in ae haracer ue ealth and ubtlety to ae the box. Bradford and Barlay’ Layout (the Great Metropoli): Te bank ha two vault, both ate-of-the-art, a mall kithen to erve gue, two bank of teller, and two private room. Stair lead up to loked door that open into the bank owner’ private flat. Around the lobby are a number of deep ouhe and lounge hair for gue. Getting the Good: With the right lothe, manner, and the number from the bak of the mirror at Walker’ Pub, the PC hould have no trouble aeing the afety depoit box and euring the pakage. Te boxe at Bradford and Barlay’ are anonymou, requiring only a eurity ode (loated on the mirror) to ae. PC run into problem if they are rude, if they and out, or if they talk loudly of thi myeriou pakage (other people get uriou, too). Te Pakage: Te pakage i an old, wide, guet flap-over briefae made from brown addle leather that i o worn it i almo white in ome plae. It i firmly rapped hut, and it weight, hape, and texture ugge it’ filled with paper. Te bag i waterproofed with a fine leather liner. It’ alo loked (DC 25 Engineer (mehanial) hek to open). Te briefae i filled with paper that ontain information about Lord Edion Greywall and hart hi relation to the rown — a path that i aggeringly hort. Te paper ate that he i ome 20 peron removed from the throne. A DC 10 Knowledge (ivi or hiory) or Reearh hek quikly diern that thi i a omplete fabriation. (Some haracer may believe they have diovered ome great royal eret, but the Gamemaer hould make it lear after minimal inveigation that thi i not the ae.) Tee paper hide the true information in ode. A DC 30 Reearh hek will deipher the information. A DC 20 reveal ome information, perhap the gi of the meage, at the Gamemater’ diretion. Te haracer hould need to take thee paper to omeone
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What’s in the Package? So, what’s in the package? Well, that’s up to you. Ideally, it should contain something to urther the PCs on to the next adventure you have planned. Some suggestions: • A treasure map leading to a Lemurian arteact or a cache o Incan gold. • Embarrassing secrets (heavy-duty blackmail odder) about the queen or other member o the royal amily. • A map and documents showing all the major hideouts o the Northumbrian Republican Movement, as well as their storehouses o weapons and underground pamphlet printing acilities. • A sophisticated program that would allow an expert Scope user (DC 40 Scope Use (immersed) check) to take control o the Scope city o Haven, trapping all the avatars within it and preventing them rom returning to Prime Reality. • Plans or a devastating new ethertech weapon. • Evidence damning a villain the PCs are trying to bring to justice. • Proo that a certain German man is actually the legitimate heir to the British throne. • Notes about a new device, called an Ether-Prime Analogue, that supposedly moves items created in Etherspace to Prime Reality. The notes are vague and incomprehensible, but scrawled in the margin is the name “Dr. Sullivan Bennett,” and an address in the Great Metropolis.
ele to deipher them. Te ontent of the information i up the Gamemaer. Keep in mind that everal facion are onerned enough to want thi information very badly. Te GM i free to tailor the seifi of the information to hi ampaign and haracer. Enounter One (Random Mugging): Shortly after leaving the bank, the haracer are aaulted by thug who try to rob them. Ti i a random mugging,
Window Drapes s e v l e h s k o o B
Desk Burk’s Office
SCALE =5ft door opens out Wooden Crate
Burk’s Warehouse but the haracer may usec there i more to it. Te robber wathed the haracer leave the bank. A good Spot hek and Sene Motive hek may give haracer early warning thi enounter i about to take plae. Tere i one thug for eah haracer. Unle the harater urrender whatever good they are arrying, inluding the pakage if they have it, the thug fight until half their number are dead or dying. See the end of the adventure for their atii. Attempt on Edion Greywall’ Life: Shortly after the enounter with thug, Edion Greywall i attaked, although the haracer may not learn thi for ome time, if at all. Burk Foreright, one of Greywall’ enemie who know more than he hould about the pakage, learn that the haracer have taken the pakage out of the bank. He aume it will be delivered to Greywall and o he trie to have Greywall killed. Greywall remain in hi flat until the haracer return there or until two week later when hi rent i overdue and hi body i diovered. Without medial attention, he will die within a few hour. If the haracer return to Greywall ’ from the bank, they have the opportunity to ave him. If they hurry bak, they will have a fight on their hand. Tere are two thug per haracer, eah of them armed with a knife. Tey will flee at any point if there are more haracer able to fight than thug. Greywall die in 5 round unle the PC do omething to help him.
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Burk Foreright’ Warehoue (the Great Metropoli): Burk send muh of hi time in a warehoue, not too far from Greywall’ flat. Te haracer may enounter it by aident or through ome minor inveigation after Greywall’ aaination attempt. A DC 15 Criminal or Street influene hek allow a haracer to determine the loation of Foreright’ warehoue. Guarded by two thug outide and 210 thug inide working a employee or labourer, the warehoue i sare and utilitarian. Ti offie i in a mall, eond-ory room aeed by a narrow et of air with no handrail. Foreright greet gue from behind a heavy oak dek engraved with kull. (Ti provide a +2 irumane bonu to hi Intimidate hek.) All manner of illegal good are ored in the warehoue, ranging from Sope tab to illegal zepar part.
PART 4: WHERE TO DELIVER THE PACKAGE After the haracer leave the bank, they do not immediately know where to deliver the pakage. If they return immediately to Greywall ’ flat, they will be in a poition to ave him, in whih ae he will tell them where to deliver it. Otherwie, they will find him dead. However, a earh of hi flat (DC 20 Searh hek) will turn up note about
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Domingo’s Manor Guest Room
Armory
Library
Storage
Targets for shooting
Bathroom (water closet)
Guest Room
Master Bedroom
Guest Room Bathroom
Stove Servants Quarters
Servants Quarters
Servants Quarters
Servants Quarters
Servants Quarters
Servants Quarters
Servants Quarters
Kitchen Secret Entrance
Double Staircases
Q S u e r v a a r n t e t r s s
Bookshelves
Trophy Room
Table
D e s k
Dining Hall SCALE =10ft door opens out
Main Gate
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where the pakage i to be taken. Alo, Earne Pink in Walker’ Pub, or poibly another patron, knew Greywall well enough that he mentioned the pakage and where he would like it to go. Greywall wanted the pakage delivered to Ray Domingo, a big-time game hunter who live in Dover. Domingo ha the influene and onnecion neeary to go publi with the information in the pakage and urvive the politial baklah and reultant aaination attempt that would follow. Ray Domingo’ Manor (Dover): Ti manor i et in the ountryide urrounded by low-inome houing and farm. Te building i two orie high, dominated by a large dining hall. Oppoite the hall i a trophy and game room, deorated with all kind of animal head and a omplete uffed tiger. Tere i a kithen, oat loet, and ervant quarter on the fir floor. Te eond floor ha three large gue room, a maer bedroom, and a mall library, whih primarily ontain book on animal and hunting but alo ome obure book on the oult, proured from South Afria. A large wall at the top of the airae dislay a wide array of armour and weapon; sear, bow, word, and even an old elephant gun. Te third floor ontain a mall room that funcion a a olarium and obervatory. Domingo’ mire ha planted a number of flower here. Enounter (Grey Death): Any effort to reearh, loate, or viit Ray Domingo in Dover will eventually tip off the Grey Death, a dark organization that ha a peronal grudge again Domingo for hooting their one fifth member. Te Grey Death will end a third party, Bori Demetri, to talk to the haracer. Demetri i a mall-time ganger from Ruia trying to make it big in Europe. (Ue the atii for a thug for Bori.) He know the Grey Death hired him, but hi Englih i bad and he know little about the Grey Death. Demetri will pretend to help the haracer loate Ray Domingo, but hi goal i to determine if the haracer are going to help or aue trouble for Domingo. If he feel the party i going to help Domingo — or if, a i likely, he ene no agenda on their part — the Grey Death will take
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no hane: Tey will ambuh and try to kill the party. If they think the party intend to aue Domingo trouble, they will follow the haracer and try to ai them, but only in the bakground. Te Grey Death i not willing to onfront Domingo direcly.
PART 4A (OPTIONAL): RAY DOMINGO Ray Domingo i a rih Spaniard who ha lived mo of hi life in Dover. He ill ha a Spanih aent and i a large, hardy man with a thik mouahe and monole who drink a prodigiou amount of port. He doe not know about the pakage. If the haracer make no effort to ontac him, there i little reaon for him to make an appearane. One he doe beome involved, he an be a powerful ally, or enemy.
WRAPPING UP THE ADVENTURE More petty thug and gradually better hit men and diplomat ome out of the woodwork the longer the haracer have the pakage. When they deliver it to any facion involved, the adventure an be alled finihed. Te haracer may need to explain that they do not have the pakage anymore, or the other facion may imply find out. An artile may appear in the newsaper deribing the fallout of the haracer’ acion. Te haracer have likely reated both allie and enemie. Te following ecion deribe ome poible outome for the adventure, baed on what the haracer do with the pakage. Keeping the Pakage: Te harater may hooe to keep the pakage and try to onvine other that the pakage wa deroyed or delivered to a party who will not admit poeion. Tey haracer may even keep the pakage and imply weather a onant barrage of diplomat and aain in the ame way Greywall did. Whatever the out-
ome, the adventure hould end with ome kind of reolution. Te bulk of the effort to retrieve the pakage end when it beome obviou the party i keeping the pakage. Te Gamemaer hould review the ontent of the pakage with the haracer, a well a their option hould they hooe to deliver it at a later time. Ti i a low-level adventure, o poeion of the pakage hould only jeopardize low-level haracer. One the haracer get into mid-level, attempt by other to retrieve the pakage will op altogether. It’ not important enough to tangle with a mid-level group to retrieve. Delivery to Ray Domingo: Domingo i arrogant enough to aept the pakage and not even onider any kind of remuneration. He will ac diintereed in the pakage to enourage the haracer not to ak for anything. If the haracer ak for payment, one mu win an oppoed Diplomay hek with Domingo (hi Diplomay modifier i –2). If the haracer win, Domingo will offer that haracer a ingle weapon of their hoie or the hane for all the haracer to ome along with Domingo on hi next hunt. He onider the latter a great favour to beow on anyone. Delivery to Foreright: Foreright obviouly want the pakage — he’ willing to kill for it. He might be a riminal, but he i a buineman and a good one. He will offer the haracer favour. Tee inlude getting any item requiring an aquiition hek of DC 15 or lower for free, getting the haracer into a ingle high oiety ball or lunheon, a meeting with an important peron or better aommodation within everal blok of Foreright’ warehoue. If any haracer haggle hard and an beat Foreright at an oppoed Diplomay hek (hi Diplomay modifier i +5), Foreright will offer a zepar for the pakage. It i olen property, of oure, but virtually untraeable. Foreright may approah the haracer in the future for other buine deal, unle the harater are too hone. Delivery to the Flat Rider: Te Flat Rider do not partiularly want the pakage. Tey may already have the information or it may not be related to them. Still,
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they will take the pakage if it i offered to them. If a haracer an make a DC 10 Diplomay hek, the Flat Rider an be negotiated into offering ome Sope tab in exhange for the pakage. Delivery to the Consabulary: Te haracer might think to take the pakage to omeone in law enforement. However, they’ll find little intere. Te onabulary will take it but will not pay anything for it. Neither will they inveigate the pakage to deipher any hidden meage in it. If the haracer an prove there i omething of importane in the pakage and if one haracer make a DC 20 Diplomay hek or DC 15 Conabulary influene hek, the onabulary will offer the haracer a flat they typially ue for witnee at a heap monthly rate (aquiition DC 5 every month). Delivery to the Grey Death: Te Grey Death i not intereed in the pakage unle they learn that Ray Domingo i uppoed to get it, or that he want it. In that ae, they will go to ertain length, inluding trying to kill the haracer, to try to get the pakage. Tey may negotiate for the pakage, eseially if the haracer have hown they are ronger, but they will try to rip the haracer off by offering them hoddy merhandie or heque that boune. A haracer an ue Sene Motive oppoed by the Grey Death’ Bluff hek (+1 modifier) to determine the Grey Death i untruworthy. Delivery to Bradford and Barlay’: Having held the pakage for everal year, the bank’ owner would expre ome minor intere. Tey an offer a great deal for it, but thi i unlikely; a haracer would have to win an oppoed Diplomay hek (both bank owner have a +15 Diplomay modifier for thee purpoe). A failed hek by the harater mean the owner are mo likely to offer no more than a good uit or two, a mall loan, or the ervie of their bank. Winning the oppoed Diplomay hek hange thee offer to formal wear for the party or a gift of an item with an aquiition hek of DC 20 or le and (with either previou gift) the ervie of the bank. Going Publi: Ti i poibly the wor hoie, but it may be the mo hon-
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ourable. It depend on what the Gamemaer deide i in the pakage. Te haracer will have little trouble finding a newsaper intereed in publihing the ory, but the paper will not pay for it. Ti i a good way to make a lot of enemie without making many friend, exept within the pre. Domingo may be angry if he ee that the pakage wa uppoed to be delivered to him and wa not. Foreright may ak the haracer for a ut beaue they piked up the pakage in hi diric (paying thi would redue two haracer’ Wealth modifier by 1). Depending on the ontent of the pakage, other offended group may ome after the party. Tee reperuion ould alway happen later, no matter who the haracer give the pakage to — after all, that peron ould deide to go to the pre himelf. Experiene Reward: At the end of the adventure, haracer hould gain experiene for any GM haracer they defeated in ombat. Tey alo gain experiene for ertain ituation. If they peaefully gain ae to the bak of the mirror in Walker’ Pub, grant them experiene a if they had overome a CR 2 enounter. Te ame i true for peaefully getting the pakage out of the bank and for ontacing the Flat Rider. Saving Greywall’ life i worth the experiene of a CR 4 enounter. Getting through the adventure without anyone dying — allie or opponent — i worth XP a if they overame a CR 5 enounter.
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APPENDIX
GM CHARACTERS Burk Foreright
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urk i a big man who ha enjoyed a few too many parie. He i overweight and trie to ut bak, but long hour in the Sope and hi buine resonibilitie keep him from doing more exerie. Hi peronal phyiian i too ared to seak muh of it. Burk ha big, thik lip and a deep, ommanding
voie, and he’ killed at uing it to get what he want. Hi kin ha deteriorated and i poked; he weat profuely if he perform any acivity. Ti i from extended Sope ue and expoure to old, poorly inulated equipment that ha only reently been replaed. A DC 10 Knowledge (mediine) hek allow a haracer to reognize the ondition. Ti hek gain a +2 ynergy bonu from eah kill if the haracer 5 or more rank in Sope Awarene, Sope Reiliene, Sope Ue (immered), or Sope Ue (remote). Burk trie to dominate any ituation. If he need to, he will ue hi Frightening Preene. He doe omething with hi mule and tip hi head o that a hadow fall aro hi fae in uh a way to give him a horrifi, demoni appearane. It i o unnerving that mo people who have een it never want to be in hi preene again. Some have gone o far a to ugge he mu be part demon, but that i aburd… right? Burk i uually alm and olleced and poeed of a polite demeanour. Ti an vanih in a eond if he i not in ontrol of a ituation or ha been greatly offended. Hi fae darken and he beome a old-blooded killer. Burk i a elf-made man and proud of it. He i the head of a mall mob with it finger in a number of pie. If you take the time to lien, he will tell you how hi diplomati kill and intimidation got him arted haking down loal buinee. Ti expanded into protecion and loan harking. He now own everal mall buinee — a few night lub, a mall bed and breakfa, a library (of all thing), and a pawn hop. He ha a aff of twenty odd hoodlum and aoiate of varying kill and talent, and he ontrol hipping over everal ity blok. He know what i being hipped and take a ut f rom it. When he i not immered in the Sope, Burk thoroughly enjoy uing hi verbal kill. He love to haggle and negotiate, and when thing go our, he i equally pleaed to all upon hi oniderable talent in intimidation. Hi reputation built on a pile or orpe and threat, Burk ha ignifiantly inreaed hi anding and wealth, making numerou enemie in
the proe. It i a good thing mo of them are dead. Burk Foreright (Savant 10): CR 10; Medium humanoid (human); HD 10d6+40; hp 81; Ma 16; Init +0; Spd 30 ft.; Defene 14, touh 13, flat footed 14 (+3 la, +1 armour); BAB +5; Grap +8; Atk +10 melee (1d8+3 nonlethal, unarmed rike) or +8 melee (1d6+3/19–20, riket bat) or +5 ranged (2d4, pepperbox revolver); SQ –; Val progre/tenaity, AL elf; SV Fort +6, Ref +3, Will +9; Ex 0; Str 16, Dex 11, Con 16, Int 14, Wi 14, Cha 15. Sope Avatar: HD 10d6+30; hp 67; Ma 15; Init +2; Defene 17, touh 17, flat footed 15; BAB +8; Grap +10; Atk +12 melee (1d8+2 nonlethal, unarmed rike) or Full Atk +12/+7 (1d8+2, unarmed rike); SV Fort +9, Ref +9; Str 14, Dex 14, Con 15. emplate: Criminal (Intimidate). Skill: Bluff +9, Diplomay +17, Engineer (mehanial) +4, Intimidate +17, Inveigate +17, Knowledge (urrent event) +15, Knowledge (linguiti) +15, Sope Awarene +17, Sope Ue (immered) +17, Sope Ue (remote) +17, Sene Motive +17, Spot +7. Influene: Conabulary +6, Crime +13, Street +6. Feat: Attentive, Brawl, Combat Expertie, Frightful Preene (DC 17), Improved Brawl, Improved Diarm, Iron Will, Literate, Peruaive, Sope Raider, Simple Weapon Profiieny, inkerer, oughne (body), oughne (avatar). alent: Exploit weakne, immered program rafting, improved program rafter Sope kill, program rafter Sope kill, lingui, plan, trik. Poeion: Criket bat, pepperbox revolver, light underover hirt, zepar, briefae, formal lothing, fine oat, portable Sope point, a variety of Sope tab pattern for pleaure domain and other itie. Wealth: +23.
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Earnest Pink
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t i widely believed that Earne Pink i an Etherope program, gho, demon, or ome other upernatural reature, but he i not. Whil he doe send a lot of time in the Etherope, he ue allie and program to maintain the appearane of alway being at hi pub, Walker’ Pub. Earne i “off the radar” outide of the Sope. Tere are no reord of hi reidene, birth, family, employment, or otherwie. Earne did omething important for the highe level of Parliament, and thi wa their reward. It i extremely unlikely the haracer will enounter Earne outide of the Sope, but within the Sope, hi loation i ommon knowledge. Earnes Pink (Savant 5): CR 5: Medium humanoid (human); HD 5d6+10; hp 29; Ma 14; Init +0; Spd 30 ft.; Defene 12, touh 12, flat footed 12 (+2 la); BAB +2; Grap +3; Atk +3 melee (1d4+1 nonlethal, unarmed rike) or +3 melee (1d6+1, lub) or +2 ranged (1d4+1/19–20, knife); SQ –; Val progre/progre, AL the Flat Rider, family; SV Fort +3, Ref +1, Will +7; Ex 0; Str 12, Dex 11, Con 14, Int 16, Wi 14, Cha 14. Sope Avatar: HD 5d6+10; hp 29; Ma 14; Init +2; Defene 14, touh 14, flat footed 12; BAB +2; Grap +5; Atk +5 melee (1d4+3, unarmed rike); SV Fort +4, Ref +4; Str 16, Dex 14, Con 14. emplate: Profeional. Skill: Diplomay +10, Diguie +6, Engineer (etherteh) +11, Engineer (rucural) +11, Inveigate +11, Knowledge (urrent event) +11, Knowledge (myial philoophy) +11, Reearh +11, Sope Awarene +10, Sope Reiliene +10, Sope Ue (immered) +11, Sope Ue (remote) +11. Influene: Parliamentary +8, Civi +3, Churh +3. Feat: Combat Expertie, Combat Martial Art, Defenive Martial Art, Influential (Parliamentary), Iron Will, Maer Engineer, Minor Cybernaughti App (Sope jak), Simple Weapon Profiieny. alent: Improved program rafter Sope kill, immered program raft-
ing, program rafter Sope kill. Poeion: Earne ha a eret flat in a preigiou building. Hi living quarter are well diguied and oked with the mo advaned elecroni money an buy. A lot of it i blak market, but ine he never entertain gue, it i hardly a onern to him. Wealth: +12.
Edison Greywall
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reywall i an aging private inveigator. He i about average height and weight, although hi alt and pepper hair and agg ing eye quikly reveal hi age. He ha a oft mile and wear taeful outfit that are far behind the urrent trend. He never beome agitated or exited even during houting or gun play. He ha done and een it all and he i tired of it. Greywall ha a bum knee, whih aue him to walk lowly with a ane. He laim it wa beaue of a gunhot wound, but it i imply old age reeping up on him. Edion Greywall (Broker 1): CR 1; Medium humanoid (human); HD 1d6–2; hp 4; Ma 7; Init +2; Spd 30 ft.; Defene 13, touh 12, flat footed 11 (+2 Dex, +1 armour); BAB +0; Grap –2; Atk –2 melee (1d3–2 nonlethal, unarmed rike) or –2 melee (1d6–2, ap) or +2 ranged (2d4, pepperbox revolver) SQ –; Val honey/progre, AL family, elf; SV Fort –2, Ref +3, Will +1; Ex 0; Str 6, Dex 14, Con 7, Int 11, Wi 11, Cha 12. Sope Avatar: HD 1d6+1; hp 4; Ma 12; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +0 melee (1d2, unarmed rike); SV Fort +1, Ref +0; Str 11, Dex 11, Con 12. emplate: Profeional (Civi, Parliamentary, Churh) (Knowledge (Civi)). Skill: Bluff +5, Diplomay +7, Engineer (hemial) +2, Engineer (rutural) +6, Forgery +4, Intimidate +3, Inveigate +6, Knowledge (urrent event) +4, Sene Motive +6. Influene: Churh +2, Civi +4, Parliamentary +2, Criminal +1. Feat: Attentive, Maer Engineer, Peruaive, Simple Weapon Profiieny. alent: Ear to the ground (Civi). Poeion: Pepperbox revolver
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with 24 round, light underover hirt, Sope tab (Walker’ Pub). Wealth: +12.
Flat Riders
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lat Rider ue aliae uh a Red32, Smokeak, EntryPoint, KungFuMaer, Agent10, BringDownTeSyop, and o forth. In any diuion, they ini on being alled by their “uer name” and do not reveal their true name, going o far a to ini their uer name i their real name. Flat Rider (Savant 2): CR 2; Medium humanoid (human); HD 2d6–2; hp 7; Ma 8; Init –1; Spd 30 ft.; Defene 10, touh 10, flat footed 10 (–1 Dex, +1 la); BAB +1; Grap –1; Atk –1 melee (1d4–2 nonlethal, unarmed rike); SQ –; Val Progre/Progre, AL the Flat Rider, Sope rider; SV Fort –1, Ref –1, Will +3; Ex 0; Str 7, Dex 8, Con 8, Int 16, Wi 14, Cha 12. Sope Avatar: HD 2d6+4; hp 13; Ma 14; Init +2; Defene 13, touh 13, flat footed 11; BAB +2; Grap +5; Atk +5 melee (1d4+3, unarmed rike); SV Fort +3, Ref +4; Str 16, Dex 14, Con 12. emplate: Aademi. Skill: Engineer (etherteh) +8, Engineer (mehanial) +8, Forgery +8, Inveigate +8, Knowledge (urrent event) +8, Knowledge (hiory) +8, Knowledge (myial philoophy) +8, Knowledge (natural philoophy) +8, Reearh +8, Sope Awarene +9, Sope Ue (immered) +10, Sope Ue (remote) +8. Influene: Aademi +4, Oult +2. Feat: Attentive, Combat Martial Art, Sope Raider, Simple Weapon Profiieny. alent: Program rafter Sope kill. Poeion: Blue ollar or uniform lothing, knife, miellaneou gadget. Wealth: +20.
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Jeeves
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eeve i an optional haracer who an be inluded a a driver for haracer wealthy enough to afford a ar and driver. Jeeve i a lai polite manervant with a variety of ueful kill that may ai the haracer. However, Jeeve i not very good at navigating around town and will often require the aiane of haracer in determining where he i going. Ti i the fir lue that Jeeve may not be a hauffer by profeion. He i retired MI-6 and killed in the ue of firearm, although he i not urrently armed. Jeeve i the Gamemaer’ olution to odd problem. He keep a number of thing in the ar, inluding sare lothing, bandage, drug and other mediine, and all manner of miellaneou item. He i happy to be of ervie. Jeeve ue no other name and avoid the onabulary and any ort of publiity. He i retired and doe not want any of hi old enemie to know hi preent whereabout. Jeeve (Enginaught 5): CR 5; Medium humanoid (alpha, human); HD 5d10+30; hp 62; Ma 16; Init +2; Spd 30 ft.; Defene 16, touh 15, flat footed 14 (+2 Dex, +3 la, +1 armour); BAB +3; Grap +3; Atk +3 melee (1d3 nonlethal, unarmed rike) or +3 melee (1d6 nonlethal, ap) or +5 ranged (2d4, pepperbox revolver); SQ –; Val loyalty/loyalty, AL employer, England; SV Fort +6, Ref +3, Will +5; Ex 0; Str 10, Dex 14, Con 16, Int 18, Wi 18, Cha 18. Sope Avatar: HD 5d6+20; hp 40; Ma 12; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +0 melee (1d3, unarmed rike); SV Fort +4, Ref +4; Str 18, Dex 18, Con 18. emplate: Offier (Diplomay, Navigate). Skill: Diplomay +8, Lien +12, Knowledge (urrent event) +12, Knowledge (mediine) +8, Munition +12, Pilot (ivilian) +12, Pilot (military) +4, Spot +8, Survival +12. Influene: Intelligene +4, Military +8. Feat: Advaned Firearm Profiieny, Civilian Vehile Operation (land), Peronal Firearm Profiieny, Simple
Weapon Profiieny, oughne, Vehile Expert. alent: Damage reducion 2/–, robu. Poeion: Light underover hirt, formal uit (driver’), and Sope tab (Walker’ Pub). In ar: Camera, 4 formal uit, fake ID, 4 roll of duc tape, fir aid kit (glove box), 4 pair of handuff, lokpik (ar opening kit and lokpik et), deluxe mehanial tool kit, medial kit, andard binoular, road atla, battery flood torh, dried ration, 10 liter of water. Wealth: +22.
The Grey Death
he Grey Death i a group of four aain who work for large buinee hoping to beome more prominent. At thi point, they’re willing to do ju about any work. Tey wear buine uit and trademark grey loak or rainoat, and typially ue knive or hort word to do their work, although they’re quite apable of uing firearm if neeary. Tey have been areful enough in the pa that the onabulary doe not know who they are, but if they ould be tied to everal reent murder, they would beome wanted men. Grey Death Member (Puruer 1): CR 1: Medium humanoid (human); HD 1d8+1; hp 9; Ma 12; Init +2; Spd 30 ft.; Defene 15, touh 14, flat footed 13 (+2 Dex, +2 la, +1 equipment); BAB +0; Grap +1; Atk +2 melee (1d6+1 nonlethal, unarmed rike) or +1 melee (1d4 +1/19–20, knife) or +2 ranged (2d6, andard piol) or +2 ranged (2d8, hotgun); SQ; Val Loyalty/Detahment, AL elf/employer; SV Fort +2, Ref +2, Will +1; Ex 0; Str 12, Dex 15, Con 12, Int 11, Wi 10, Cha 12; Sope Avatar: HD 1d6+1; hp 7; Ma 10; Init +0; Defene 10, touh 10, flat footed 10; BAB +0; Grap +0; Atk +1 melee (1d6 nonlethal, unarmed rike); SV Fort +1, Ref +0; Str 11, Dex 10, Con 12. emplate: Criminal (Intimidate). Skill: Hide +6, Intimidate +6, Knowledge (taci) +4, Move Silently +6, Sene Motive +4. Influene: Crime +2, Conabulary +1, Street +1.
Feat: Brawl, Simple Weapon Profiieny, rak. alent: San. Poeion: Knife, andard piol with 12 round, 12-gauge hotgun with 10 round, light underover hirt, blak buine uit, grey loak, briefae. Wealth: +2.
Thug
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hug” for thi adventure are average folk who are deserate or immoral enough to have turned to rime to make a living. Tey do not have muh wealth and are motivated by the hane to gain a better ation in life, even if they mu rik their life to do o. Ti give them a lightly better than average morale. Tey may ik around in a fight even when their omrade have been lain. However, one it i obviou that the battle annot be won, they will flee in the wor way, even harming their allie to improve their hane of eape. Tey have little loyalty exept to money. Example Name (M): George, Hubert, Ivo, John, Oliver, Peter, Will, Roger, Teobald. Example Name (F): Albreda, Alie, Beatrie, Ellen, Gundred, Mabel, Olive. Tug (Combatant ordinary 2): CR 1; Medium humanoid (human); HD 2d8+4; hp 13; Ma 14; Init +1; Spd 30 ft.; Defene 13, touh 13, flat footed 12 (+1 Dex, +2 la); BAB +2; Grap +4; Atk +4 melee (1d6+2, lub) or +3 ranged (1d4+2/19–20, knife); Val detahment/ enthuiam, AL elf, family; SV Fort +4, Ref +2, Will +0; Str 15, Dex 13, Con 14, Int 10, Wi 8, Cha 12. Sope Avatar: HD 2d6+2; hp 9; Ma 10; Init –1; Defene 9, touh 9, flat footed 9; BAB +0; Grap +0; Atk +1 melee (1d6, unarmed rike); SV Fort –1, Ref +0; Str 10, Dex 8, Con 12. emplate: Criminal (Intimidate). Skill: Bluff +5, Intimidate +5, Spot +3. Influene: Crime +4. Feat: Brawl, Simple Weapon Profiieny. Poeion: Club, knife, blue ollar or uniform lothing, a pair of worn hoe or boot. Wealth: +2.
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Ray Domingo
he haracer may feel that Domingo i a “good” peron beaue he wa reommended by Greywall. Domingo i a killer and the diincion between animal target and human target i a fine line for him. He ha erved a a oldier and often mention that human target were muh more hallenging. Domingo an turn into an enemy of the party in the time it take to ok bak the hammer of hi heavy elephant gun if he i greatly offended or if the party, or anyone ele, inform him of the pakage and then the party refue to give it to him. Domingo ha had hi eye replaed with ybernaughti. Many people believe that a terrible aident o him the ue of hi natural eye. Ti i not true. He intentionally had them replaed o he ould hunt better at night and improve hi auray. When hunting, Domingo often arrie a modified diruption rifle, a treaured poeion. Ironially, Domingo i not that good at hunting, at lea not ompared to ome profeional out there. He ha the wealth to give himelf ertain advantage and ertainly he may appear fearome to the haracer, but hi bakground i moly melee ombat and military rategy, omething that he regret. In emiretirement, he send a muh time hunting a he an. He ha gone o far a to hunt loal — not to kill them, ju to ee how long he an tail them without being een. Ray Domingo (Combatant 5): CR 5: Medium humanoid (alpha, human); HD 5d8+10; hp 36; Ma 15; Init +6, Spd 30 ft.; Defene 16, touh 15, flat footed 14 (+2 Dex, +3 la, +1 equipment); BAB +5; Grap +8; Atk +8 melee (1d3+3 nonlethal, unarmed rike) or +8 melee (1d6+3/19-20, mahete) or +7 ranged (2d10, diruption rifle) or +7 ranged (2d12, 12-gauge hotgun); SQ –; Val honey/tenaity, AL hunter, elf; SV Fort +5, Ref +5, Will +1; Ex 0; Str 16, Dex 15, Con 15, Int 13, Wi 11, Cha 7. Sope Avatar: HD 5d6; hp 20; Ma 10; Init +4; Defene 10, touh 10, flat footed 10; BAB +0; Grap +1; Atk +1 melee (1d3+1, unarmed rike); SV Fort +0, Ref +0; Str 13, Dex 11, Con 10.
emplate: Offier (Navigate). Skill: Lien +4, Spot +8, Survival +8. Influene: Military +8. Feat: Far Shot, Improved Initiative, Peronal Firearm Profiieny, Quik Draw, Quik Reload, Simple Weapon Profiieny, rak. alent: Controlled fire, ombatant ybernaughti app (ybernaughti eye, low-light viion). Poeion: Large diruption rifle with ope, uppreor, laer ight, illuminator (torh), and 60 round of ammunition, 12-gauge hotgun with 40 round, mahete, leather jaket, zepar, military uniform, medial kit, bakpak, range-finding binoular. Wealth: +22.
ADDING TO THE ADVENTURE
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hapter VIII: Gamemaering in the Etherope ore book ha a number of reature and GM haracer you an add to thi adventure to make it more exiting. Additional Facion: You an build any number of additional facion intereed in the pakage. Eah fac ion hould have a ingle 5th- to 10th-level member and a number of 1-level member the haracer may enounter. Tey mu have a motive for wanting the pakage baed on what it ontain, or what they think it ontain and a reaon for diovering it exiene. A the haracer explore and try to learn more about the pakage, they aidentally tip off uh group. Enounter in the Sope: Beide other Sope rider, the haracer an enounter reature native to the Sope or program in the Sope. Sope glithe and Sope firewal l are good low-level enounter for haracer, eseially if they try to break into another area of the Sope where they are not wanted. A lungrath i a good arting demon if you want the haracer to get a tae. Sope and Non-Sope: You’re doing your job right if all the player are engaged and all the haracer have a hane to do the thing they like to do.
Some haracer in a party might have a variety of Sope kill, while other don’t. Suh a party might break up to aomplih tak in different way. In thee ituation, improvie ool thing for all the haracer to do; allow their idea to be good one. For example, the PC might leave one of their member in the Prime Reality to guard their bodie while the re of them go to Walker’ Pub. o make the entinel feel ueful, have a mall group of thug attak. A party might end a ouple of it Sope expert into Ray Domingo’ manor to take ontrol of hi eurity meaure. Te adventure doen’t mention what eurity meaure he ha seifially, but allow the haracer to diover everal gun emplaement around hi ground that they an ontrol from the Sope. However, they have to defeat a few Sope glithe to gain ae to them, and if they fail, they alert Domingo to their preene — and he an ue the gun again them.
WHAT IS NEW � NOTES ON BUILDING YOUR CHARACTER
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therope i baed on the Open Game Liene, whih ue a popular die alled a d20. Many other game out there alo ue d20 (and mo ay o on the over omewhere), o you might be familiar with the yem. Ti etion introdue you to the asec that are unique to Etherope. Welome to Modern: If you are familiar with fantay roleplaying game that ue d20 (uh a thoe involving dragon), you already know a lot about the yem. If thi i alo your fir time playing in a game et in the modern era, you hould familiarize yourelf with the following new game element in the Etherope book: exellene point, defene bonu, ma (Maive Damage), and wealth.
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Playtesting Notes One o the most successul elements o the playtest was the accents. Everyone brought their own British accent to the t able and the Gamesmas ter had to do several diferent ones. Ater a night o polite, very civil voices, the harsh, loud, angry voice o Burk Foreright cut through the players with the appropriate efect.
New Elements in Etherscope
he following asec are unique to Etherope. Whether or not you are familiar with other modern-era game, thee are new. Value and Allegiane: Etherope doe not ue traditional alignment. Inead, it ue the ombination of value and allegiane to determine a peron’ moral ode. Value: Chooe one virtue and one vie. Te virtue and vie ome from the ame li of Vicorian value, but taking a value a a virtue or a vie mean omething different. Te li inlude: bravery, detahment, enthuiam, honey, loyalty, patriotim, progre, and tenaity. AL (Allegiane): Chooe one major allegiane. You may alo hooe one minor allegiane. Allegiane inlude, but are not limited to: a peron or group, an organization, a nation, or a belief ytem. You hooe the partiular of an allegiane. Te Gamemaer may grant you a +2 Cirumane bonu to Charima-baed kill hek when dealing with omeone who ha the ame allegiane (ee Chapter II: rait), but the main purpoe of allegiane i a a tool for roleplaying. Where do your haracer’ loyaltie lie? Exellene Point: You an send an exellene point to re-roll a ingle die roll, “max out” any one given die roll (automatially get the highe poible number) before the roll i made, or acivate an ability that require an exellene point. You gain 3 exellene point at
1 level (or ju 1 if you are an epilon or delta human) and an additional point every odd level. Tee point repreent the amazing power of the human sirit and only player haracer and seial GM haracer get them (ee Chapter II: rait). Soial emplate: You oial template repreent your bakground and oial anding. Wealth: Purhaing item doe not lower your wealth unle you take 20. In the Etherope etting, it i diffiult to raie or lower your wealth. Tere i little room for limbing the oial ladder.
Building Your Avatar
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bility Sore: In the Sope, ue your Intelligene ore for your avatar’ Strength ore, your Widom ore for your avatar’ Dexterity ore, and your Charima ore for your avatar’ Conitution ore. Sope Die: Your la determine your die ize for your avatar. All bae lae ue d6 hit die. Advaned lae have their own Sope die that may be
higher. Certain la trait an hange your Sope die ize (ee Chapter I: Characer). Hit Point: Determine your hit point normally. Ue your avatar’ Conitution ore a the modifier, not your regular Conitution ore. Ma: Ue your avatar’ Conitution ore to determine your Maive Damage ore. Init: Ue your avatar’ Dexterity modifier (your Widom modifier) to determine your initiative. Feat uh a Improved Initiative modify your avatar’ initiative normally. Defene: Your Defene Bonu i dependent on your rank in Sore Awarene. See able 6-3: Avatar rait Value by Skill Rank (reprinted below for onveniene). BAB: You bae attak bonu i baed on your Sope Ue (immered) kill. See able 6-3: Avatar rait Value by Skill Rank. Grapple: Determine your Grapple modifier normally, but ue your avatar’ Strength modifier and bae attak bonu. Feat uh a Improved Grapple apply.
TablE 6–3: avaTar TraiT valuEs by skill ranks Ranks in Skill
Base Attack Bonus
Base Saving Throw Bonus
Defence Bonus
1–2
+0
+1
+0
3
+0
+2
+0
4
+1
+2
+1
5
+2
+3
+1
6
+3
+3
+2
7
+3
+4
+2
8
+4
+4
+3
9
+5
+5
+3
10
+6/+1
+5
+4
11
+6/+1
+6
+4
12
+7+/2
+6
+5
13
+8/+3
+7
+5
14
+9/+4
+7
+6
15
+9/+4
+8
+6
16
+10/+5
+8
+7
17
+11/+6/+1
+9
+7
18
+12/+7/+2
+9
+8
19
+12/+7/+2
+10
+8
20
+13/+8/+3
+10
+9
21
+14/+9/+4
+11
+9
22
+15/+10/+5
+11
+10
23
+15/+10/+5
+12
+10
24
+16/+11/+6/+1
+12
+11
25
+17/+12/+7/+2
+13
+11
26
+18/+13/+8/+3
+13
+12
27
+18/+13/+8/+3
+14
+12
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Attak Bonu: Your attak bonu for eah weapon i alulated normally uing your avatar’ Strength or Dexterity ore (depending on if it i melee or ranged) and i modified by feat uh a Weapon Fou or Weapon Speialization normally. Damage: Determine damage normally but ue your avatar’ Strength ore inead of your own. Remember that you annot bring equipment into the Sope from the real world. Saving Trow: Your bae Fortitude ave i determined by your rank in Sope Reiliene, and your bae Reflex ave by your rank in Sope Awarene. Your Will ave remain unhanged. Equipment: Your gear doe not travel to the Sope with you, exept ybernaughti, o real-world armour doe not modify your avatar’ Defene Bonu. (Program that reate armour an inreae your Defene Bonu.) What doe not hange?: Your Intelligene, Widom, and Charima, level, la, and Will ave do not hange when you enter the Sope. Tee at are not inluded in an avatar’ at blok only beaue they do not hange. You ill have Intelligene, Widom, and Charima ore in the Sope; you imply ue your original ore. A Sope avatar sat blok with quik note:
S
ope Avatar: HD 1d6; hp 6; Ma (avatar’ Con); Init (avatar’ Dex); Defene (Defene bonu (Sope Awarene on able 6-3) + avatar’ Dex + equipment program), touh 10, flat footed 10; BAB (Sope Ue (immered) on able 6-3); Grap (BAB + avatar’ Str); Atk +(BAB + avatar’ Str or Dex) melee or ranged (damage, weapon); SV Fort (Sope Reiliene on able 6-3), Ref +(Sope Awarene on able 6-3); Str (Int), Dex (Wi), Con (Cha).
SAMPLE STARTER CHARACTERS
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or your onveniene, here are four 1-level haracer that your play-
er an immediately pik up and begin playing. Let your player know that they are ertainly free to alter asec of thee haracer, ubjec to your approval.
Sneevly Smite, Academic Human Scoundrel
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eription: Sneevly i the welleduated on of a lower-upper la engineer, Sir Reginald Smite. Sir Reginald i a rare ue ory of a brilliant middle la engineer entering the lowe rank of high oiety beaue of reognition of hi etherteh invention. He earned a knighthood late in life. Some onider the Smite to be undeerving of their atu, but Sir Reginald wa mart enough to hold patent that gained him oniderable wealth, whih he ha ued to thoroughly eduate hi on. Sneevly i omething of an inveigator and i well vered in Sope ue. He ha been eduated in all the proper hool, but he ill uffer from the igma of not being “proper” high oiety. Ti ha made him omewhat rebelliou, omething hi father worrie about. Sneevly ha a reputation a a brawler — a blak mark again hi good name at partie, but a point of pride in boxing and men’ lub irle. Unknown to hi father, he’ developed a paing intere in the oult, a hobby that ha given him ome ontac he feel may better eure hi poition in high oiety. No fool, Sneevly know he need to remain in high oiety if he i to live out the life he ha planned for himelf. He want to know eret and gain power. He i definitely intereed in a politial areer, although that i a dead-end propec in England without ome rather aggering onnecion. He i onidering moving to Ameria, where he might make the onnecion he need to return and take a eat of power in England. Sneevly Smite (Soundrel 1): CR 1; Medium humanoid (human); HD 1d6; hp 6; Ma 11; Init +0, Spd 30 ft.; Defene 13, touh 12, flat footed 12 (+1 Dex, +1 la, +1 equipment); BAB +0; Grap +0; Atk +0 melee (1d6+3/19–20, riket bat) or +1 ranged (2d6, andard piol); SQ Sope rider kill; Val enthuiam/bravery; AL elf, ompan-
ion; SV Fort +0, Ref +2, Will +2; Ex 3; Str 10, Dex 13, Con 11, Int 15, Wi 15, Cha 15. Sope Avatar: HD 1d6+2; hp 8; Ma 10; Init +4; Defene 13, touh 13, flat footed 11; BAB +1; Grap +3; Atk +4 melee (1d6+2, unarmed rike); SV Fort +4, Ref +4; Str 15, Dex 15, Con 15. emplate: Aademi. Skill: Bluff +6, Engineer (mehanial) +6, Hide +6, Knowledge (hiory) +8, Reearh +4, Sope Awarene +6, Sope Reiliene +6, Sope Ue (immered) +6, Sope Ue (remote) +6. Influene: Aademi +4, High Soiety +1, Oult +2. Feat: Aademi, Brawl, Peronal Firearm Profiieny, Simple Weapon Profiieny. Poeion: Long trenh oat, andard piol, box of 16 round, riket bat, light underover hirt, knife, having kit, pen light, road atla, onealed arry holer, zip-tie handuff (25), duc tape, ranger pak. Wealth: +20.
Quincy Clark, Officer Alpha Combatant
D
eription: Deended from three generation of military men and women, Quiny ha been eduated in a imilar manner with a modern twi: Hi seialty i ombat in the Sope. Not a rong, or fa, or tough a other member of hi family, Quiny ill learned to defend himelf with hi fi. It i when he fir viited the Sope, however, that he ame into hi own. Here hi fighting kill are muh improved, and he find himelf more than a math for hi ibling. Quiny ee a promiing future in the military in a seialized quad that patrol the Sope. Reognizing hi phyial inadequaie in the Prime Reality, Quiny doe not heitate to pik up a firearm to even the odd. He imply i not allowed to arry around the kind of firepower he would like to have hi hand on. Quiny Clark (Combatant 1): CR 1; Medium humanoid (alpha, human); HD 1d8+1; hp 9; Ma 12; Init +0; Spd 30 ft.; Defene 11, touh 11, flat footed 11 (+1 la); BAB+1; Grap +1; Atk +3 melee (1d6 nonlethal, unarmed rike)
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or +3 melee (1d6+1, bra knukle) or +2 ranged (2d10, diruption rifle); SQ ombatant Sope kill (Sope Awarene and Sope Ue (immered)), alpha trait; Val bravery/loyalty; AL ompanion, the Queen; SV Fort +1, Ref +2, Will +2; Ex 3; Str 10, Dex 10, Con 12, Int 17, Wi 15, Cha 13. Sope Avatar: HD 1d6; hp 7; Ma 13; Init +2; Defene 13, touh 13, flat footed 11; BAB +1; Grap +4; Atk +6 melee (1d6+3, unarmed rike); SV Fort +2, Ref +4; Str 17, Dex 15, Con 13. emplate: Offier (Diplomay). Skill: Bluff +4, Diplomay +5, Pilot +2, Sope Awarene +6, Sope Reiliene +3, Spot +6, Sope Ue (immered) +7. Influene: High Soiety +2, Intelligene +2, Military +4. Feat: Brawl, Improved Brawl, Simple Weapon Profiieny. Poeion: Military uniform, bra knukle, medial kit, hoe polih, omb, ap, lighter, tin of igar, flat key, ued opera tiket, wallet, military identifiation, fake ID, poket knife. Wealth: +22.
Norma Scrann, Disenfranchised Gamma Enginaught
D
eription: Norma Srann wa raied by a well-meaning gamma family —one of the few in the area who made an effort to ontribute to oiety, rather than urry ing off into the ewer underworld, a did many of their kind. From an early age, however, he howed herelf to be a rebel, and he oon tired of her family’ poverty-riken lifeyle. Seeking to find her nihe in the world, Norma tried to integrate with the gamma of Georgetown, yet he never felt a ene of “home.” Te only role he ould arve out for herelf wa a a drug-dealer, paing tab from the reet down into the ewer. Norma’ ue at thi trade led her bak to the reet of the Great Metropoli, plying her trade to the non-gamma population. She alo experimented with the Sope tab herelf and oon beame a profiient Sope uer, known a a “tab jammer.” She ha long ine given up the drug-elling trade, hooing inead
to work a an inveigator-for-hire in the Sope. Norma Srann (Enginaught 1): CR 1; Medium humanoid (gamma, human, trangeni); HD 1d10+3; hp 13; Ma 16; Init +2; Spd 30 ft; Defene 15, touh 14, flat footed 13 (Dex +2, la +1, equipment +1, ize +1); BAB +0; Grap –5; Atk +3 ranged (2d4, pepperbox revolver) or +0 melee (1d4–1, piol whip) or +1 melee (1d2–1 nonlethal, unarmed); SQ tab-jammer Sope kill, gamma trait; Val enthuiam (tab)/ progre; AL elf, Great Metropoli; Ex 3; SV Fort +4, Ref +2, Will +0; Str 8, Dex 14, Con 16, Int 15, Wi 10, Cha 10. Sope Avatar: HD 1d6+1; hp 7; Ma 10; Init +0, Defene 12, touh 11, flat footed 12 (Dex +0, la +0, equipment +1, ize +1); BAB +1; Grap –1; Atk +2 ranged (2d4, pepperbox revolver) or +5 unarmed (1d2+2, unarmed); SV Fort +2, Ref +1; Str 15, Dex 10, Con 10. emplate: Dienfranhied (Agriulture, Street, Crime) (Hide, Intimidate). Skill: Engineer (pharmaeutial) +6, Hide +8, Intimidate +4, Knowledge (urrent event) +6, Munition +4, Pilot (ivilian) +4, Sope Awarene +4, Sope Reiliene +4, Sope Ue (immered) +8. Influene: Street +2, Crime +1. Feat: Peronal Firearm Profiieny, Sope Raider, Simple Weapon Profiieny, oughne (avatar). Poeion: Pepperbox revolver, leather jaket, blue-ollar outfit, Sope tab (New London x2, Pleaure Domain x11, Haven x4), Sope program* (Soper’ leather, pepperbox revolver). * You need to acivate thee program with a Find Doument Sope Ue hek (DC 10) a an attak acion. Wealth: +1.
Nicholas Henson, Tradesman Fey Savant
D
eription: Te hild of an aademi ruggling with debt and finanial problem, Nihola learned that he would have to make hi own way in life. However, a fir-rate eduation an buy a large amount of privilege, and Nihola made the be ue of it. Seemingly a natural in the Sope,
Nihola et up a mall hop in the Great Metropoli to ell hi ervie a a program rafter. Buine wa low to art, but regular lient have brought in a eady inome that pay for the rent of hi hop and the flat above it. Nihola ha alo beome an acive member of the Sope rider ommunity, sending many hour immered in the ity of Haven, frequenting a number of key eablihment inluding the Drum and Monkey, Nighthawk Fallen, and Walker’ Pub. Nihola Henon (Savant 1): CR 1; Medium humanoid (fey, human); HD 1d6; hp 6; Ma 10; Init +1; Spd 30 ft.; Defene 12, touh 11, flat footed 11 (Dex +1, la +1, equipment +0); BAB +0; Grap –1; Atk –1 melee (1d3–1 nonlethal, unarmed); SQ program rafter Sope kill, fey trait, Sope familiar (at); Val enthuiam (Sope)/progre; AL own buine, Sope rider; Ex 3; SV Fort +0, Ref +1, Will +4; Str 8, Dex 12, Con 11, Int 19, Wi 16, Cha 12. Sope Avatar: HD 1d6+1, hp 7; Ma 12; Init +3, Defene 15, touh 14, flat footed 12 (Dex +3, la +1, equipment +1); BAB +1; Grap +5; Atk +5 melee (1d8+4, riket bat) or +0 ranged (2d8, large piol); SV Fort +2, Ref +5; Str 19, Dex 16, Con 12. emplate: rademan (Civi, Indutry, Street). Skill: Bluff +5, Diplomay +7, Engineer (etherteh) +8, Engineer (pharmaeutial) +7, Forgery +8, Inveigate +8, Knowledge (ivi) +8, Knowledge (indury) +8, Lien +5, Reearh +8, Sope Awarene +7, Sope Reiliene +3, Sope Ue (immered) +8, Sope Ue (remote) +8, Sene Motive +5. Influene: Civi +2, Indury +1, Street +2. Feat: Minor Cybernaughti App (Sope jak), Simple Weapon Profiieny. Poeion: Buine outfit, Gladone bag, Sope point (New London), Sope point (Haven), Sope program* (riket bat, large piol, Soper’ leather). *Tee program automatially acivate on jak-in. Wealth: +8.
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Ethecope created by Nigel
McClelland and Ben Redmond. Wte: Mark Charke Deeope: Luke Johnson Edto: Ken Hart at Decto: Shane Hartley Ctogph: Ethan Pasternack Gphc Dege: Shane Hartley Ptete: Mark Charke (Richard Coles, Josh Holmes, Nathan Holmes), Ben Redmond (Mark Fair, Matt Finn, Nigel McClelland; Anne Hoath, Stephen Keightley, Stephen Price, Gary Sereno, Simon Sharp, Dominic Toghill; Richard Aitken, Alex Clark, Jay Copely, Nigel Fisher, Andrew Kenrick) Edto--Chef: Joseph Goodman
If you’ve enjoyed thi adventure, you hould hek out
A Complete Role Playing Game of Cyberpunk Vicoriana
www.goodmangames.com Available wherever quality game are old. This printing o Ethecope : Just a Delivery is done under version 1.0 o the Open Gaming License and the System Reerence Document by permission rom Wizards o the Coast, Inc. Subsequent printings will incorporate nal versions o the license and document. Designation o Product Identity: The ollowing items are hereby designated as Product Identity in accordance with Section 1(e) o the Open Game License, version 1.0: Any and all Ethecope and Goodman Games and Malladins Gate logos and identiying marks and trade dress; all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reerence Document, as well as the terms, app, black trip, central administration tower, Centropolis, class A80, class D30, domain movement classications, cross-template inuence, cybernaught, cybernaughtic(s), cybernaughtic app, cybernaughtic attachment, cybernaughtic implant, cybernaughtic purchase point(s), dobbin, dogger, domain, dome and spire archology, enginaught, epsilon, ether balloon, ether ue, ether guns, ether jet, ether science, ethercomm, aetherdam, etheric, etheric state, etherium, ethecope, the ethecope , etherspace, etherstorm, ethertech, excellence point(s), extra inuence, Great Metropolis, Haven, immersed scope use, jump the rails, land dreadnought, The Northumbrian Republican Movement, the Pan-European war, the prime reality, remote scope use, savage south, Schopheim, scope jack, scope point, scope processor, scope rider, scope tab, super dreadnought, system agents, tab trip, tab-jammer, upload capsule, v-prop weapons, the Wall, zep car. Designation o Open Content: Subject to the Product Identity designation above, all creature and NPC statistic blocks are designated as Open Gaming Content, all o Chapter 1: Characters, Chapter 2: Traits, as well as all material derived rom the SRD or other open content sources. Some o the portions o this book which are delineated OGC originate rom the System Reerence Document and are copyright © 1999, 2000 Wizards o the Coast, Inc. The remainder o these OGC portions o these book are hereby added to Open Game Content and, i so used, should bear the COPYRIGHT NOTICE Ethecope : Just a Delivery by Ben Redmond and Nigel McClelland, published by Goodman Games, ©2005 Goodman Games (contact in
[email protected], or see www.goodman-games.com) Ethecope and Ethecope : Just a Delivery are copyright © 2005 Goodman Games. Ethecope is a trademark o Goodman Games. Dungeons & Dragons ® and Wizards o the Coast ® are Registered Trademarks o Wizards o the Coast, and are used with Permission. Open game content may only be used under and in the terms o the Open Game License. d20 System and the d20 System logo are Trademarks owned by Wizards o the Coast and are used according to the terms o the d20 System License version 1.0. A copy o this license can be ound at www.wizards.com. OPEN GAME LICENSE Version 1.0a The ollowing text is the property o Wizards o the Coast, Inc. and is Copyright 2000 Wiz-
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[email protected], or see www.goodman-games.com)
Enter the Etherscope In 1874, Harold Wallace discovered something that changed the world: Etherspace. Te might of Victorian industry drove forward, breaking down the frontiers of technology. Steam engines became smaller, weapons became more powerful, and cybernaughtics replaced limbs lost in bloody imperial wars. Ten mankind learned to step into Etherspace itself.
Cyberpunk Victoriana Now it’s 1984. In this alternative world of out-of-control technology, Etherspace is the new frontier. Punk Scope riders fight evil industrialists while occult investigators war against Etherspace demons. Mysterious System Agents lurk in the shadows as treasure hunters raid Lemurian ruins for lost secrets. Jack in, Scope up, and get ready, because the options for an Etherscope game are endless!
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