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WRITTEN AND DESIGNED BY ALEX T.

Text Copyright © 2019 Blackoath Entertainment & Exalted Funeral

Interior illustrations by Wassai Khan and Dave Levi

Cover illustration by MosaEye Art

Character sheet by David Northcutt

Layout by Anna Urbanek / Double Proficiency

Editing by Levi Huntsman

Development and Additional Editing by Fiona Geist , Jarrett Crader , and Levi Huntsman

All rights reserved. No part of this book may be reproduced or utilized in any form or by any means,
electronic or mechanical, without permission in writing from the publisher.

Special thanks to Matt Kelley and Exalted Funeral, the fantastic playtesters that helped the game be what it is
today (especially FloatingChair, Jacob Kent and Bizierd), and most importantly every single person that decided
to back this book during the Kickstarter campaign.

You can find a printable version of the character sheet, as well as other resources, over Blackoath
Entertaiment's website: www.blackoathgames.com

www.exaltedfuneral.com

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3
TABLE OF
CONTENTS
LIBER 1: A HIDDEN REALITY Ritual Magic & Spirits 34
Spirit Rank 35
LIBER 2: GETTING STARTED
The Setting 9 Alignment 35
The Dice And How to Use Them 10 Melding with a Spirit 36
Performing Rituals 37
LIBER 3: CREATING YOUR
CHARACTER Specific Summoning Rituals 37
Attributes 13 Alchemy 42
Skills 15 Learning Alchemy 42
Talents 16 Basic Ingredients 42
Character Backgrounds 18 Advanced Ingredients 43
Bad Trip 18 Alchemical Formulae 43
Bookworm 20 Spellcasting 46
Born Into It 21 Spell Disciplines 46
Cursed 22 Astral Spells 47
Haunted 23 Control Spells 47
Involuntary Lucid Dreaming 24 Environmental Spells 48
Near-Death Experience 25 Offensive Spells 49
Past Life 27 Protective Spells 50
Seance Gone Wrong 28 Restorative Spells 50
Sleep Paralysis 29 Private Sanctum 52
Creating a Private Sanctum 52
LIBER 4: MAGIC
The Spirit World 31 Astral Traveling in the Sanctum 52
Timing Is Everything 32 Patron Spirit 52
Astrological Chart 33 LIBER 5: PLAYING THE GAME
Associations 33 Attribute Tests 55
Elemental Correspondences 33 Skill Checks 55

4
Combat 55 LIBER 6: THE OMPHALOS
Conditions & Effects 57 Daily Events 108
Critical Success & Failure 57 Random Encounters 109
Gameplay Locations & Activities 58 Gear & Services 111
Orders 114
Sites 58
Joining a Magical Order 114
Locations and Challenges 61
The Orders 115
Enemies 61
Running Missions for the Orders 120
Scenarios 61
Abandoned Complex 64 LIBER 7: FOES & ADVERSARIES
Enemies with Multiple
Enemies 64 Weapons or Spells 125
Events 64 Antagonists 125
Discoveries 66 Seasoned Characters 125
Ancient Ruins 69 Physical Encountes 126
Enemies 69 Astral Foes 136
Events 69 Random NPC Encounters 140
Discoveries 72 LIBER 8: SPIRIT COMPENDIUM
House 75 Vestiges 144
Enemies 75 Spirits 148
Events 75 Deities 154
Discoveries 78 LIBER 9: LOOT & REWARDS
Museum 81 Tracking Weight 157
Enemies 81 Identifying Magic Relics 157
Events 81 Looting Human Enemies 157
Discoveries 83 Alchemical Treatises
and Grimoires 157
Sect’s Sanctum 86
Enemies 86 LIBER 10: SCENARIO
In Search of the Miraculous 167
Events 86
Soulcatcher 170
Discoveries 88
Hunted 172
Sewers & City Tunnels 91
Return to the Lighthouse 173
Enemies 91
Breaking the Curse 175
Events 91 Banishing 177
Discoveries 94 Seeing Clearly 180
Exploring the Astral 97 Incarnated 181
Enemies 98 Past Enemies 184
Events 99 Facing Your Fears 186
Discoveries 102 Facing the Darkness 188

5
Liber 1

.AY
Hidden
Reality .
I have never grown out of the infantile belief that
the universe was made for me to suck.
– Aleister Crowley

The world is not what it seems.


Behind the busyness of modern life with its entertainment, fast-food and social media
there lies a deep and frightening truth. Our materialistic way of life, carried on the
shoulders of the Industrial Revolution, has brought humanity an existence devoid of
meaning or substance, teaching us to live in the moment and worry about tomorrow when
(if) it comes. “Death is the great equalizer, the one that comes for us all, so why worry about
it? Enjoy life while you can!” they say.
You know better. You didn't always; at one point you agreed there wasn’t a tomorrow
until the day your life changed forever. Whether it was a near-death experience or a Ouija
session gone wrong, something (or someone) showed you otherwise, and there is no
turning back. You have seen life through the eyes of giants, where humans are no more
than ants being pitted against each other as pawns in eternal wars. You are done with being
played with. You are ready to become a player. Others have done it before you, legendary
figures who caught the world of spirits by the throat and made it do their bidding. Demons,
Angels, Gods and Spirits, those beings are real and have the power to shape a person's
destiny, their reality, and you want (you need!) that power for yourself.
You started with vague recommendations, then you found specific volumes of power,
like that first edition of Le Dragon Rouge or that seventeenth century copy of the Grimorium
Verum. Soon it became an obsession. Any family and friends you had were shunned as you
sought after what you believed to be the key of human existence. Then, finally, your efforts
paid off. When a successful Ritual put you in contact with an entity of vast power and
intellect which was willing to listen to the demands of a hairless ape, you felt it: you were
alive. You have power—you are power. See the hierarchies of Angels and Demons! Hear the
whispered secrets of Ancient Gods! Step into the Astral plane and witness history being
written. Take command over the forces of nature. With the keys of creation within your
grasp, your destiny is finally your own.
But you are not alone in this momentous realization. Forces human and non-human
alike begin to conspire against you. They will send minions and cast curses trying to bring
you to your knees. You will be beaten, robbed, and isolated from your allies. A friend today
may become your worst enemy tomorrow, but sometimes even enemies can be made to
collaborate with a common goal.
So join us. Join us in this journey to the other side. You are no longer a lost human
being, trying to survive life while maximizing happiness and minimizing suffering. Death
will come for you whether you are prepared for it or not. Use the single lifetime you have
to explore the multiverse, make it yours and carve a corner of the Astral in your image for
good measure. There is no time to lose.

7
Liber 12
Liber

Getting
I

Started . .
Seekers Beyond the Shroud is a role-playing game for the solo player. In it you will create
a character and learn about their skills and abilities, as well as their motivations and
background. This character will be your avatar in the world of Seekers Beyond the Shroud,
a world full of mysteries, unknown dangers, greedy cults, vengeful spirits and hidden
forces acting against your interests. Your character will (hopefully) grow more powerful
with time, expand their knowledge of the occult and use it to their advantage. Your
character has learned the ultimate Truth by peeking through the Veil: there is a world
beyond the mundane one, but it is full of unearthly terrors. With perseverance and a bit of
luck, you will discover the secrets that lead to ultimate power!
The game is designed to be modular, allowing you to pick an activity for your gaming
session, and stop whenever is convenient for you to continue another day. To play, just
grab a pencil, paper, some polyhedral dice and dive in to generate a story with characters,
enemies, relics and locations, all with almost no preparation and without a Game Master.

THE SETTING
Seekers Beyond the Shroud takes
place on Earth, in the present day.
Your character has begun their
journey into a universe of hidden
knowledge and occult forces,
where secret cults pull the strings
of governments, themselves being
controlled by forces beyond this
world. Your story begins in the city
of London, UK, but in your search
for answers and power you will
eventually travel both the Physical
and Astral planes to deal directly
with conflicts in both the material
and spiritual worlds.
You are not alone in your
quest for knowledge, with many
secret organizations and cults
working against you or with you if
you manage to gain their favor.
They will become invaluable allies
or terrible enemies, depending on
your actions and your standing
with them.

9
10 10
11
Liber 13
Liber

Creating-
- Your . .
Character
Your first step into the world of Seekers Beyond the Shroud is taken by creating your player
character (PC), who serves as your avatar for interacting with the locations and inhabitants
of the world. Your character is mechanically defined by Attributes, Skills and Talents.
Attributes describe the core capabilities of a character like agility, intelligence and
strength, while Skills are your character's specific abilities such as how skillfully they use
a weapon, talk to Non-Player Characters (NPCs), or find hidden objects. Talents are special
moves or conditions acquired by increasing your favor with the esoteric Orders of the
world (page 114).

ATTRIBUTES
Attributes are the foundation your character is built upon, only changing under rare and
specific circumstances. All player characters (and some non-player characters) have
Primary and Secondary Attributes.

PRIMARY ATTRIBUTES
g Strength (STR): This determines how strong your character is, how capable
they are at performing feats of physical power like lifting heavy objects or
breaking things. It also determines how much gear you can carry without being
encumbered.
g Dexterity (DEX): This describes how nimble you are and how good you are
with your hands. It is used when dodging attacks or picking locks.
g Constitution (CON): This measures how physically resilient your character is,
including how well they fare against harmful effects such as poisons or
diseases.
g Will (WIL): This defines mental strength and ego. As such, it is a key attribute
for anyone dealing with ancient pan-dimensional beings. It allows you to stand
your ground and assert your power over spirits, increasing the chances such
endeavors end well.
g Intelligence (INT): This shows how cunning and capable you are at mental
tasks. You will use it to think things through before acting, or to solve a puzzle
or riddle.
g Charisma (CHA): This tells how likable you are. You will use your Charisma to
get information and gain advantages with NPCs.

Primary Attributes start at 10, but can range from 1 to 20. During character creation,
increase your Attributes by distributing 20 points among them. During gameplay, they are
used to complete Attribute Tests. To pass an Attribute Test, roll a 20 sided die (D20) below
the listed Attribute. A roll of 1 is always a failure. Primary Attributes are also used to
calculate Secondary Attributes and some skills.

13
Q Attributes Q

Example: Charles finds himself in a g Vril (Will x 10): Vril is a measure of a


locked room, having been captured by character's spiritual energy. When
the Cult of the Dying Sun. The room's harnessed, it allows you to exert control
door looks quite old, so Charles thinks over all types of matter, both animate and
he can smash it open. This calls for an inanimate. It can destroy or replenish life,
Attribute Test against his 15 Strength. rend objects from reality and activate
He takes a D20 and rolls a 13, which is ancient artifacts. In essence, Vril is power.
below his Attribute meaning he passes All Vril is regained naturally every 24
the check and smashes open the door! hours.
g Soul Points ((Intelligence + Will) x 5):
Soul Points (SP) represent the strength of
a character's soul. While in the Astral,
SECONDARY ATTRIBUTES damage is subtracted from SP in place of
g Health Points (Constitution x 10): HP. If a character's SP reaches zero, they
Health Points (HP) are all that stand return to the Physical plane and lose 1
between your character and death. When point from a random Attribute. SP is
a character's HP reaches 0, they are dead. replenished after each mission or
Regenerate 10 HP daily. expedition, whether in the Astral or
Physical plane.
g Sanity (Intelligence x 10): A person’s
mind is a fragile thing, not designed to
deal with the many horrors of the When Primary Attributes increase or decrease,
universe. Constant contact with Secondary Attributes are affected accordingly.
otherworldly forces slowly erodes the
human mind, indicated by the loss of Example: If you lose 1 INT, your Sanity
Sanity points. Sanity may recover as a Maximum is reduced by 10.
reward for certain actions or situations,
but is otherwise slow to return.
Characters recover 10 Sanity following a
week without Sanity loss. If a character's
Sanity reaches 0, they are far too gone and
are considered dead.
Losing 25 Sanity without recovering any
triggers a roll on the Traumas table. This
reflects the cumulative damage done to
the character's psyche when it is not
given time to heal.

TRAUMA
D6 TRAUMA
1 Anxious: Lose D6 Sanity
2 Nervous: -10 to all combat rolls next mission
3 Overwhelmed: Lose D10 Sanity
4 Reckless: Next mission, test WIL when encountering enemies or always attack
5 Catatonic: Spend one week unable to take any actions
6 Broken: Next mission, lose 1 Sanity for each failed roll

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SKILLS
Your character’s Skills represent prowess acquired
in a determined field, and are measured in
percentages ranging from complete incompetence at
0 to total mastery at 100. To succeed a Skill Check,
roll a D100 below your skill's value.
While some skills start at 0, some are calculated
using your Attributes and others have a starting value.
During Character Creation distribute 250
points as you wish, spending no more than 50 points
on each skill. Do not spend points on Alchemy,
Magical Liturgy, or Occult Knowledge. These are
increased during play.

INCREASING SKILLS
Although your character will start with only a few
skills, they improve them and learn new ones via
gameplay. Each five uses of a skill (successfully or
not) grants a Skill-Up Roll: Roll a D100. If it is above
the skill's value, permanently increase that skill by
1%. Combat skills get a skill-up roll every five
combats they are used. The off limits skills listed
above are improved by studying or by training with
an expert.

COMBAT SKILLS

g Carbine (DEX): Fire anything from an g Psychic Defense (WILL x 2): Create
MP5/UZI to the smaller AK74u or M4A1 defensive barriers and deflect attacks
carbines. while in the dangerous Astral plane.
g Dodge (DEX x 2): Avoid incoming attacks g Psychic Offense (WILL x 2): Concentrate
while engaged in melee combat. Critical your spirit and perform an attack in the
success wins the next initiative and grants Astral plane.
+5 to your next attack. g Rifle (DEX): Fire slightly larger rifles such
g Find Cover (DEX x 2): Avoid incoming as hunting rifles, shotguns, the M16,
ranged attacks. This is the only possible AK47, HKG3 and the lightest of LMGs.
defense during a gunfight. g Throw (STR + DEX): Throw Molotov
g One-Handed Melee Weapons (STR + Cocktails or the occasional knife.
DEX): Attack with weapons such as g Two-Handed Melee Weapons (STR x
knives, one handed swords and fire-axes. 2): Wield bigger, heavier melee weapons
g Parry (STR + DEX x 2): A defensive skill such as heavy swords, sledgehammers
used to avoid damage when both and polearms.
combatants are wielding melee weapons. g Unarmed (STR + DEX): Attack with your
Critical success grants a free ½ damage bare hands, dealing D10 damage per
counterattack with the same weapon. attack. Used in back-alley dirty fighting,
g Pistols (DEX): Properly use pistols, elegant Kung-fu mastery, and anything in
machine pistols, and really small SMGs between. Especially handy for situations
(Mini-Uzi and smaller). when you don't have a weapon.

Q Liber 3 Q 15 Q Creating Your Character Q


NON-COMBAT SKILLS
Q Skills Q

g Alchemy (0): Create helpful tinctures and g Meditation (WIL): Enter the Astral plane
concoctions, and unlock the secrets of the or calm your mind. This is one of the first
Poisonous Path. All formulae include a things any adept of the Arte learns, as it is
prerequisite Alchemy value. Not available the key to entering altered states of mind.
for increase during character creation. Once per week while not on a mission,
pass a Meditation check to regain D6
g Appraisal (0): Ascertain an item’s worth,
Sanity.
and sell it for full price instead of the
usual half. The Orders of the The g Occult Knowledge (10): A character
Omphalos sure love trinkets and antiques! with low Occult Knowledge may suspect
there's more to the Christian myths than
g Astral Knowledge (0): Recall
meets the eye, while one with a higher
information about the Astral plane when
value can easily recognize the variations
dealing with its strange situations and
in dogma between the different Orders of
entities.
the Nine Angels. Required to achieve the
g First Aid (20): Halt bleeding or mend your highest rank in any Order. Not available
wounds. Properly making a tourniquet or for skill-up.
stitching up a wound will save your life
g Perception (20): Find hidden objects
more than once. Once per Location, after
and be aware of your surroundings. It
resolving all current Challenges, pass a
doesn't matter how many powerful
First Aid check outside of combat to either
grimoires are hidden in the library if you
remove the Bleeding condition, or heal
can't find them.
D20+10 HP. You may heal a max of 100 HP
per mission in this way. g Persuasion (CHA x 2): Negotiate and
reason with others. Talking to an NPC is
g Linguistics (0): Use your understanding
typically more beneficial than simply
of language to decipher rituals, which are
shooting at them, and other times a silver
frequently written in old, forgotten
tongue is the only way to close a deal.
languages.
g Sneaking (DEX x 2): Avoid potentially
g Lock Picking (DEX): Open any locked
deadly combat encounters, if given the
doors or containers you find.
chance. Attempt a Sneaking check if an
Occasionally, all that separates you from a
enemy is not aware of you.
powerful relic is a locked door.
g Technology (0): Use a computer and
g Magical Liturgy (10): Apply your study
navigate files to get what you want. This
of the Arte to perform magical Rituals. To
skill measures everything from knowing
increase this skill, you may use skill-up
your way around Windows to being able
rolls but it is not available for increase
to hack the Pentagon. Useful for beating a
during character creation. Mastery
smart-lock or accessing a lodge's records.
requires practice.

TALENTS
Talents are special benefits and abilities granted
by Orders. They include simple Attribute boosts,
access to new formulae, or even new Skills. The more
you progress within a group, the more options you
will have to choose from. Orders and their Talents
are detailed in Liber 6: The Omphalos (page 114).

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17
CHARACTER
BACKGROUNDS

Who we are today is defined by who we were


yesterday; our past informs our future. What actions
D10 Character Backgrounds
did your character take in their past that brought 1 Bad Trip
them here? Roll on Character Backgrounds table 2 Bookworm
below for a narrative about how your character first
3 Born Into It
got involved with the occult, starting stats,
equipment, strengths and weaknesses. Once you are 4 Cursed
familiar with each background, create new 5 Haunted
backgrounds by keeping the Advantages/
6 Involuntary Lucid Dreaming
Disadvantages and building a story around them!
7 Near-Death Experience
8 Past Life
9 Seance Gone Wrong
10 Sleep Paralysis

1 BAD TRIP

You never had an easy life. As an orphan, you went from the cash register, or when you told her you
from foster home to foster home, never really liked to set fire to mailboxes when you were bored
clicking with any of the families. You weren't one of and angry. In return, you didn’t judge how she spent
the cute kids, or amazingly smart kids, or even the little money she had getting high. Hell, you
likable kids so as you got older you were never started doing it with her! Why the fuck hadn't you
adopted. The second you turned eighteen you were done this before? It was amazing! Hours of bliss, not
on your own, working odd jobs and moving from giving a fuck about the world. The only problem was
place to place. Then you met Jodie. She was the first coming back to reality, having to go back to work and
actual friend you had. She cared for you in a way you make more money so you could afford another trip.
had never experienced before. Yes, she was into That was your routine until the day you got fired.
some shady shit being a hooker and all, but she knew Your boss had been suspicious of you for a while, so
your suffering and accepted you for who you were. the motherfucker quietly installed cameras. He
She didn’t judge when you told her about skimming showed you video of yourself stealing from the cash

18
register, saying you were lucky he didn't call the hands, it simultaneously pinned you against the wall
police! With your last few bucks in your hand, you and picked Jodie up, slowly absorbing her into its
went to your dealer and got a pair of tickets to body. A giant black eye formed in the middle of its
paradise, one for you and one for Jodie. Oh man, was body, staring at you. With a violent movement, it
she happy to see you! She had a fresh black eye and banged your head against the wall, and everything
didn't want to talk about it, but she kept calling you went black.
“my angel”. You went back to your place (not your You violently awoke on your sofa, ears buzzing
place for much longer, since you owed three months and vision blurry. Ignoring it, you turned towards
of rent), got comfortable, and hit the needle. Jodie who was shaking uncontrollably. Then, she
Immediately you knew something was wrong. stopped. You checked her pulse; it was weak, but it
You felt the familiar sinking sensation, but then you was there. Running out of the apartment, you called
felt as if you had been lifted, pulled from your body. for help.
You were standing in your apartment, staring at the The doctors say Jodie is in a coma caused by an
unconscious bodies of Jodie and yourself lying on the overdose, they say she is lucky to be alive at all, that
sofa. Were you dead? It didn’t feel like it and you if you hadn't been there with her she would be dead.
were able to move, so you decided to go exploring. You know what happened though. That was not a
Your apartment looked the same, but with small drug-induced fantasy. What you saw was real, that
differences here and there as if it were someone thing was real. And it has her. Somehow, you have to
else’s apartment. There was a table where you had go back and look for her. At first you thought of using
nothing, a different TV, and paintings on the walls drugs, but you've heard of others that have been
but the world was blurry and you couldn't make out outside their body without drugs, fully in control and
details. You wandered outside into the eerily empty aware. That is was you need to do, if you want to
streets. Again, everything seemed the same, but save her.
different. It wasn't day or night, something in
between, and you almost swore you saw
indiscernible shadows moving about. You didn’t feel ADVANTAGES
safe, and returned to the apartment. This was the g +10 Psychic Offense
weirdest trip ever.
As you entered your apartment, you froze. g +10 Sanity Maximum
Standing over the bodies of Jodie and yourself was a
creature so indescribable that to this day you have DISADVANTAGES
problems putting words to its appearance. All you g -2 Constitution
can remember was a jellyfish-like body of fiery foam,
with hundreds of tentacles that ended in minuscule SCENARIO
human hands. Strangely enough, you were not At Ritual Level 2, the scenario ‘Soulcatcher’ becomes
scared. It was as if you left your emotions with your available (page 170).
body, and no matter what that thing was all that
mattered was getting it away from Jodie. You rushed STARTING ITEMS
towards it and threw yourself against its body. As
you were about to impact, the creature created a g An ounce of weed, for anxiety
hole in its body and you simply went through it, g A pistol and a knife
landing on your face. Then, using its many tentacle-

19
2 BOOKWORM

You were always a sickly child, never really capable Slowly you built up your knowledge and learned
of going out with other kids to play, so you spent new skills, unbeknownst to your involuntary mentor.
most of your time indoors. Your parents, both This continued until the day he sent you to retrieve
university professors, didn't own a TV, and the an old Arabian artifact, an exquisite rose made of
Internet was not an option. So you read. At that time alabaster. It cost a veritable fortune, and you had
you lived in the old family house which had a library spent weeks chasing after it. Once you held it in your
containing several generations worth of books. hands, something changed. You felt power flowing
There, you discovered all the classics from Jules through it, and into you. In a split second you made a
Verne to Dostoevsky, H.P. Lovecraft to Miguel de decision. It had to be yours. You knew this action
Cervantes. Their stories, their worlds, were yours. would bring consequences, but you didn't care. You
High-school and college were pretty much the same, were done playing lackey, now it was your turn to
years dedicated to studying that eventually landed command. You gathered your meager belongings
you the only job you could imagine working: curator and fled the city with this precious new treasure well
of a private library. There, you worked for a private secured in your pocket.
collector, a man you never even met personally. He
made you travel around the world collecting old ADVANTAGES
illuminated manuscripts and rare medieval books, g +10 Appraisal
things like the Picatrix, the Grimorium Verum, Le
Dragon Rouge and many others. Books were your g +10 Occult Knowledge
passion so of course you couldn't always help
yourself. Every now and then you would take a peek, DISADVANTAGES
reading bits and pieces that slowly widened your g -1 Constitution
worldview. You learned that there are ways of
g Start with -100 Favor in all Orders
manipulating others, influencing the world with the
help of Spirits, Angels and Demons. Outside the
SCENARIO
books though, you started to see patterns which took
the mild suspicion that your employer was a At Ritual Level 2, the scenario ‘Hunted’ becomes
powerful magician into full blown certainty. Things available (page 172).
like competitors dropping dead, zealous museums
allowing him to purchase their rare artifacts, even STARTING ITEMS
banal things such as a constant stream of g USB full of questionably helpful occult
supermodels coming in and out of his penthouse. You literature
didn't know much beyond his name, but based on the
available information you reasoned he must have g A Desert Rose: a 50 VP Vril battery. May be
been in his nineties. recharged. Sells for 500ø
g A pistol and a knife

‰ƒ ˚
î ˙
20

Ç
3 BORN INTO IT

Brother Isaac's word is the law. He protects us and the chanting and flickering lights into the basement.
saves us. He is the Light that guides, the last in a long What you saw there will remain with you until the
line of prophets working to save humanity. Others day you die.
didn't recognize it, but you were fortunate that your Three robed figures were in the candlelit room,
parents did. Being born in one of these communities, standing inside a complex symbol drawn on the
the Lighthouse, meant the first ten years of your life floor. They were chanting in a language you did not
were dominated by apocalyptic biblical predictions. recognize, and in front of them you saw... Mrs. White?
The fear of these events kept church members Was that her? She was on her knees, sobbing audibly,
focused on contributing—emotionally and but the three figures ignored her as they continued
financially—to the Lighthouse. With the end being so their chants. Then, one of the figures took up a huge
near, you believed you would never have time to Censer, lit it, and walked seven times around Mrs.
finish high school, marry or have children of your White until she was barely visible from all the smoke.
own. Global famine, pestilence and World War III The ceremony was completely unfamiliar to you,
were always just a year or two away. The Church some kind of secret holy ritual known to only a few.
taught that when the end times finally came, the Was this The Sending?
faithful members of the congregation would be A minute later, the chanting stopped. Thick
whisked away to a place of safety in the Middle East smoke, illuminated by candlelight, filled the room. The
for three years, three months and three days, until silence was only broken by Mrs. White, still softly
Jesus Christ finally returned. As a teenager you could sobbing, from within the smoke cloud. Between sobs,
occasionally leave the compound on accompanied you began to hear something. There was a subtle,
trips, and other times when you could get away with almost subliminal rumbling. As you listened, it grew
it you would sneak out. There, you got glimpses of louder like an approaching train. It was coming from
what normal life was like. Girls did not have to hold the center of the room, where Mrs. White was. The
hands with older men, and no one spent ‘special noise drowned out the sobbing, becoming so loud you
time’ alone with spiritual leaders like Brother Isaac. expected the whole community would come
Other teenagers were allowed to listen to music, investigate. But nobody came, and you stood there
dance and smile in the presence of non-family watching as the three hooded figures moved away
members. Most importantly to you at the time, girls from the center of the room until each was standing
and boys could be friends and it wouldn't be the end against a wall. Suddenly, it stopped. No deafening
of the world. You started to think that if everybody roar, no sobbing. Then, as if it had a mind of its own,
else was doing these things, why was it wrong for the cloud of smoke started spinning. It spun and spun,
you to do the same? allowing brief glimpses through the veil of smoke until
As these doubts grew, rumors began to spread it dissipated completely. You looked at where Mrs.
among the congregation. Members of the Church White was standing, but the figure you saw there was
would disappear in the middle of the night, never to not hers. To this day you still have nightmares as you
be seen again. Brother Isaac explained that they had attempt to piece together a coherent picture of the
been chosen by God to participate in The Sending, to event. All your mind allows you to recall is a melting
spread the Word outside of your community. Of cascade of flesh and wax, simultaneously bubbling
course you believed it, why wouldn't you? Brother upwards and pouring into itself. Here and there you
Isaac was God's chosen, and he knew God's plan. would recognize a humanoid feature only for it to
One night, after sneaking out of the compound to disappear into the things’s ever-changing surface.
meet a friend, you saw lights and heard soft chanting You ran. You ran like you never have and never
coming from Brother Isaac’s villa. It was late and will again in your life, out of the villa, to the street and
nobody was outside, so against your better judgment past the gates. You ran, accompanied by a sound you
you decided to investigate. Was he performing a later you recognized as your own screaming. After
Ritual of Cleansing at this time of night? You sneaked running several kilometers from the Lighthouse to
in through the front door (all doors are open to the nearest town, you somehow got to your friend's
fellow brothers and sisters, after all) and followed house, and he let you stay as long as you needed.

Q Liber 3 Q 21 Q Creating Your Character Q


Now several years later, you know more about DISADVANTAGES
what happened that night. You've done your
g -20 Sanity Maximum
research, preparing to go back to the Lighthouse and
rescue your family because there is not a day that SCENARIO
goes by without the feeling of stabbing regret, having
left them there. But then you remember the thing. At Ritual Level 2, the scenario ‘Return to the
And you want to run again. Lighthouse’ becomes available (page 173).

ADVANTAGES STARTING ITEMS


g +1 Will g Book of psalms, signed by Brother Isaac.
Why didn't you get rid of this?
g +10 Occult Knowledge
g A pistol and a knife
g +10 Pistols

4 CURSED

Life can be tough. You know it yourself, you fought landed on his feet. He promised you that he would
tooth and nail for everything you have, nobody ever immediately start looking for a job, and that he
gave you anything, not even a helping hand. That is would be out of there before you even noticed.
why you felt sorry for him. You would see him every It was then that things started to change. You
day, begging for pocket change in front of the would wake up tired, even after ten hours of sleep.
supermarket. He was there no matter the weather, Things would break or go missing, and you could
always with a smile and a nice word for those who swear you started losing hair. Meanwhile, Christobal
gave him something. His name was Christobal, and began to make himself more at home. He slowly
he must have been in his late forties. You would stopped helping around, he would invite friends over
always take a minute to talk with him and see how he and tell them to stay the night (which would be fine
was doing. He had come two decades ago from Brazil, if it was less frequent, and they stopped going
hoping for a better life. Unfortunately, things didn't through your stuff), and he even started drinking.
go as planned and he ended up on the streets. Eventually, you confronted him about it. He
Another anonymous lost soul, chewed and spat out apologized, said that he would help more and do
by the city. better and that he was hopeful he would find a job
It must have been -20 ºC that day, a terrible cold soon, but you weren’t sure he had even left the
wave hitting the country relentlessly, leaving the apartment to search for one. As the weeks passed
streets empty. You needed groceries to weather the things didn't change at all, if anything they got worse.
storm, and when you arrived there he was, standing You were done. You confronted him, and asked him
like a statue in the cold. After a moment of to leave. He didn’t take you seriously. He was treating
deliberation, you invited him to follow you home, it like you were joking until you made it clear you
you weren't going to let him freeze to death! weren’t, and he started begging you. Then he
Christobal was immensely grateful, and he was threatened you both physically and psychologically,
so nice you decided to let him stay a bit longer. He did and things got so bad you had to call the police. The
everything he could to help you during the following police dragged him away as he spat at you, yelling
weeks: he would clean, cook and generally do something in Portuguese. Over the following days
anything you asked him to. At least twice, you had to you saw him outside your apartment, staring up at
force him to sit and have dinner with you and explain your window. Then he disappeared.
he wasn't your servant. Things were going so well That’s when things really started to get bad.
after a month that you told him he could stay until he Your health deteriorated, you lost your job, your only

22
living relative died in an absurd accident. You
thought it was a string of bad luck until you found a
small pouch containing dirt and animal bones hidden
behind a bookshelf. Some online research told you it
was some kind of Quimbanda curse bag. This ADVANTAGES
Brazilian syncretic cult, you found, venerates a spirit g +1 Charisma
named Pomba Gira, whose domains include that of
revenge, with the power to destroy someone’s life g +10 First Aid
and leave them destitute. Its Brazilian nature made it
DISADVANTAGES
was clear who caused this. Now paranoid, you
searched your house and found two more bags. But g -1 Constitution
what now? What were you supposed to do with
them, throw them out? Burn them? The online SCENARIO
forums didn't agree on anything, so your only chance At Ritual Level 2, the scenario ‘Breaking the Curse’
was to look for an expert. Or become one yourself. becomes available (page 175).
For now, you have taken the bags to the new
clinic you work at, and it seems that their nefarious STARTING ITEMS
influence is lessened there. Still, you continue to be
g A Pomba Gira medallion, just in case
injured in ridiculous accidents, so you better find a
solution soon. g A pistol and a knife

5 HAUNTED

After many, many years of sacrifices, skipping Then one night, you woke up feeling something
vacations and evenings out with friends and family, was wrong. You sat up in bed, staring into the
and eating only the most basic and cheapest of foods darkness, when suddenly you felt something pulling
you made it! You finally have a place of your own. It your bed sheets. You grabbed onto them with all
took years of carefully planned finances, but you are your strength but the pulling grew stronger, forcing
officially a homeowner. You managed to get a place you to let go. You sat on your bed, as far from the
in a fantastic part of town, at a surprisingly fair price, border as possible, shaking in fear. Then, from the
especially considering its recent renovations. It’s darkness they emerged: two fiery eyes, floating in
beautiful. front of you. You rushed to the light in fear, turning it
Two weeks after moving in though, strange on. You looked back, and the room was empty.
things started to happen. At first it would be small You stayed up all night, and in the morning you
things, like your keys not being where you left them, started looking for help. You knew you didn't dream
flickering lights, a door closing without a current. One or imagine it; the bed sheets were still on the floor,
night when your little nephew and your sister were where the thing had left them. Over the following
sleeping over, he woke up in the middle of the night days, things got crazier with furniture moving
screaming about the ‘fire eyes’ floating above his bed. around and your belongings being tossed and
The little guy was so scared your sister had to stay up knocked over. Your nerves couldn't handle it
all night with him. Then, things got more serious. A anymore, and you decided to spend a few days in a
plugged hair-dryer fell inside a full bathtub, a pot full hotel while you found help. It took pulling a lot of
of boiling water tipped off the stove and spilled all weird contacts, but you finally managed to find a
over your poor cat. Naturally, you tried to rationalize woman called Raven who was willing to help. You
it all, telling yourself they were coincidences, bad talked briefly on the phone, and she asked to come
luck, just you imagining things. see your place the next morning. You left the hotel

Q Liber 3 Q 23 Q Creating Your Character Q


and waited for her at your doorstep, not daring to The following month you considered following
enter the house alone. When she arrived, you were her advice, but you didn't have anywhere else to go,
surprised at her appearance. A twenty-something and you couldn’t sell without losing money. Your
full of tattoos and piercings with a fringe of green whole life was tied to this place! No, you would stay.
hair to top it off. She did not look like the type who Stay, and fight. Simply because Raven couldn't handle
was equipped to deal with whatever was happening it doesn’t mean you can’t. If nobody would help you,
in your house. Once inside, she asked you questions you would deal with it yourself. You had fought to get
while taking out candles and incense, and then sat on here, and you are going to fight to keep it.
the kitchen floor, murmuring to herself. After 10
minutes she got up and told you that it would be best ADVANTAGES
if you waited in the next room. You made yourself g +1 Will
some tea and waited, impatiently. Five minutes later,
you heard her talking but couldn't make out the g +10 Persuasion
words. Then, to your horror, you heard something
talking back. It spoke with a thin, airy voice like DISADVANTAGES
leaves rustling in the wind, before things started g -1 Charisma
being thrown around. You heard plates and glasses
shatter, and cookware hit the floor. You suppressed SCENARIO
the urge to check what was going on, and simply At Ritual Level 2, the scenario ‘Banishing’ becomes
waited. An hour later, Raven came out, full of cuts available (page 177).
and bruises. “I'm... I'm sorry. There's nothing I can do.
He won’t leave, and I can't force him out.” You looked STARTING ITEMS
at her in disbelief, asking what you were supposed to
do. “Move, sell the house. He’s not going anywhere.” g A realtor pamphlet, a reminder of what
And just like that, she packed her things and left, you have to lose
visibly ashamed. g A pistol and a knife

6 INVOLUNTARY LUCID DREAMING

Since childhood you have repeatedly slipped into


what you call the Dreamlands. There you have
soared through the skies and tunneled into the earth,
exploring what felt like a whole universe under your
control. Your parents told you they were just dreams,
but you knew that wasn't entirely true. More than
once you bumped into people whom you had no
control over. Most had no clue where they were, but
occasionally you recognized a fellow traveler. Lucid
dreaming inevitably became just another part of
your life. Though the frequency of your visits were
not under your control, sleep would unpredictably
whisk you to the Dreamlands where you could enjoy
the pleasure of a world under your beck and call.
Until it appeared. You couldn’t describe it at first,
trying to remember it felt like recalling your first

24
years of life: blurry, confusing and mostly invented. ADVANTAGES
You started calling it the Blur. It would come when
g +1 Charisma
you least expected, slowly but inexorably marching
towards you. The Dreamlands became a Nightmare. g +10 Astral Knowledge
It would manifest and your control over the world g +10 Meditation
would slip away making escape impossible as the
skies pushed you down and the floor melted to trap DISADVANTAGES
your feet. You always woke up just before the Blur
got too close, until that day. That day, it was g -1 Will
everywhere. You transformed into a bird and flew g -10 Psychic Offense
high, as high as you could, only to realize that you
were mere centimeters from the ground. So you SCENARIO
dropped, trying to dig yourself away from the Blur, At Ritual Level 2, the scenario ‘Seeing Clearly’
but no matter how deep you went you would always becomes available (page 180).
resurface in the same spot.
It caught you. STARTING ITEMS
And you woke up.
That was the last time you dreamed. Now, g A Misbaha: Gorgeous ebony and bone
night brings only a few blank, empty hours of sleep. prayer beads. Allow you to re-roll a failed
So by day, you have been researching. You learned Meditation check
that what you call the Dreamlands is just one of many g Dream Diary Collection: You've been
layers of the Astral plane and you may be able to find filling these up for years now...surely
another way in. Are you willing to make that risk? there's something to learn from them.
g A pistol and a knife

7 NEAR-DEATH EXPERIENCE

You used to live a pretty normal life. You would get When you came to consciousness, there was a
up early, go to work, go back home and sleep. You blurry light nearby and several figures standing in a
didn’t worry about things like death or the afterlife circle. You focused your sight on what appeared to be
because you simply didn't have time. That position as a group of doctors and nurses at work around an
chief of sales wasn't going to be yours by resting on operating table. You could hear their conversation
your laurels! So you worked, and you worked hard. but couldn't distinguish any words, as if they were
You were the first to arrive, the last to leave, and speaking a language that sounded exactly as yours,
always pulled extra hours on weekends. That didn't only it was all gibberish. You came closer, curious to
leave you much time to make friends, so you lived a see who was at the table. It was you. You were
pretty solitary life. bleeding from several places, and there was a
It was late, as usual. You had just finished a faltering tone coming from the heart-rate monitor. It
report for the last quarter, and while doing numbers didn't look pretty. Funnily enough, you didn't care
in your head you walked to your car and headed much. Everybody has heard stories of people going
home. The late night had left you sleepy, so you through this type of experience, saying it was
decided to turn the radio on. You reached up to hit emotional and life-changing. They say it gives them
the button, and while you were looking at the dial for clarity, teaches them what’s important in life. For you
just the briefest of moments, you heard a loud though, it felt interesting and bizarre but if you were
screech, felt something hit you, and that was it. being honest with yourself you didn't care how this
Lights out. turned out, one way or the other.

Q Liber 3 Q 25 Q Creating Your Character Q


The whole charade even started to bore you. You started having a heartbeat again. It was a miracle,
decided to look around. Anything more than a few they said.
feet from your body felt intangible, unwilling to be You had never been more happy or more scared
brought into focus. Some blurry rectangles suggested in your life.
a table in the back of the room, some cabinets, a Soon after, you left your job. Life and Death hold
door... But then, in a corner, you saw something out new meaning for you. Now you know what awaits
of place. Initially, it looked like a shadow, but then it you on the other side. It is there lurking in the
started to grow and take shape. Human shape. shadows, waiting for you to come back, this time
Slowly, the shadow peeled itself from the wall, and forever. But you are not going to give that thing a
started walking towards your body. Very slowly, you chance. This time you know what to expect, you’ve
started to discern its face. A most horrible, twisted started to look into Necromancy and spiritual
face. Its visage was dominated by a giant toothy warfare. Next time you meet it, you will be prepared.
smile, which sat below a pair of empty eyes. Those
eyes were focused on the operating table before it ADVANTAGES
stopped its approach, turned its eyes to you, and g +10 Magical Liturgy
smiled even wider.
The figure started moving again, faster this time, g +10 Psychic Defense
with its eyes locked on you. You panicked. You didn't g +10 Psychic Offense
know what that thing was, but it clearly wanted
something with your body. It slowly but inevitably DISADVANTAGES
approached the operating table, raising something
g -1 Constitution
akin to arms towards your body. You flew past it,
launching yourself at your physical body. You g -1 Charisma
screamed with a voiceless voice, punched with
intangible fists. You cried, begging yourself to wake SCENARIO
up while the shadow came closer and closer, its grin At Ritual Level 2, the scenario ‘Incarnated’ becomes
becoming impossibly wide, its eyes still locked on available (page 181).
you. Then, when it was hardly a breath away, the
thing froze. You felt something pulling you closer to STARTING ITEMS
your body, like the most powerful magnet in the
world. And then blackness. g Your final sales report, a reminder of your
When you woke up in your hospital bed, they old life
told you you had been dead for almost five minutes. g A pistol and a knife
Doctors were about to give up when you suddenly

26
8 PAST LIFE

It was a recurrent joke between your partner and you, started shaking but everyone in the chamber stood
how you must have been the ‘Leonardo da Vinci of silent and motionless.
music’ in a previous life, considering how naturally The corpse opened its eyes and stared at you, a
playing music was for you. Since you were a kid you look that crossed the bridge of time and shook you to
could pick up any instrument, no matter how rare or the core.
obscure, and be playing it in a matter of hours. Of You regained consciousness with a scream,
course this gift didn't pass unnoticed and you were jumping from Dr. Weber's divan. She stood beside
quickly recruited to be part of your hometown's you, visibly disturbed. The second you stood up she
philharmonic orchestra. From that point forward your started pushing you out of her office, telling you to
whole life became dedicated to music simply because leave and never return. For several minutes you
you had a gift for it. It didn't mean you didn't love it, of stood in shock on the other side of her closed door,
course, but you never felt it was your true calling. Still, trying to understand what had just happened.
the inside joke about your past life grew to the point Things were never the same again. You began
where for your last birthday your partner gifted you a having vivid dreams where the corpse called out
session with a famed hypnotist, one who supposedly taunting you, demanding you reclaim your legacy.
specialized in recovering memories of past lives. Names and symbols started to appear in your dreams,
A week later you found yourself leaning on a images so clear they urged you to find more about
stereotypical psychologist's divan with a wrinkly old them. You slowly learned of Ashakhet, a powerful
woman sitting beside you. Before you started, you Ancient Egyptian priest from the 21st dynasty. You
explained to Dr. Weber (apparently she had a learned of his work, details that were written in
doctorate) how all this was the consequence of an history books and details that weren’t. He served as
inside joke, and how sorry you were in advance for high priest during the reign of Amenemnisu. He
wasting her time. With a courteous but firm smile summoned powerful spirits and commanded a legion
she told you to relax and lean back on the divan, so of elemental servitors. He was the favorite son of
you did. She took out a huge golden pocket watch, Anubis, with such power over death he made it so that
and as she started balancing it in front of you, you after his passing, he would be reborn. Above all, he
had to suppress a smile at the cartoonish situation. was you. You are Ashakhet reborn, ready to claim
To your surprise you felt comfortable, drifting off what is rightfully yours. You must unlock the secrets
faster than usual with the help of Dr. Weber's that once belonged to you, and regain your position
soothing voice telling you to relax and concentrate among the Gods.
on the swinging watch while she counted backwards.
After an undefined period of nothingness, you ADVANTAGES
opened your eyes to a rocky cave. The first thing that g +20 Magical Liturgy
came to you was the oily smell of burning torches. You
were leaned over a corpse, a brush in hand, murmuring DISADVANTAGES
unintelligibly. Two shrouded figures stood beside you
as you painted foreign symbols (hieroglyphs?) all over g -20 Sanity Maximum
the corpse. You heard your own murmurs rise in
volume as you approached the corpse's face. It was a SCENARIO
man in his mid-twenties with a clean shaven head. He At Ritual Level 2, the scenario ‘Past Enemies’
looked more asleep than dead, but somehow you knew becomes available (page 184).
that he had been dead for over a month. The murmurs
became a chant as the other two figures joined your STARTING ITEMS
voice. With a triumphant gesture, you painted the last g An unused guitar pick
hieroglyph on the man's forehead, and the chanting
stopped. Someone behind you started fanning incense, g Hieroglyphs for Dummies. The
covering the corpse in smoke. Silence was absolute, reincarnation of an ancient Egyptian
and there was a sense of reverence in the chamber. The magician should know how to read
incense seemed to linger and stick to the corpse, hieroglyphs.
almost as if it were licking his skin. Suddenly the corpse g A pistol and a knife

Q Liber 3 Q 27 Q Creating Your Character Q


9 SEANCE GONE WRONG

It was a familiar situation, and you felt safe. Your One moment the glass was resting on the table, and
friend Laura had brought you out for a night of the next it was flying toward the wall.
partying with friends and acquaintances, ready to “What the fuck?!” Laura said, “That was not
meet new and interesting people. The party itself funny, who threw that? You could have hit me!”
was fun, but it eventually reached the point where Visibly panicked, the host said nobody could have
there were only a few people left, and the party thrown it, everyone had their hands on the board.
turned into a more intimate affair. You all sipped at The party guests were all clearly uncomfortable, and
your drinks in quiet conversation, and the mood everyone agreed it was time to call it a night, and
slowed down. As the conversation meandered started getting up. Then the planchette began
towards the spiritual and the unknown, somebody moving by itself all over the board. After a few
jokingly asked if anyone had played with a Ouija seconds of random movement, you saw it spell
board. Coincidentally the host happened to have one, “NOBODY LEAVES TODAY”. At that point, everyone
and he rushed to grab it. A few minutes later you and was scared to death, not knowing what was going on.
four other individuals, some you knew and others The host spoke first, with a shaky voice. He said he
you didn’t, were gathered around a table with the didn't buy the Ouija board, he had found it in his
Ouija board in the center. You all held hands and room when he moved into the house. One of the
concentrated, and after a minute of contained other guests said “I'm outta here”, and ran for the
laughter, you solemnly spoke, “Is there anybody door. She almost reached the exit when a decorative
there?” Everyone placed their fingers on the vase flew across the room, smashing against her
planchette and waited in silence, the air filled with head while you all stared in disbelief. She dropped to
expectation. Then, timidly, the glass started to move. the floor, bleeding profusely from her head,
Among gasps and nervous laughter, it stopped at unmoving.
“Yes.” Someone asked, “What is your name?” and A few seconds later, you found yourself on the
after a few seconds of pause the planchette zipped floor, laying in a puddle of your own urine. You
with confidence to the letters “D-A-I-S-Y”. You all laboriously turned your head to see the other guests
laughed. Daisy? That doesn't sound too terrible. You in no better position. Most of them were huddled
asked around for questions, and someone suggested against the wall, crying. Another one made an
asking Daisy where she was. The planchette moved attempt at the door, only to be suddenly and
letter by letter, answering “RIGHT BEHIND YOU”. violently lifted from the floor by an invisible force. He
You all involuntarily looked over at the empty cried out, choking in mid-air until there was a loud
room, and nervously smiled at each other. A man you snap, and his lifeless body fell to the floor like a
met that night (Rick?) told the group the only way to discarded puppet. You don't really remember what
know someone isn’t moving the planchette is to ask happened after that. It was a cacophony of screams,
a personal question, something no one else knows. sobs and calls for mercy. You simply stayed on the
Your friend Laura said, “Alright, here’s a question. ground, your body unmoving, listening to the cries of
What was the name of my grandmother on my pain and agony which came from the throats of your
mom’s side?” Everyone but Laura put a finger on the friends. After an eternity of silence, you opened your
planchette, and stared at it while it zipped around the eyes and carefully stood up against the wall. You
board. “CATHERINE”. You all looked at Laura, and avoided looking directly at the mangled corpses
everyone knew the answer just by looking at her surrounding you but out of the corner of your eye
frozen smile. She turned to you “Thanks for freaking you saw their faces, twisted beyond recognition by
me out, you must have heard me mention her before fear and anguish. You slowly moved towards the
and made a good guess. This is bullshit, I'm going open door, half crawling, half walking, when you
home.” She stood up and walked towards the door froze. There was a familiar scraping sound coming
when a glass smashed violently against the wall. from behind you. The planchette. You turned
Laura screamed, and the rest of you jumped in shock. towards the table, and watched as it spelled

28
something for you: “TAKE THE BOARD”. Crying even ADVANTAGES
more than you were before, you took the board and
g +1 Will
ran out of the house.
The months that followed have been a blur of g +10 Occult Knowledge
sleepless nights and days spent at the public library,
researching. Apparently, Daisy has chosen you. You DISADVANTAGES
are the one charged with bringing it back from the g -10 HP
other side. It guides you, and you spend countless
nights writing down its instructions. While you are g -10 Sanity Maximum
out following its instructions, you are learning, you
are preparing. You know that if you want to get rid of SCENARIO
it you will need to face it, eventually. The nights are At Ritual Level 2, the scenario ‘Facing Your Fears’
Daisy's, spelling out lists of ingredients and becomes available (page 186).
specifications, but the days are yours and soon you
will be ready to destroy it, once and for all. STARTING ITEMS
g A Ouija planchette, dotted with dried
blood
g A pistol and a knife

10 SLEEP PARALYSIS

The oldest memories you have are of waking up in gets. You've heard of people dying of a heart attack in
the middle of the night, unable to move. It happened their sleep, people with no history of heart problems
all through your childhood. Through your panic, you whatsoever. You think you know why. Yesterday you
would twist and turn inside your head, concentrating lost your job but it doesn't matter, if you don’t learn
all your will on your toes until finally they would how to stop it, nothing will matter. You’ve heard
begin to twitch, breaking the spell. Then you would rumors of people who can deal with this type of
run to your mother's bed, crying. problem. You need to learn more, and quick.
With age, they stopped. You moved on, thinking
they were just infantile dreams. Five years ago, it ADVANTAGES
started happening again. In the middle of the night, g +10 Vril Maximum
you would find yourself awake, not able to move a
muscle. But now you are not alone. Someone– g +10 Psychic Offense
something is in your room with you. Some nights
there is only one, others there are several. They DISADVANTAGES
blend into the darkness, in corners and shadows that g -10 HP
hide their faces. Eleven nights ago, one of the figures
g -10 Sanity Maximum
moved. It started moving toward you, millimeter by
millimeter. With each passing night it advances
SCENARIO
closer to your bed while you lie with your eyes open,
unable to scream. At Ritual Level 2, the scenario ‘Facing the Darkness’
You started reading about sleep paralysis, and becomes available (page 188).
found your way onto forums and groups with similar
stories. You are not alone in this, you are not losing STARTING ITEMS
your mind. You’ve begun to sleep as little as 3 hours g A box of caffeine pills, to fend off sleep
each night because the longer you sleep, the closer it
g A pistol and a knife

Q Liber 3 Q 29 Q Creating Your Character Q


C Liber
Liber41

.
.
Magíc
In Aleister Crowley’s Magick in Theory and Practice, magic is defined as "[...] the Science and
Art of causing Change to occur in conformity with Will." There is ample evidence to suggest
that Magic has been utilized by every civilization since the dawn of time, from the ancient
Egyptians to feudal Japan. Its use continues into the modern day, with contemporary
Europe and most other countries benefiting from its power in subtle ways. Occult historians
know well the Astral battles fought between Allied and Axis powers, as well as the esoteric
Orders that guide the hand of governments and corporations. To the discerning eye, it is
possible to see the influence of magic and occult forces in every aspect of humanity's
history; the story of our race is one not only linked to magic, but derived from it.
As a developing student of the occult arts, magic is everything to you. It is the veritable
alpha and omega, the reason why anything in your life makes sense. Others wonder about
the meaning of life and scoff at your certainty, dismissing it as unverified personal gnosis. It
may appear ‘unverified’ to those who lack the Sight, but for you it is as patent as the midday
sun. All feelings of existential angst disappear when you perform rituals, as you develop
your talents and skills even further. The first time you stepped into the Astral plane
willingly, your life was changed forever. You are the true master of your life. You have a
purpose, and it is fueled by magic.
This is real magic though, no fireballs or flying here! Although channeling an entity
gives you miraculous abilities, you are still limited by the laws of the universe (the actual
laws, not the apparent laws of physics). With this power, it is theoretically possible to cause
any object to change according to its nature; a wound may heal faster, a memory be made
to slip away, or a bullet may find its target in a nearly impossible shot.
Although magically affecting the physical world is pleasurable (easily bringing money
and attractive company), in your experience it is better used as a tool to refine your true
self, a consequence of developing your spirit but not a goal unto itself. As you continue
growing your skills and experience with the Arte, you are increasingly respected by those
forces that have a grip over the world, this one and the next. In the end, your goal is to carve
your name in fiery letters upon the Astral plane, to command legions of spirits, to have
power guaranteed when your mortal life is over. Better practice dealing with the world of
spirits now, before you join it forever.

THE SPIRIT WORLD


So what does magic actually entail? As an adept, most of your time is spent preparing and
performing rituals to contact otherworldly entities known as spirits. This is an umbrella
term that includes Vestiges (spirits of the deceased), Angels, Demons, Gods and anything in
between. These spirits range from deceased humans to all-powerful pandimensional
entities, and their powers, knowledge and areas of expertise vary accordingly. The method
of interacting with each begins the same way: a summoning ritual. These rituals allow you
to contact the spirit, negotiate with it, gain its favor and ideally its power.
All spirits exist in the Astral planes, the non-physical layers of reality that surround
everything. Non-physical dimensions exist at an angle of perception we are not able to
perceive, vibrating (for want of a better word) at a higher frequency than the known
physical universe. This makes them invisible and undetectable to the five senses, and to all
scientific means available today. Just as different waves and energies—light, gravity, x-ray,

31
thermal, microwave—can occupy the same space at Last but not least is The Astral. The most
the same time, so do these different dimensions elevated spirits reside here, among its many layers,
coexist, occupying the same space at the same time, each more spiritually refined than the last.
each at its own frequency. Traditionally there are seven layers, though this
Throughout the ages, adepts have classified non- varies from culture to culture. Astral planes are
physical dimensions into three main layers. The first complex, multilayered, psychically charged
is The Shadow. This sits closest to the physical dimensional environments with variable perception-
world, and it resembles it the most. Most Vestiges based aspects. How the Astral is seen depends on the
and spirits of the deceased exist in the Shadow, area, who is there, and even your purpose in being
lingering as close to the physical world as possible. there. An adept may see different things depending
Parasitic entities such as minor Demons and thought on their needs, all of it processed through a flesh and
elementals reside here too, close enough to leech off blood brain. For most travelers, it appears as a series
the energies of humans. The average projector finds of connected passages, an ever-changing labyrinth
the Shadow fairly dark and gloomy; it overlays and that varies depending on the path taken. Only the
permeates the entire physical universe, containing a most powerful and elevated spirits are found in the
nearly perfect reflection of reality. Everything in this Astral: Angels, Demons, Gods, and the spirits of a
layer happens in real-time—in sync with reality. select few perfectly refined humans.
The next layer of the Astral is generally called
The Dream. This is where most sleeping humans go
when they fall asleep. Anything is possible here, TIMING IS
especially for a lucid dreamer, and many are the EVERYTHING
adepts that have been lost to this infinite playground. Before detailing how to perform rituals, it is vital to
All kinds of spirits may be found here, including discuss the influence celestial orbs have over any
Demons, Angels, even some Gods. As any dreamer magical activity. Every Angel, Demon and Deity is
knows, time and space hold no real meaning here. associated with a planet of the solar system and a
Several lifetimes may pass here for every second on phase of the moon, and it is fundamental to the success
the material plane. of a ritual that it is performed at the precise moment
listed in its description. For rituals there are four
primary moon phases: New Moon, First Quarter, Full
Moon, and Third Quarter. All new characters start
on a Monday with a New Moon. Each activity takes a
full day, and each moon phase lasts two days. You can
use the Astrological Chart on the next page to keep
track of the day of the week and the moon's phase.

ACTIVITIES
Performing a ritual, visiting the Omphalos (getting
missions, conducting commerce, etc.), visiting your
own private Sanctum, visiting a Site (exploring a
rumor, completing a mission, etc.), visiting the Astral,
resting to let time pass. Any other activities that
make time pass will expressly say so.

Example: Stuart performs a summoning


on a Tuesday, the first day of a Full Moon.
The ritual takes a full day, so the next day
is a Wednesday, and the second day of
the Full Moon. On Wednesday he
explores an old mansion, which moves
time to Thursday, the first day of a Third
Quarter Moon.

32
] ^ _ `
New Full
First Quarter Third Quarter
Moon Moon

B Monday

E Tuesday

C Wednesday

F Thursday

D Friday

G Saturday

A Sunday

ASSOCIATIONS
Day of the
Planet Metal Gemstone Color Incense
Week
Camphor &
B Moon Monday Silver Pearl White
Sandalwood
Pine &
E Mars Tuesday Iron Red Coral Red
Coriander
Lavender &
C Mercury Wednesday Brass & Bronze Emerald Orange
Fennel

F Jupiter Thursday Tin Yellow Sapphire Blue Cedar & Hyssop

D Venus Friday Copper Diamond Green Rose & Violet


Myrrh &
G Saturn Saturday Lead Blue Sapphire Purple & Black
Cypress
Cinnamon &
A Sun Sunday Gold Ruby Yellow
Sa�ron

ELEMENTAL CORRESPONDENCES
Tools Incense
Fire Athame Frankincense
Earth Pentacle Vetivert
water Chalice Jasmine
Air Wand Peppermint

Q Liber 4 Q 33 Q Magic Q
RITUAL MAGIC
& SPIRITS

Adepts attempt to interact with spirits through SECOND PACT – EVOCATION


Summoning Rituals for multiple reasons. Firstly, if The next step in dealing with a spirit that has granted
you play your cards right you may earn the spirit's you its boon (whether voluntarily or not), is to bind it
favor, forming a pact and gaining specific benefits. as a servitor by evoking it. Use a Summoning Ritual to
Second, spirits can be used as protectors or helpers make the spirit manifest, and bind its essence to a
in both the Astral and Physical worlds though physical vessel, or Scacul, which you have prepared
evocation. Third, to perform magical feats (spells), (create a Scacul with the Scacul Creation Ritual, page
you must channel a spirit's power while invoking it. 39). Again, you can bind it forcibly with the Solomonic
Eventually, under the right circumstances, you may method by passing a WIL test, but each evocation of
attempt to permanently fuse with a spirit to gain the spirit will require another WIL test. Failing this
some of its traits and powers. You don't need to do second WIL test deactivates the Scacul for the day,
every step for every spirit; depending on your goals and the spirit does not manifest. Pacting with the
and alignment you will deal with each spirit Sternian method requires both a WIL test and a
differently. Note that during this process, both Persuasion check, but seals the pact allowing you to
summoning and dealing with spirits, your evoke the spirit freely. Evoking a spirit can be very
Persuasion skill is reduced by the Spirit’s Rank. useful in the Astral, where it may act be able to act as
a fighting companion, and in the Physical where it has
FIRST PACT – GAINING FAVOR different effects depending on the spirit. Read about
After learning a spirit's name and sigil (if it has one), the spirit to see what it can offer you in the Astral and
and performing a successful Summoning Ritual (as Physical planes.
described below), your character will be in the While a theoretically powerful adept could bind
presence of a spirit. To deal with a summoned spirit, an infinite number of spirits, this is not practically
you may use either the classic and conservative true. To bind a spirit, you must allocate an amount of
Solomonic way (named after King Solomon, author Vril decided by its Spirit Rank to keep it under your
of Clavicula Salomonis), or the modern and riskier control. If you have insufficient Vril available, or you
Sternian way (named after Richard Stern, author of want to reserve an amount of Vril for other use,
Idolatry and the Spirit World). The Solomonic way complete a Ritual of Release (page 38) to free a
ensures the spirit’s boon by forcing your will upon it previously bound spirit.
with the help of rigid ritual rules, but only half of its
effects will be obtained. In contrast, the Sternian THIRD PACT – INVOCATION
method causes the spirit to manifest without any If you wish to fully embrace an entity's power you
constrictions, which is riskier and requires passing a will utilize invocation, the act of placing a spirit’s
Persuasion check, after which it grants you its boon essence into yourself. Doing so physically alters you,
voluntarily. If the Persuasion check fails, so does the modifying your stats and skills as noted in the spirit’s
ritual. Only one boon may be active at a time; if the PC description. There are three distinct levels of
has an active boon and receives a new one, it will invocation: Ibbur (joined with a Vestige), Vessel
automatically substitute the old one. (communion with higher spirits such as Angels and

34
Demons), and Avatar (conduit of a Deity). These
must be completed in order, each preparing your
SPIRIT RANK
spirit for the next level of Invocation. Not all spirits are equal in power or knowledge.
Invocation requires binding a spirit for a number Generally speaking, Vestiges are weaker than Angels,
of weeks equal to its rank (e.g. a rank 3 spirit must be who are less powerful than Deities. This is reflected
bound for 3 weeks), then summoning the spirit (as in Spirit Rank which measures an entity’s power in
always, observing the corresponding astrological intervals of ten from 10 to 50 affecting persuading
signs). Finally, pass a Meditation check while and binding a spirit. Negotiating and binding
focusing all your energy on the entity's sigil (or powerful spirits is difficult; a PC’s Persuasion skill is
name, if it's a vestige), and you have successfully reduced by the Spirit’s Rank while dealing with it.
invoked the entity, gaining some of its power and To bind a spirit, allocate Vril equal to its Spirit Rank.
access to spells. Completing this process unsettles
your physical form, causing you to lose 20 Sanity.
Maintain control over the entity inside you by
ALIGNMENT
There is an order to this world. Some say it was put
performing weekly ‘refresher’ rituals: pass a
into place by the Demiurge, a false god-creator of the
Meditation check while burning the appropriate
material plane. A Kosmokrator. Others say this is
incense. If you fail any of these weekly minor rituals
simply the way it has always been, just as there are
you lose control of the entity, immediately breaking
laws of physics, there are also universal moral laws.
your bond.
Yet others say that these are just false constrictions
Once your character has invoked a spirit and it's
created for the weak of spirit, those who need
residing within them, they will have access to
guidance in their actions. Whatever the case, there is
spellcasting. Each spirit knows a few spells which
an order in place and while some try to uphold it
you will have access to, as long as the bond between
others try to bring it down. All spirits, individuals
you and the spirit is maintained. Spells are organized
and organizations, including you, have an affinity
into categories called disciplines. You can learn
towards one side or the other. Keep this in mind, as it
everything about spells and disciplines in the section
affects your interactions with Spirits and Orders.
dedicated to them.
All characters, entities and organizations tend
toward Order, Chaos, or Neutrality. All characters
begin Neutral (0), and gain points toward Chaos or
Order by completing specific actions. The maximum
number of points you may have in either side is 100,
with Chaos points moving your score toward Order
and vice versa.
You earn an Order or Chaos point when
explicitly told so by the text, but other actions will
always earn you a point. For example, each time you
kill someone unnecessarily (innocent bystanders,
museum guards; people simply doing a job without
malice) you gain 1 Chaos point. Using the Solomonic
method grants 1 Order point, and using the Sternian
method grants 1 Chaos point.

Example: Jim’s alignment is Order 23. In a


mission, he spares the life of a cultist,
which gives him 1 Order point, raising his
alignment to Order 24 (23 Order points +
1 Order point = 24). On a different mission,
he fails to interrogate a prisoner by
normal means, and in his desperation he
decides to kill them and force the answers
out of their spirit. This is a chaotic action
that earns him 5 Chaos points, moving his
alignment down to Order 19 (24 Order
points - 5 Chaos points = 19).

35 Q Magic Q
Q Ritual Magic & Spirits Q

Your character's alignment influences how you


interact with spirits. Because spirits favor those who
share their alignment, add 50% of your alignment
points (rounded down) to your Persuasion skill
when encountering entities who share your
alignment. On the other hand, when dealing with a
spirit of the opposite alignment, subtract half of your
alignment points (rounded down) from your
Persuasion skill.

Example: Jim is trying to summon the


Archangel Uriel. Uriel is a creature of
extreme Order, and it's pleased to pact
with Jim, whose alignment is currently
Order 19. When it's time to negotiate
with Uriel, Jim adds a +9 to his
Persuasion skill. On the other hand, if Jim
were to summon a chaotic creature such
as Pazuzu, Bringer of Famine, he would
have a -9 to his Persuasion skill when
dealing with it.

You will also gain 1 Chaos point per 10 missions


you complete for a Chaos-aligned Order, and 1 Order
point per 10 missions you complete for any Order-
aligned Order.
Bear in mind Order does not equal good and
Chaos does not equal bad. Alignment pertains to the
balance of forces in the universe; a tendency towards
order or towards entropy. Not all laws are just, and
not all lawlessness is evil.

MELDING WITH A
SPIRIT
Sometimes a magician wants even more of a spirit’s
power for themselves and identifies so strongly with
that entity that they decide to go one step beyond
invocation: a melding of spirits. Through this risky
ritual, the PC will assimilate a spirit to gain some of
its traits and permanent access to spellcasting. The
Ritual of Melding (page 40) requires matching
alignment and one month of uninterrupted
Invocation. connection, causing the spirit to immediately leave
Completing the ritual allows you to innately cast your body. Lose 50 Sanity from the anguish of having
all spells the spirit knows, effectively “learning” them your soul temporarily fused to another, only for it to
forever. Stat changes caused by invocation, both be ripped violently apart. You may attempt the ritual
positive and negative, become permanent. You are once more, when the prerequisites are fulfilled again.
still able to deal with and invoke other spirits. On the This life-changing ritual will alter you forever, for
other hand, failure to complete the ritual severs your better or for worse!

36
PERFORMING
RITUALS

Rituals are the cornerstone of an adept's magical g Incantations: To attempt a ritual you
practice. It is through them that we call upon the must know the correct steps and
forces of the spiritual world to do our bidding, the incantations. All vestiges may be
method by which we are empowered. This is the summoned with the Basic Summoning
most versatile tool in an adept’s arsenal, used by Ritual, but to summon an Angel you must
dabblers and old magisters alike. learn the Angelic Summoning Ritual, and
In grimoires, you will find the complex ceremony for Demons the Demonic Summoning
of recitations, invocations and prayers required for a Ritual. Each Deity has a unique
successful ritual. Each of the rituals descriptions summoning ritual.
below assume your character will follow the
g Vril: All rituals require spending the
instructions; there are no long rituals described here
number Vril Points specified in its
because (despite how On Brand it would be) there is
description. If you lack the required VP
no need for you the player to spend twenty minutes
you can use a Vril battery called a Vas.
reading a summoning out loud; we don’t think that
would be that much fun and it would look weird g Ritual Chambers: It is very important to
when you're playing in a public place! have a dedicated place to perform rituals
There are a few basic elements that all rituals without fear of being interrupted.
have in common: Eventually you will have your own
Sanctum, but as a beginner you will need
g Ritual Difficulty Level: Every ritual has a
to rent a ritual chamber at the Omphalos.
level measuring its complexity. To even
learn a ritual, your Ritual Knowledge level
needs to match its Difficulty Level. For These five aspects are shared by all rituals, no matter
example, if you are attempting a level 2 their purpose. Some rituals will require more things,
ritual, your Ritual Knowledge must be while others will only require these five; check each
level 2. Each successful ritual grants 10 ritual to know what you need to do, and in what order.
Ritual XP, and you advance one Ritual
Knowledge level every 100 Ritual XP
(e.g. level up Ritual Knowledge every SPECIFIC
10 rituals). SUMMONING RITUALS
g Materials: All rituals require the same Some entities (and all Deities) require a variation of
basic materials: incense, candles, and the appropriate Summoning Ritual, as noted in their
consecrated tools and robes. You will be description. These specific Summoning Rituals have
able to purchase consumables at the a unique, rare ingredient that must be used. After
Omphalos, but must create a set of learning the spirit's Summoning Ritual (by finding it
consecrated tools using the Tool in a grimoire or elsewhere), simply perform the
Consecration ritual (page 38). All standard summoning ritual for the spirit's type (e.g.
materials (except robes and tools) are the Angelic Summoning Ritual if it's an Angel), while
consumed in the ritual whether it was adding the rare ingredient to complete the ritual.
successful or not.

Q Liber 4 Q 37 Q Magic Q
BASIC SUMMONING RITUAL Materials: Candles, incense corresponding with the
ñ
Q Performing Rituals Q

Level 1 / 80 VP Angel, consecrated tools and robes, the Angel’s name


Sanity Cost: 5 and sigil.

Summon the spirit of a deceased human or an elemental Execution: In a ritual chamber, light the candles and
force. If summoning a Vestige, this ritual requires their burn the incense while reciting the summoning
name and something which belonged to them. words. Empower the sigil with your Vril, then pass a
Magical Liturgy check.
Materials: Candles, frankincense, consecrated robes The Angel will manifest, and you may begin
and tools (athame, chalice, wand and pentacle). negotiating with it.

Execution: In a ritual chamber, light the candles and

ñ
DEMONIC SUMMONING RITUAL
burn the incense. Recite the summoning words and
perform all ritual steps. Empower the area with Vril, Level 2 / 200 VP
then pass a Magical Liturgy check. Sanity Cost: 10
Success makes the spirit manifest. You may then
request its boon, attempt to evoke or invoke it, or Summon a Demonic spirit. Some Demons require
take another action. If this is a necromantic ritual, specific rituals and materials.
you may interrogate the Vestige through force (WIL
test), or negotiation (Persuasion check). If you Materials: Candles, incense corresponding with the
caused the person’s death, they will not be very open Demon, consecrated tools and robes, the Demon’s
to talking; your only option will be to force it and gain name and sigil.
5 Chaos points.
Execution: In a ritual chamber, light the candles and
burn the incense while reciting the summoning

ñ
TOOL CONSECRATION words. Empower the sigil with your Vril, then pass a
Level 1 / 50 VP Magical Liturgy check.
The Demon will manifest, and you may begin
Consecrate a single item or set of robes for use in negotiating with it.
magical rituals. Consecrated ritual tools, each
corresponding to one of the four elements (pentacle

ñ
RITUAL OF RELEASE
for Earth, athame for Fire, chalice for Water and wand
for Air) are vital to the success of other rituals. Level 2 / 100 VP

Materials: Candles, frankincense, the object to be Release a spirit from a Scacul or another binding. This
consecrated. ritual is used to make room for a new spirit, or to free
up Vril allocated to currently bound spirits. This ritual
Execution: In a ritual chamber, light the candles and may be performed under any astrological conditions.
burn the incense. Recite the words of consecration
and perform all ritual steps. Focus your Vril into the Materials: Bonfire.
tool, then pass a Magical Liturgy check. The tool is
now consecrated for use in other rituals. Execution: In a ritual chamber, recite the
incantation of release. Concentrate your Vril on the
Scacul before tossing it into the bonfire, then pass a

ñ
ANGELIC SUMMONING RITUAL Magical Liturgy check.
Level 2 / 200 VP If the ritual fails, the spirit is released but will
Sanity Cost: 10 haunt you. Lose 20 Sanity and temporarily modify
Meditation and Magical Liturgy skills by -10. To
Summon an Angelic spirit. Some Angels require negotiate its departure, summon the entity
specific rituals and materials. successfully (respecting all the standard
prerequisites such as sigil, name, astrological signs,
etc.) and pass a Persuasion check. Success indicates
the spirit will move on and leave you alone.

38
SCACUL CREATION traditionally favored. You may store up to half your
ñ Level 2 / 150 VP maximum Vril in a familiar (i.e. a character with 200
Vril may store up to 100 in a familiar). Once used, you
Create a Scacul with which to bind a spirit as a will need to “re-fill” the familiar by passing a Meditation
servitor. The object must be made completely of one test. May only be done once a day.
material, corresponding to the spirit’s Astrological
Association (i.e. the Scacul for a mercurial spirit must Materials: Candles, frankincense, consecrated tools
be made of brass or bronze, see page 33). Creating a and robes, the chosen animal, one Animus Stone.
Scacul for a Vestige requires an item or a body part
that belonged to them, and a receptacle for it. Execution: In a ritual chamber, light the candles and
burn the incense while reciting the ritual incantations.
Materials: Candles, incense, consecrated tools and Charge the animal with your Vril, place the Animus
robes, the object to become the Scacul. Stone over it, then pass a Magical Liturgy check.
Upon success, the Animus stone will dissolve
Execution: In a ritual chamber, light the candles and into the animal. It is now your familiar, and has a
burn the incense. Recite the incantations while carving magical affinity towards you. It can sense your needs,
the entity's sigil on the item (if it's a spirit) or burning and will always stay nearby.
the item that belonged to the Vestige and collect the
ashes in a receptacle. Infuse the item or receptacle

ñ
with your Vril, then pass a Magical Liturgy check. EMPOWER WEAPON
You have now created a Scacul with which to Level 3 / 300 VP
bind the spirits associated with the object’s material,
or to bind the Vestige in question. On a Tuesday, empower any weapon with Vril,
permanently increasing its attack damage by +5. This
ritual only works once per weapon.

ñ
CREATE ELEMENTAL BLADE
Level 3 / 150 VP Materials: Candles, frankincense, consecrated
athame, 1 dose of Dragonblood, your weapon.
Infuse a blade with an element of your choice. Enemies
vulnerable to that element will receive double damage Execution: In a ritual chamber light the candles,
from all attacks caused by that elemental weapon. burn the incense and recite the incantations.
Concentrate your Vril on the weapon, then pass a
Materials: Candles, corresponding elemental Magical Liturgy check.
incense, a consecrated tool (athame for fire, pentacle
for earth, chalice for water, and wand for air), a bowl
MINOR ELEMENTAL BINDING
containing the appropriate element (fire, soil, water
or empty for air). ñ Level 3 / 200 VP

Execution: In a ritual chamber, light the candles and Bind an elemental force to a bracelet, pendant or ring,
burn the incense while reciting the invocations. allowing it to absorb incoming elemental damage of
Empower the blade with your Vril (by spending the the corresponding element (e.g. a ring with a minor
VP), then pass a Meditation check and a Magical Undine bound to it protects against water damage). A
Liturgy check. bound object absorbs 5 HP from each corresponding
attack. Only one elemental of each type can be bound
at a time.
CREATE FAMILIAR
ñ Level 3 / 200 VP Materials: Candles, the appropriate incense
(frankincense for fire, vetivert for earth, jasmine for
Designate an animal to be your familiar, empowering it water, or peppermint for air), a consecrated tool
with Vril to be drawn out when in need. The familiar (athame for fire, pentacle for earth, chalice for water,
can be any animal, but cats, rats and birds are and wand for air), a bowl containing the appropriate
element (fire, soil, water or empty for air), and an

Q Liber 4 Q 39 Q Magic Q
item of the appropriate metal (Gold for fire, Iron for CREATE ELEMENTAL GUARDIAN
ñ
Q Performing Rituals Q

earth, Silver for water, Tin for air). Level 4 / 300 VP


Execution: In a ritual chamber, light the candles and Create an artificial elemental spirit of your choice. Use
burn the incense while following the ritual steps and Salamander for fire, Gnome for earth, Undine for
invocations. Empower the item with Vril, submerge water, and Sylph for air. Anyone entering your
it in the bowl's contents, then pass a Meditation sanctum without permission and without protection
check and a Magical Liturgy check. corresponding to the Guardian’s element will be
attacked, and immediately lose 20 HP. An Elemental
Guardian created this way will unravel after defending

ñ
WARD
your Sanctum once (successfully or not).
Level 3 / 100 VP
Materials: Candles, the appropriate incense
Enchant a charm to ward against incoming damage. (frankincense for fire, vetivert for earth, jasmine for
Upon creation, decide how much VP (beyond the water, or peppermint for air), a consecrated tool
required 100) to spend empowering this ward. For (athame for fire, pentacle for earth, chalice for water,
each 2 VP, the ward will absorb 1 damage (e.g. a 50 VP and wand for air), a bowl containing the appropriate
ward will absorb 25 damage). After absorbing the element (fire, soil, water or empty for air).
total damage, the ward becomes inert.
Execution: In a ritual chamber, light the candles
Materials: Candles, 1 dose of frankincense, 1 dose of and burn the incense while following the ritual steps
peppermint, 1 dose of vetivert, 1 dose of jasmine, a and invocations. Empower the bowl's contents with
pendant or talisman of iron, 1 Aether Seed. Vril, then pass a Meditation check and a Magical
Liturgy check.
Execution: In a ritual chamber, light the candles and
burn the incense while following the ritual’s

ñ
instructions. Empower the talisman with your Vril, RITUAL OF MELDING
then pass a Magical Liturgy check. Level 4 / 300 VP
Sanity Cost: 20
CONSECRATION OF A SANCTUM
ñ Level 4 / 200 VP
Fuse yourself spiritually with an entity (more on page
36). Before performing the ritual, visit the Omphalos
and tattoo the spirit's name or sigil on your body.
Cleanse a ritual chamber of all spiritual energies for
the performance of magical operations. This ritual is Materials: Candles, incense, consecrated tools and
used when your character has their own private ritual robes, the spirit’s name and sigil, 1 dose of Umbra
chamber, instead of renting one at the Omphalos. Salts.

Materials: Candles, frankincense, a lodestone, ritual Execution: In a ritual chamber, light the candles and
tools and robes. burn the incense. Focus the Vril on the sigil or name
written on a paper and transfer it into the tattoo,
Execution: In your private sanctum, light the candles then pass a WIL test and a Magical Liturgy check. You
and burn the incense. Read alout the appropriate have now brought the spirit into your being,
incantations while drawing the triangle and circle on permanently.
the Sanctum's floor. Empower the area with your
Vril, then pass 2 Magical Liturgy checks.

ñ
Your ritual chamber is now consecrated. If the BRACELET OF SHIELDING
ritual fails, the lodestone's powers are spent and a Level 5 / 400 VP
new one must be obtained.
Create a bracelet to shield you from harm. Upon
receiving damage, roll a D10: on an 8-10 half the
damage is absorbed by the bracelet.

Materials: Candles, frankincense, 10 doses of Spurca


Saliua, a bracelet.

40
Execution: In a ritual chamber, light the candles and Materials: Candles, frankincense, a silver amulet, an
burn the incense while intoning the ritual Animus Stone.
incantations. Pour the Spurca Saliua over the
bracelet while empowering it with Vril, then pass a Execution: In a ritual chamber, light the candles and
Magical Liturgy check. burn the incense while intoning the ritual
incantations. Grind the Animus Stone with a mortar
and pestle by passing an Alchemy check, and pour

ñ
CREATE GOLEM the dust over the amulet. Empowering it with your
Kadmonite exclusive Vril, then pass a Magical Liturgy check.
Level 5 / 300 VP Failure indicates the stone is lost and the ritual
fails, success enchants the amulet as intended.
Use clay or mud to form an anthropomorphic
animated servant. Because of their proficiency with

ñ
following simple, direct orders Magicians have used MAJOR ELEMENTAL BINDING
golems for centuries as guardians. This ritual will Level 6 / 300 VP
create a golem which will protect a private Sanctum
until defeated. Bind a powerful elemental force to an object, allowing
it to absorb 10 HP from each incoming elemental
Materials: Candles, frankincense, a consecrated attack of the corresponding type. Only one elemental
pentacle, 10 doses of Primal Earth, one Animus Stone. (major or minor) of each type can be bound at a time.

Execution: The creation of a golem is a slow process, Materials: Candles, the appropriate incense
requiring two consecutive days of focus. After two days (frankincense for fire, vetivert for earth, jasmine for
of carefully reciting sacred incantations while mixing water, or peppermint for air), a consecrated tool
clay and Primal Earth, place the Animus Stone in a box, (athame for fire, pentacle for earth, chalice for water,
place the box inside the golem's chest, transfer the and wand for air), a bowl containing the appropriate
required Vril, then pass two Magical Liturgy checks. element (fire, soil, water or empty for air), and an
item of the appropriate metal (Gold for fire, Iron for
earth, Silver for water, Tin for air).
DIVINE SUMMONING RITUAL
ñ Level 6 / 500 VP
Sanity Cost: 15
Execution: In a ritual chamber, light the candles and
burn the incense while following the ritual steps and
invocations as described by the source. Empower
Summon a Deity. Each Deity’s ritual must be learned the item with Vril, submerge it in the bowl's
individually; modify this ritual depending on the Deity contents, then pass a Meditation check and a Magical
you are summoning. Liturgy check.

Materials: Candles, incense, consecrated tools and


CREATE VAS
robes, the Deity’s name.

Execution: In a ritual chamber, light the candles and


ñ Level # / ### VP

burn the incense while reciting the summoning Create a one-use Vas (Vril battery) to store up to 50 VP
words. Empower the sigil with your Vril, then pass a per level of Ritual Knowledge (e.g. at Ritual Knowledge
Magical Liturgy check. 1, the Vas stores 50 VP, at Ritual Knowledge 2 it stores
The Deity will manifest, and you may begin 100, etc.) The Vas is depleted after one use.
negotiating with it.
Materials: Brazier, the item to become the Vas, 1
dose of Mercurial Mandrake per level.

ñ
GIFT OF ANUBIS
Level 6 / 500 VP Execution: In a ritual chamber, light the brazier.
Follow the ritual instructions, burn the Mercurial
Empower an amulet to absorb the damage from a Mandrake in the brazer letting the smoke infuse the
single fatal blow (HP reduced to 0). An amulet used in item that will become the Vas, then pass a Magical
this way is destroyed in the event. Liturgy check.

Q Liber 4 Q 41 Q Magic Q
ALCHEMY

Although the word Alchemy has its roots in the


Arabic language, this discipline (both a science and
BASIC INGREDIENTS
an art) is much older. Ancient Egyptians used it in These alchemical ingredients are found in any
their daily rituals, as did most subsequent serious alchemist’s laboratory, and are required for
civilizations. Chemistry arose from the stripped most advanced formulae. Creating one of the
down version of alchemy, the exoteric shell of an following basic ingredients requires 10 or more in
esoteric art, losing what makes alchemy so powerful the Alchemy skill, and 1 measure of Alchemical
in the process, the capability to perfect the human Supplies (sold at the Omphalos).
body and soul. On the path towards creating the
mythical Philosopher's Stone, the alchemist finds Example: To create 3 doses of Cuprite
gnosis and power. and 2 of Pearlash, pass an Alchemy check
This skill allows you to create tinctures and for each dose (5 total checks), and use 5
concoctions for many uses, as well as craft valuable measures of Alchemical supplies. Failed
ingredients required for many rituals. To attempt the Alchemy checks expend the supplies used
creation of any alchemical formulae, you must meet in the attempt.
a prerequisite value in the Alchemy skill, and have
the use of an alchemy laboratory. For beginner
Adepts, Laboratories are available for rent from the BASIC INGREDIENTS
Omphalos. Formulae are found by reading ancient
grimoires, completing missions, and as rewards for Aqua Fortis Lac Sulphuris
gaining favor with Orders. Aqua Regia Lapis Solaris
Blue Vitriol Luna Cornea
LEARNING ALCHEMY Cadmia Nitrum Flammans
Before you can start experimenting, you must find Calomel Pearlash
hermetic texts that describe the rudiments of Cuprite Powder of Algaroth
Alchemy. All characters start with no skill points in
Alchemy, and you must slowly learn from those texts Fulminating Gold Spirit of Hartshorn
before attempting your first formula. Each Basic Galena Thion Hudor
Alchemy Treatise your character obtains increases Glauber's Salt Verdigris
their Alchemy skill by 2, up to a maximum of 40. After
that, Alchemy is increased through practice, using Horn Silver Vermilion
the standard skill-up mechanic.

†‰ ˜ˆ
Ø
42
ADVANCED SPURCA SALIUA

INGREDIENTS Ø Alchemy Prerequisite: 50


Vril Cost: 50
These ingredients are crafted from basic ingredients
for use in rituals and spells. In creation they are Ingredients: 1 dose of Blue Vitriol, 1 of Fulminating
infused with Vril, activating their magical properties. Gold, the tongue of a Bhuta (collected after killing a
Bhuta).

ANIMUS STONE
Ø Alchemy Prerequisite: 40
Vril Cost: 40 Ø
TOADSTONE
Alchemy Prerequisite: 20
Vril Cost: 20
Ingredients: 1 dose of Aqua Fortis, 1 of Spirit of
Hartshorn, 1 human soul. Capture a human soul with Ingredients: 1 dose of Aqua Regia, 1 of Luna Cornea,
1 Lapis Solaris and a successful Will test after killing 1 of Spirit of Hartshorn.
a human. Ideally, this will be done while out on a
mission. Creating an Animus Stone upsets the order
of the universe, granting the alchemist 1 Chaos point.
ALCHEMICAL
DRAGONBLOOD
FORMULAE
Ø Alchemy Prerequisite: 30
Vril Cost: 25
Elixirs and distillations will give you a vital
advantage on your journey to power, allowing you to
survive impossible odds and defy the conventional
laws of nature. These are dangerous concoctions that
Ingredients: 1 dose of Horn Silver, 1 of Nitrum cannot be taken together with other formulae, or
Flammans, 1 of Verdigris. even taken more than once a day. The only exception
to this rule is the Salamander's Gift, which is still
limited to one per day but can be used together with
DISTILLED AETHER
Ø Alchemy Prerequisite: 25
Vril Cost: 20
one other formula on the same day.

ANTIDOTE
Ingredients: 1 dose of Horn Silver, 1 of Luna Cornea. ‰ Alchemy Prerequisite: 25
Vril Cost: 20
LAPIS INFERNALIS
Ø Alchemy Prerequisite: 20
Vril Cost: 30
Ingredients: 1 dose of Calomel, 1 of Toadstone.

Effect: Remove the Poisoned condition, natural or


otherwise.
Ingredients: 1 dose of Thion Hudor, 2 doses of
Galena.


ARRACH'S BLOOD
Alchemy Prerequisite: 40
MERCURIAL MANDRAKE
Ø Alchemy Prerequisite: 35
Vril Cost: 30
Vril Cost: 40

Ingredients: 1 dose of Aqua Fortis, 1 of Cuprite, 1 of


Pearlash.
Ingredients: 1 dose of Mandrake, 1 of Powder of
Algaroth. Must be created on a Wednesday. Effect: Increase your Dexterity by 2 for one day.

˙
Ø

Q Liber 4 Q 43 Q Magic Q
BILE OF PROTEUS DRAUPADI'S HALO
‰ ‰
Q Alchemy Q

Alchemy Prerequisite: 40 Alchemy Prerequisite: 80


Vril Cost: 40 Vril Cost: 60

Ingredients: 1 dose of Blue Vitriol, 1 of Cuprite, 1 of Ingredients: 1 dose of Primal fire, 1 of Vermilion.
Powder of Algaroth.
Effect: Increase each melee damage you cause by 5
Effect: Increase your Constitution (but not HP) by 2 for one day.
for one day.


ELIXIR OF SPIRITUAL MIGHT


DISTILLATION OF AIR Alchemy Prerequisite: 60
Alchemy Prerequisite: 50 Vril Cost: 40
Vril Cost: 50
Ingredients: 1 dose of Aqua Regia, 1 of Galena, 1 of
Ingredients: 1 dose of Primal Air, 2 doses of Calomel. Shadow Oil.

Effect: Absorb half of all earth elemental damage you Effect: Increase your VP Maximum by 50% for one day.
receive for one day.

FLASK OF HERCULEAN STRENGTH


DISTILLATION OF EARTH
Alchemy Prerequisite: 50
‰ Alchemy Prerequisite: 40
Vril Cost: 40
Vril Cost: 50
Ingredients: 1 dose of Galena, 2 doses of Verdigris.
Ingredients: 2 doses of Powder of Algaroth, 1 dose
of Primal Earth. Effect: Increase your Strength by 2 for one day.

Effect: Absorb half of all air elemental damage you


receive for one day.


DISTILLATION OF FIRE
Alchemy Prerequisite: 50
Vril Cost: 50

Ingredients: 1 dose of Primal Fire, 2 doses of


Vermilion.

Effect: Absorb half of all water elemental damage


you receive for one day.

DISTILLATION OF WATER
‰ Alchemy Prerequisite: 50
Vril Cost: 50

Ingredients: 2 doses of Aqua Regia, 1 dose of Primal


Water.

Effect: Absorb half of all fire elemental damage you


receive for one day.

44
INFUSION OF RAPIDITY SIREN'S CHARM
‰ Alchemy Prerequisite: 30
Vril Cost: 20
‰ Alchemy Prerequisite: 40
Vril Cost: 40

Ingredients: 2 doses of Cuprite, 1 dose of Verdigris. Ingredients: 1 dose of Fulminating Gold, 1 of Luna
Cornea, 1 of Nitrum Flammans.
Effect: Add +1 to your initiative rolls for one day.
Effect: Increase your Charisma by 2 for one day.


MEPHISTO'S CUNNING
SPIRITED FLASK OF CLARITY
Alchemy Prerequisite: 40
Vril Cost: 40 ‰ Alchemy Prerequisite: 75
Vril Cost: 20
Ingredients: 1 dose of Glaubert's Salt, 2 doses of
Thion Hudor. Ingredients: 1 dose of Distilled Aether, 1 of Nitrum
Flammans, 1 of Pearlash.
Effect: Increase your Intelligence by 2 for one day.
Effect: Regain 50 VP.


POTION OF THE AGHORI
STONESKIN
Alchemy Prerequisite: 100
Vril Cost: 200 ‰ Alchemy Prerequisite: 50
Vril Cost: 50
Ingredients: 1 Animus Stone, 1 dose of Lightblood,
1 of Verdigris. Ingredients: 2 doses of Aqua Regia, 1 dose of
Glaubert's Salt.
Effect: Regain 10 Sanity.
Effect: Gain 2 natural armor for the duration of
a mission.


PREPARATION OF THE EAST
Alchemy Prerequisite: 30


Vril Cost: 20 TINCTURE OF THICK BLOOD
Alchemy Prerequisite: 80
Ingredients: 1 dose of Cuprite, 1 of Pearlash, 1 of Vril Cost: 100
Powder of Algaroth.
Ingredients: 1 dose of Mandrake, 2 doses of
Effect: Gain 10 points in the Meditation skill for Vermilion.
one day.
Effect: Increase your max HP by 20% for one day, but
reduce it by 20% the next day.


SALAMANDER'S GIFT
Causa Scientiae exclusive
WILL OF KARNA
Alchemy Prerequisite: 50
Vril Cost: 50 ‰ Alchemy Prerequisite: 40
Vril Cost: 40
Ingredients: 1 dose of Calomel, 1 of Distilled Aether,
1 of Glauber's Salt. Ingredients: 1 dose of Blue Vitriol, 1 of Cuprite, 1 of
Powder of Algaroth.
Effect: Heal to your HP Maximum.
Effect: Increase your Will (but not VP) by 2 for
one day.

Q Liber 4 Q 45 Q Magic Q
SPELLCASTING

Spells are the ultimate proof of an Adept's spiritual g Astral: These spells may only be cast in the
power, a manifestation of their control over a spirit, Astral planes, and are the only spells that
or in the case of a layperson casting a spell, the result can be cast in the Astral plane. They can
of spiritual possession. While fictitious spells are cause both offensive and revelatory effects.
executed with a flashy spectacle of light and color,
g Control: These spells allow the caster to
effects of real spellcasting are felt, not seen. Most
control and influence others, both
often, spells are simply accompanied by an
spiritual and physical creatures.
atmospheric ripple in the surrounding air. In contrast
with rituals, spells do not require preparation and g Environmental: These spells affect the
may even be cast in the heat of battle. caster’s surroundings and situation in
To cast spells an Adept must be Evoking a spirit, different ways. This can be anything from
channeling its raw spiritual energy through their opening a locked door to making a room
physical form. In addition, most spells require an go dark.
incantation, uttering a few spoken words, and some g Folk: These are minor versions of the
require the caster to have their hands free for the use spells from every other discipline except
of mudras—somatic hand gestures which open the Astral, passed down from generation to
way for the caster's Vril to be guided by Evoked generation. Usually granted by Vestiges,
spirit. Casting a somatic spell in combat requires the this is the least powerful but most
character to drop anything in their hands. To use the versatile discipline. Folk spells cost half
dropped items again (most likely a weapon), a turn the VP, and cause half the effect (both
must be spent picking them up. All spells require an rounded down). If the effects cannot be
Evoked spirit and verbal incantation, but other halved (e.g. you cannot remove half of a
requirements will be listed in each spell. condition), the Folk version is identical to
Some spells require reagents, common and rare the original, cost and all.
ingredients that are consumed when a spell is cast.
These ingredients have an affinity with the spell and g Offensive: These spells cause harm to
serve as a conduit for the Vril to physically manifest. others, usually in combat.
The only exception to these rules are Astral g Protective: Spells in this discipline are
spells. While in any of the Astral planes, the PC may used to protect and prevent harm.
cast spells without the help of a spirit, and no Astral
spells require incantations, mudra or reagents. The g Restorative: This discipline includes
caster is pure spirit, and has absolute control over healing and curative spells.
their Vril.
Each discipline is treated as a separate skill that the
SPELL DISCIPLINES character must learn and practice. Initially, use the
evoked spirit’s skill value listed for each spell it
Invoking a spirit does not grant access to every knows, to cast a spell. Using the skill-up mechanic
spell. Each spirit has access to 2 or 3 spells, and an (page 15), the PC will gain skill points in each
affinity with one of the 7 spell disciplines. These discipline and will add their value to the spirit's skill
disciplines are: with that spell.

46
Example: Laura has invoked the angel ENCASE
Aziel, who knows the Reverse Damage
spell with a skill of 40. To cast the spell,
˛ Cost: 60 VP
Laura has to roll under 40 with a D100. Effect: Exhale a cloud of dust which solidifies around
After a few weeks of practice with the a target spirit. Roll a D6; if the result is equal to or
spell, Laura has managed to skill-up her higher than the target's rank the spirit becomes
Restorative discipline to 23. Next time immobile, encased in glass for D6 rounds or until it
she casts Reverse Damage with Aziel passes a WIL test. The player may attack the spirit
invoked, she has to roll under 63 (Aziel’s during this time.
40 + Laura’s 23 in Restorative).

ENERGY BLAST
˛
On the other hand, Astral spells will need to be
learned before entering the Astral either from a Cost: 20 VP
grimoire or an instructor, since a PC may not invoke
a spirit while in the Astral. When you find your first Effect: Launch a blast of pure psychic energy
Astral spell, your proficiency with this discipline towards the target spirit, dealing D10+5 damage.
increases to 20%, after which it is increased using
the skill-up mechanic. Also note, the only spells that
may be used while in the Astral are Astral spells. MOLTEN THREADS
˛ Cost: 20 VP + 10 VP each subsequent turn

Effect: Shoot golden threads from your fingertips


which envelop the target. They burrow into the spirit's
ASTRAL essence, dealing 10 SP per turn. The caster may not
SPELLS defend themselves while maintaining this spell.

˛
ASTRAL SHOCKWAVE

˛
SOUL COCOON
Cost: 60 VP
Cost: 30 VP
Effect: Concentrate your Vril on a single point and
instantly expand it in an explosive blastwave, Effect: Drape your Astral form in a mantle of silk-like
crushing all enemies in the area for D20 damage. threads, providing a health bonus equal to 20% of
your SP Maximum for 2 turns.

˛
DEFLECTIVE AURA
Cost: 30 VP CONTROL
Effect: Charge your Astral body with repulsive SPELLS
energy to deflect attacks. Incoming damage is
ALLURE
reduced by 50% for two turns.
μ Cost: 50 VP
Verbal
DEVOURING PLAGUE
˛ Mesu-Betesh exclusive
Cost: 20 VP
Effect: Make yourself especially likable and
agreeable in the eyes of your victim. Repeat a failed
Charisma checks to persuade or influence this NPC.
Effect: Release a swarm of insects to engulf the Only works on humans.
target, latching on for the rest of the combat. The
target loses D10 SP per turn. Casting more than once
on the same target causes no more damage.

Q Liber 4 Q 47 Q Magic Q
μ
Q Spellcasting Q


BANISH SPIRIT ASTRAL VISION
Cost: 80 VP Cost: 20 VP
Verbal, Somatic, Reagent: Black salt Verbal, Reagent: Owl feather

Effect: Banish any spirit in a 5 meters radius, Effect: Project partially into the Astral plane,
including those currently possessing a living or dead overlapping your Physical and Astral senses,
being. The spirit will return to the Astral, leaving the allowing you to see perfectly in pitch-black
Physical plane until summoned again. Can be used to conditions. Negate the effects of acting in the dark.
‘disarm’ an enemy magician, or perform exorcisms.


CENSURE
MIND CLOAK
μ Cost: 20 VP
Verbal, Reagent: Spider silk
Cost: 40 VP
Verbal, Somatic, Reagent: Red coral dust

Effect: Instantly dispel all spells being maintained


Effect: Makes a target oblivious to your presence. within earshot, negating all illusions, barriers, and
Disregard the target's Awareness while trying to other active spell effects.
avoid combat.

DECIPHER

μ
PACIFY
Cost: 20 VP
∂ Cost: 30 VP
Verbal, Somatic, Reagent: Beetle husk
Verbal, Reagent: Ambergris
Effect: Understand and translate any written text.
Effect: Remove any aggressive emotions from a Useful for deciphering arcane tomes written in
living, non-possessed target, making them open to forgotten tongues.
negotiating with or even ignoring the caster. If in
combat, the target immediately stops attacking and


sits calmly, unless attacked again. UNLOCK
Cost: 60 VP
Verbal, Reagent: Opal
BEAST MASTERY
μ Cost: 40 VP
Verbal, Somatic, Reagent: Monarch
Effect: Push your will into the Shadow to unlock a
door or container there, then make the change
powder manifest in the Physical realm. This spell works on
any locked door or container.
Effect: Push your will into a target animal, making it
obey your commands. The animal will follow and
fight for the caster for the duration of combat. Once DAMPEN LIGHT
combat is over it will leave, disoriented.
∂ Cost: 15 VP + 5 VP each subsequent round
Verbal, Reagent: Spider silk

ENVIRONMENTAL Effect: Extinguish all artificial light in a 3 meters


radius. This grants +20 to Sneaking, but reduces the
SPELLS Offensive skills of all combatants by -20. Maintain the
spell by spending 5 Vril each round.
ARCANE SENSES
∂ Cost: 20 VP
Verbal, Reagent: Pearl

Effect: Tap into the Astral and see all that is hidden
and secret. Add +20 to your Perception skill during
the next Perception check.

48
OFFENSIVE RAZOR BARRIER

SPELLS Í Cost: 30 VP
Verbal, Reagent: Komodo dragon scale
CRIPPLE
Í Cost: 20 VP
Verbal, Reagent: Dry moss
Effect: Create an invisible barrier at any spot within
sight. The next living creature to cross the barrier
will be cut as if by dozens of razors losing 20 HP. The
barrier disappears after this effect is triggered.
Effect: Manipulate your target’s mind, limiting their
movement. If you move away to use ranged attacks,

Í
the target will catch up after 3 rounds. If this is cast SHOCK MIND
while the combatants approach each other, the Cost: 50 VP
approach will take 3 turns instead of the normal 1. Verbal, Reagent: Galbanum
This allows the caster 2 attacks before the target is
within melee distance. Effect: Force your Vril into the target's mind,
stunning them for d3 turns.
DRAIN VITALITY
Í Cost: 50 VP
Verbal, Reagent: Ambergris
Í
STEAL POWER
Cost: 10 VP
Verbal, Reagent: Belladonna
Effect: Feed on the target's psyche, transforming
pain into life force. For the duration of the combat, Effect: Latch onto the target's soul with your Vril,
heal 50% of all damage inflicted. draining its power and removing D20 VP. Only works
on targets with VP.
ENFEEBLEMENT
Í Cost: 30 VP
Verbal, Reagent: Fulminating gold Í
UNLEASH INNER BEAST
Cost: 25 VP
Verbal, Somatic,
Effect: Infuse the target with your Vril. They are Reagent: Lapis infernalis
weakened for the duration of the combat, reducing
their melee damage by 50%. Effect: Tap into atavistic energies, gaining the
strength of a beast for the duration of combat.
Unarmed melee attacks deal D20 HP, instead of the
HARM
Í Cost: 50 VP
Verbal, Reagent: Lapis infernalis
usual D10.

WITHER MIND
Effect: Push Vril into the target's arteries and cause
them to burst, dealing D10+5 damage.
Í Cost: 50 VP
Verbal, Somatic, Reagent: Lapis lazuli

Effect: Assault d3 human targets with terrible


HEAT BLADE
Í Cost: 30 VP
Verbal, Somatic, Reagent: Firefly wings
visions and nightmares, incapacitating them for d4
turns. The targets are unable to attack while under
the spell's effect, but will still defend themselves.

Effect: Raise the temperature of a bladed weapon


until it is glowing red with heat. For the duration of
combat, attacks with the weapon deal an additional 5
HP (10 if vulnerable to fire).

Q Liber 4 Q 49 Q Magic Q
PROTECTIVE RESTORATIVE
Q Spellcasting Q

SPELLS SPELLS
DAMPEN HARM BLESSING
Î Cost: 30 VP
Verbal, Reagent: Monarch powder
⋲ Cost: 50 VP
Verbal, Somatic, Reagent: Primal Water

Effect: Thicken the air around yourself, slowing Effect: Receive a gift of power and stability from the
incoming attacks. Reduce all incoming damage by spirit. Regain D20 HP and Sanity from its own
50% for 2 turns. Grants 1 Order point. energy.

FOCUS CAUTERIZE
Î Cost: 10 VP
Verbal
⋲ Cost: 15 VP
Verbal, Reagent: Aloe

Effect: Fortify your mind with Vril, gaining immunity Effect: Use invisible fire to staunch egregious
to stun for the remainder of combat. wounds, removing the Bleeding condition.


SHIELD EXTINGUISH FLAME
Î Cost: 30 VP
Verbal, Reagent: Wormwood
Cost: 15 VP
Verbal, Reagent: Pyrite dust

Effect: Create an invisible shell of Vril around Effect: Smother flame with your Vril, removing the
yourself which will block up to 20% of your HP Burning condition.
Maximum. Breaks after preventing the calculated
damage, or after 2 turns.
HEAL WOUND

SHROUD ⋲ Cost: 30 VP

Î Cost: 15 VP
Verbal, Reagent: Owl feather
Verbal, Somatic, Reagent: Myrtle

Effect: Flood your body with Vril, miraculously


closing wounds. Heal HP equal to your CON.
Effect: Obscure yourself in shadows, making
yourself a difficult target. Gain +10 to Dodge for the
rest of combat. REVERSE DAMAGE
⋲ Cost: 15 VP
Verbal, Somatic, Reagent: Pyrite dust

Effect: Reach into the Astral, where time and space


have no meaning. Heal all damage received from the
last attack. Grants 1 Chaos point.

50
51
PRIVATE
SANCTUM

CREATING A ASTRAL TRAVELING


PRIVATE SANCTUM IN THE SANCTUM
A magician's Sanctum is their seat of power. It is, One of the many benefits of owning a Sanctum is the
more often than not, the only place where they can ability to spiritually re-enforce it by creating an
truly feel safe and in control. There are ways to earn imprint of it in the Astral realm. Advanced magicians
a Sanctum, but here we will explain the steps to go even further, setting up whole Astral Temples
create one yourself. This Sanctum includes your from this physical seed. At its most basic, the imprint
personal ritual area (away from the Omphalos), a allows more reliable access to the Astral. When
private Alchemy lab, and other subtle but useful attempting to enter the Astral from your private
benefits. The downside is that it makes you a clear Sanctum, you may repeat the Meditation check once.
target for your enemies, so be ready to defend it!
Although Obols (the currency of the Omphalos)
are primarily exchanged for status and goods within PATRON SPIRIT
the Omphalos, its influence stretches far away from After establishing a Sanctum, most magicians
the grounds proper. This means that while this choose to search for patronage among the spirits
esoteric currency is conventionally useless in the they interact with (except for Vestiges). A Patron
real world, there are those who cater to the needs of spirit empowers a magician's magical might, helping
magicians, providing them with services such as them with all their works within the Sanctum. Its
space to establish a Sanctum. power and influence will change depending on the
Before purchasing moon's phase:
space a player needs 3 total g In the spirit’s preferred phase, they will
ranks among the Orders, grant +20 to the Magical Liturgy skill.
representing valuable
contacts within the g In the moon’s opposing phase, the spirit
organization. This can be will grant no bonuses.
Rank 3 with one Order, Rank g In the other two phases, they grant +10 to
2 with one Order and 1 with the Magical Liturgy skill.
two Orders, or Rank 1 with 3
To earn a spirit’s patronage, the PC must seal the
Orders. With this help, the
Second Pact with them, then travel to the Astral to
player may spend 10,000ø
personally ask the entity. Play the ‘Astral Session’
to purchase the Sanctum
scenario (page 61). Your goal is to find the spirit you
grounds from one of their
want to have as Patron. Once you find it, pass a
contacts. After purchase, the
Persuasion check or offer them 1,000ø worth of
area must be consecrated
offerings. If the Persuasion check fails, you must re-
(page 40), cleansed of
contact the entity to make another offer. If you
residual energies that may
succeed, the spirit will bless your Sanctum and
interfere with the Work.
becomes its Patron.

52
ALCHEMY LAB
Cost: 5,000ø, 5 Alchemy Treatises

Alchemical operations are impossible without an


Alchemy Lab. Most magicians are forced to use the
public facilities some Orders or the Omphalos offer,
but those lucky enough to have their own Sanctum
can enjoy the ease of use that comes with their own
set-up and arrangements.
Aside from the obvious benefit of not having to
pay to make any alchemical formulae, each time you
perform an Alchemy check in your private lab you
may choose to swap the tens and units dice rolled.
This reflects your character’s familiarity with their
tools and set-up.

Example: Lara is in her private Alchemy


Lab trying to create some Arrach's Blood
for a colleague. After gathering the
necessary ingredients and following the
instructions she found in an old Persian
treaty, she is ready. Her Alchemy skill is
56, but she rolls a 62. Fortunately, in her
personal Lab she can swap the dice
resulting in 26, a success!

ORGONE ENERGY ACCUMULATOR


Cost: 8,000ø, 2 Alchemy Treatises, 2 Grimoires

An Orgone Energy Accumulator (or simply Orgone


Accumulator), is a device originally created by the
great psychologist Wilhelm Reich. Reich was never
initiated into the occult mysteries, but his sharp
intellect led him to discover Orgones, a type of
psychic energy very similar to Vril that can be
harnessed by those with the appropriate knowledge
and equipment.
After exchanging some Grimoires and Treatises
for the blueprints, an adept can build an Orgone
Accumulator in their Sanctum. The device looks like
a simple closet about the size of an adult, made of
several layers of different types of wood, but the
inside is lined with a combination of metals and
minerals following a very specific arrangement.
Spending time inside the device allows an adept to
recuperate all the Vril points spent that day, once a
day, until the bions within the adept (self-
luminescent sub-cellular vesicles) recover and
become ready to absorb Orgones once again.

Q Liber 4 Q 53
Liber51
Liber

.
PlayingG
Ie
Game
Now that you have a character ready and know what to expect from the game, you are
ready to start a gaming session. As a role-playing game with sandbox elements, Seekers
Beyond the Shroud requires you to set goals for yourself; there is no ‘winning the game’.
Your character will grow, gain new power and wealth, and discover the secrets hidden
beyond the veil. If you have played computer RPGs such as The Elder Scrolls or World of
Warcraft, some elements will be familiar: you travel to a hub (The Omphalos), grab
available missions, then go out to engage with the world by shopping, crafting, exploring
Sites and performing rituals.
While exploring, many different things can happen. You may need to fight your way
into a building protected by enemy cultists, or sneak past museum guards to search for
clues and relics. The possibilities are endless but so are the dangers, so you will need to
apply your skills wisely to succeed.

ATTRIBUTE TESTS
When a situation challenges a specific Attribute, you will be required to perform an
Attribute Test. To pass an Attribute Test, roll below the stat in question with a D20.
Attribute Tests include surviving being poisoned (CON), trying to open something by force
(STR), or avoiding a trap (DEX). If the situation requires an Attribute Test, it will explicitly
say so. Rolling a 1 is an automatic failure; even the most talented and capable people make
mistakes! Your rolls and stats will sometimes be modified by factors such as enemy
abilities and powers, or environmental and personal circumstances. When an Attribute
Test is modified, (e.g. WIL (-5), or STR (+2)), simply apply the modifier to your stat before
performing the test.

SKILL CHECKS
Another challenge found frequently in the world is the Skill Check. Pass one of these by
rolling under the specified Skill on a D100. Rolling 96+ is always a failure. Skills, as
detailed previously (page 15), include using weapons, translating ancient texts and
persuading others.
Skills can be modified by external factors as well, such as enemy abilities or
environmental conditions. As always, special circumstances are always specified.

COMBAT
The world is a dangerous place where, more often than not, the only way to solve things is
through violence. Combat in Seekers Beyond the Shroud is fast and deadly, and the rules are
fairly simple, with only a few details to track. The goal of combat is to reduce your
opponent's Health Points to 0. Combatants take turns using weapons, combat spells and
abilities to deal damage (expressed in HP loss) or affect combat in other ways until one of
them collapses.
When combat appears inevitable, you will roll for initiative with a D20. This first
round is called the Engagement Turn, as initiative is rolled again at the start of every round.
Enemies have an Initiative stat from 1 to 20 which you attempt to roll above, thereby
earning the first attack (and the chance to avoid or even surprise the enemy). When facing

55
multiple enemies with different Initiative values, if a combatant begins combat with a spell, use their
compare your roll with each and arrange the turn main weapon to determine if they are melee or
order as usual, from highest to lowest. ranged. If the caster has no other weapons or
offensive abilities, they will be considered a melee
Example: Justin rolls a 13 initiative when combatant.
facing a guard (initiative 8) and their Enemies don't roll attack or defense. Instead,
attack dog (initiative 15), so the dog players roll to attack with their weapon or spell of
attacks first, followed by Justin and choice, and choose a Defensive Skill (Dodge, Parry or
finally the guard. Find Cover) to avoid being hit by attacks. When the
player fails an attack roll, they missed or the enemy
AVOIDING COMBAT avoided the strike. When the player passes a
Defensive Skill check, they avoided the attack or the
Winning the engagement turn gives the player a enemy missed.
chance to avoid combat. Roll a Sneaking check, Some enemies in the world are Veteran enemies
subtracting the enemy’s Awareness from your (page 126), and have Defense and Offense stats (and
Sneaking skill. For example, a player with 50 all enemies are Vereran once you become Seasoned).
Sneaking facing an enemy with 20 Awareness must When attacking a Veteran enemy, subtract their
roll under 30% on a D100. When facing several Defense from your offense skills, and when
enemies, use the highest Awareness value; if the defending yourself subtract their Offense from your
enemy with the most keen senses can't hear you, the defense skills.
rest can’t either.
Combat example: While exploring an
SURPRISE
abandoned facility, Amanda sees a cultist
Winning the engagement turn by 5 or more (e.g. approaching and prepares for combat.
rolling 18 against an enemy’s 13 Initiative), gives you Amanda rolls a 17 initiative against the
the element of surprise, granting a bonus of +20 to Veteran Cultist (Initiative 12), so she will
offensive skills for your first attack. On the other attack first. Since Amanda won the
hand, losing the engagement turn by 5 or more engagement turn she could attempt to
inflicts a -20 to all defensive skills that first turn. avoid combat and sneak past the cultist,
but she decides against it and takes out
Once initiative order is determined, note the her trusty glock. The cultist is only
weapons being used: wielding a blade, so Amanda takes a free
g Melee vs melee: No advantages to either shot while the cultist approaches. Her
side. Pistol skill of 45 is reduced by the cultist's
Defense of 10, but she won initiative by 5
g Ranged vs ranged: No advantages to so her Offensive skills are increased by 20
either side. for the first attack. She needs to roll
g Melee vs ranged: Ranged combatants below 55 to hit. She rolls a 43. This is
get a free shot while melee combatants below the modified target number, and
approach, the rest of the fight is melee vs hits! As Amanda switches to a melee
melee. Weapons are swapped while weapon and the cultist approaches,
combatants approach, so no actions are Initiative is rolled for the second round.
lost. If one combatant is crippled or Amanda rolls 7 initiative, which is less
immobilized, the other combatant can than the cultist's 12 so the cultist attacks
use their turn to move away and attack first. Amanda’s Dodge skill of 46 is
from range until the effect wears off or reduced by the cultist's Offense of 10 so
combat ends. her target number is 36. she rolls a 34,
narrowly avoiding the cultist's blade. She
Enemies carrying melee weapons always try to close attacks with a hunting knife, using her
the gap and force the PC into melee combat, while One-Handed Melee Weapons skill (43).
enemies with ranged weapons will attack from a Her skill is reduced by the cultist’s
distance unless forced into melee combat at which Defense of 10, so her target number is 23.
point they switch to any available melee weapon. She rolls a 67, failing the attack. Combat
Offensive Spells are neither melee or ranged continues until one of them is killed.
(they may be cast onto any Location within sight), so

56
COMBAT ACTIONS A player character may attempt to remove a
During a combat turn a character can take one of condition once per Location within a Site. If they are
several actions: Attack, swap weapons, use a Skill or suffering from several conditions, they may attempt
Talent, cast a spell, use an item or interact with to remove each condition once per Location. All
nearby objects. All actions take the entire turn to conditions are removed once you exit the Site.
perform, meaning not every turn includes an attack.

COMBAT IN THE ASTRAL CRITICAL SUCCESS


Combat is resolved the same way in both the Astral
and Physical planes, with a few exceptions. Most
& FAILURE
notably, characters lose Soul Points (page 14) During combat, a character may perform
instead of Health Points. In the Astral, distance is exceptionally good or bad, resulting in special
irrelevant, so combat is always considered melee vs outcomes. When using a defensive skill, a critical
melee. Astral enemies cannot be surprised, and failure (rolling 96+) results in taking maximum
stealth is impossible the Astral so you cannot avoid damage from the attack, no roll required (e.g. a
combat. Characters cannot inflict or be affected by D10+5 attack automatically deals 15 damage).
Conditions in the Astral, since spirits do not bleed Rolling a critical failure with an offensive skill means
and cannot be stunned. you deal no damage and drop the weapon. To
continue using the weapon, you must spend a turn
recovering it.
CONDITIONS On the other hand, rolling below 10% of a
& EFFECTS combat skill’s value indicates a critical success.
Consequently, critical hit chance increases with skill.
During a fight (and sometimes while exploring), Critical success with offensive skills grants maximum
spells, attacks and certain situations will affect damage for that attack. Critical success with a Dodge
combatants by inflicting negative status that must be wins the next initiative and grants +5 to your attack.
removed in specific ways. All combatants (players, Critical success with the Parry skill allows you to
NPCs and enemies) may be affected by conditions. counterattack immediately, granting a free attack
The rules below apply the same to anyone unless with the parrying weapon that deals half damage.
they are immune to that condition. The most These rules only apply to combat-related skills
common ones are: (including combat Talents), not spells.
g Bleeding: Lose 1 HP/turn. When a
weapon deals maximum damage (e.g. Example: Adisa is facing an enemy adept
rolling 10 on a D10 knife), it inflicts the armed with a machete (D10+15). The
Bleeding condition. Pass a First Aid check enemy attacks first, and Adisa attempts
to remove the Bleeding condition. to Dodge, but rolls a 96! Despite having a
skill of 98 in Dodge, rolling 96+ is a
g Burning: Lose 5 HP/turn for D10 turns.
critical failure so he receives the
g Chilled: Afflicted has -10 to all skills and maximum 25 HP damage. Adisa is
loses all initiative checks. Pass a CON test Bleeding after taking maximum damage
after the first round to recover. If failed, from a weapon, and Stunned (more than
re-attempt each round until success. 15 damage from one attack), so loses his
g Poisoned: Lose 1 HP/turn until this attack! The cultist attacks again, and
condition is removed. Pass a CON test Adisa Dodges, rolling a 3. Adisa's critical
after the first turn to recover. If failed, success chance is 1-9 (10% of his Dodge
healing requires a spell or antidote skill), meaning he also scored a critical
(including some artifacts). success! He wins the next initiative and
gains +5 his next attack.
g Stunned: Combatants who lose 15+ HP in
one attack lose their next turn.
g Blinded: Without special powers or
equipment, suffer -30 to combat skills and
any sight-related skills.

Q Liber 5 Q 57 Q Playing the Game Q


GAMEPLAY
LOCATIONS
& ACTIVITES
Seekers Beyond the Shroud is designed to have many Player characters heal completely after exiting a
different things to do each gameplay session, so Site. This doesn't mean you can enter, heal and then
sessions can be varied and, if necessary, short. These re-enter! Exiting a Site indicates you are finished
activities include expeditions and missions, which with the mission, for better or worse, and the day’s
take place in a specific Site such as a town, a activity is over.
university or a house. Each Site has a list of Remember that once you explore a Site, you still
Locations, or places of interest within the Site. For need to find your way back to the entrance. For each
example, a house may have a dining room, bedroom, cleared Location, roll a D10: 1-2 indicates an enemy.
kitchen, library, etc. This list only contains rooms Roll on the Physical Encounters Table (page 126)
that may prove interesting to search so you will not with normal Site restrictions.
find bathrooms or pantries, even though those are
common in every household. Each Location will also D6 Sites
list the chances that each type of random event is
1 Abandoned Complex
present, such as traps, hidden objects or enemies.
2 Ancient Ruins
3 House
SITES
Once you accept a mission, you will travel to the Site 4 Museum
where it takes place. The most common Sites include 5 Sect's Sanctum
the sanctum of a sect, a museum, a house, the sewers, 6 Sewers & City Tunnels
ruins and abandoned complexes, and the different
planes of the Astral.
1 – ABANDONED COMPLEX
The first Location listed in each Site is its entry
point (e.g. the museum's Entry Hall) from which you These are buildings such as textile mills, old hotels,
explore the rest of the Site in the order you choose. warehouses and other seemingly abandoned places,
Some missions specify the order Locations are laid out occupied by opportunists and groups who want a
in, but usually you will determine layout yourself. First, quiet place to hide and pursue their agendas.
write down where each listed Location is in relation to
the others. The first number listed next to each Location Locations:
indicates how many are present. So if a Sect's Sanctum g Main Entrance (1) 60/40/20
has Alchemy Lab (1) there will only be one Alchemy lab,
but a house with Bedroom (D10+3) will have anywhere g Hallway (D10+5) 60/20/–
from 4 to 13 bedrooms. The key to laying out a Site in an g Warehouse (1) 50/50/50
interesting and fun way is using common sense. You
wouldn't expect to find the museum’s secret Archives g Office or Room (3D6) 50/50/50
right after the Entry Hall, for example. g Rec Room (D10: 1-5 no Rec Room, 6-10
The other numbers appearing beside each one Rec Room) 50/50/50
Location represent the percentage chances of finding
g Parking Lot (1) 40/50/30
an Enemy, Event or Discovery.

58
2 – ANCIENT RUINS 4 – MUSEUM
All over the world there are places of power left by Frequently run or at least staffed by adepts of the
ancient civilizations, some of them containing occult, museums often become unintended
powerful relics that attract magicians wanting to battlefields, a common target due to their ancient
learn their secrets and control them. and sometimes powerful relics.

Locations: Locations:
g Entrance (1) 50/50/20 g Entry Hall (1) 50/50/20
g Ancient Hall (D10) 50/50/50 g Lobby (1) 60/40/30
g Pathway (3D6) 60/20/– g Administrative Office (2) 50/20/60
g Burial Pit (D10: 1-5 no Burial Pit, 6-10 g Exhibit Hall (3D6) 50/30/50
one Burial Pit) 30/60/60
g Hallway (D6+5) 60/20/–
g Chamber (D10) 50/50/50
g Security Office (1) 60/50/60
g Forked Path (D4) 60/20/–
g Archive (1) 50/50/80
g Library (D10: 1-5 no Library, 6-10 one
Library) 50/40/70
g Ritual Chamber (D10: 1-5 no Ritual 5 – SECT'S SANCTUM
Chamber, 6-10 one Ritual Chamber) Magical groups and sects quarrel constantly, so it is
60/50/60 common to be sent on a mission to an enemy's home
base or sanctum to disrupt its operations.

3 – HOUSE Locations:
This may be a city apartment or an old manor in the g Entrance (1) 50/50/20
countryside. Unfortunately, it's quite common
g Alchemy Lab (1) 50/50/70
among adepts to rob and assassinate each other in
the supposed safety of one's home. g Library (1) 60/40/70
g Ritual Chamber (D6) 80/30/30
Locations:
g Hallway (D6) 60/20/–
g Entrance (1) 50/50/20
g Inner Sanctum (1) 70/20/70
g Attic (D10: 1-5 no Attic, 6-10 one Attic)
50/30/60 g Living Quarters (D10) 70/50/50
g Library (1) 50/40/70
g Dining Room (1) 50/50/50
g Bedroom (D10+3) 50/50/50
g Kitchen (1) 50/30/40
g Study (D10: 1-5 no Study, 6-10 one Study)
50/50/50
g Hallway (D6) 60/20/–
g Cellar (D10: 1-5 no Cellar, 6-10 one
Cellar) 50/50/50
g Living Room (1) 50/50/50
g Yard (D10: 1-5 no Yard, 6-10 one Yard)
50/20/40

Q Liber 5 Q 59 Q Playing the Game Q


Q Gameplay, Locations & Activities Q

6 – SEWERS & CITY TUNNELS While preparing the layout for a mission, make a
A common hiding place for street mages and guild-less quick sketch of the place to visualize it better, and
adepts, undercity tunnels are the literal underground write down the chances of finding anything of
of the occult world, offering safety for those interest in each room. You may use other materials
persecuted by the most powerful groups and adepts. available to represent the Site, but remember it
doesn't matter how detailed the shape or size the
Locations: rooms are. Their main purpose is to help you keep
track of where you are and what lays between you
g Underground Access Point (1) 50/50/20 and your goal, or you and the exit.
g Ascending Tunnel (2D6) 60/20/–
Example: Richard is preparing the layout
g Descending Tunnel (2D6) 60/20/– for his next mission, exploring some
g Catacombs (D10: 1-5 no Catacomb, 6-10 Ancient Ruins off the coast of Turkey.
two Catacombs) 50/50/50 Using the Locations listed, he rolls for
some of the Locations and comes up with
g Natural Cave (D10: 1-5 no Cave, 6-10 one
the following: 1 x Entrance, 4 x Ancient
Cave) 50/50/20
Hall, 5 x Pathway, 1 x Burial Pit, 6 x
g Forked Tunnel (D3) 60/20/– Chamber, 1 x Forked Path, and 1 x Library.
g Drained Sewage Collector (1) 60/20/20 He then proceeds to draw them on a piece
of paper, arranging them in a practical
g Ancient Cellar (D10: 1-5 no Cellar, 6-10 way. With a clear vision of the layout, not
one Cellar) 50/50/50 including room contents (which are rolled
g Abandoned Subway Station (1) 70/40/50 during exploration), Richard is ready to
start exploring the Site!

E. Entrance (50/50/20) L. Library (40/50/70)


A.H. Ancient Hall (50/50/50) C. Chamber (50/50/50)
F.P. Forked Path (20/60/–) B.P. Burial Pit (60/30/60)
P. Pathway (20/60/–)

60
LOCATIONS AND the next chapter), in that they are not assigned by an
Order, and you do not gain favor with any Order. To
CHALLENGES find out what scenario you have uncovered from
Sites are comprised of Locations, and each Location rumors and other circumstances, simply roll on the
has a probability for each type of Challenge. These table below:
come in three different varieties: Enemies, Events,
and Discoveries. These correspond to the numbers D8 Scenarios
listed following each Location. Enemies are hostile
NPCs that attack on sight, Events are things that 1 Assault
occur once you enter the Location such as booby 2 Astral Session
traps, obstacles, etc., and Discoveries can be anything 3 Captured
from finding random items (valuable or not), to
secret doors and encounters with neutral NPCs. 4 Defend Your Sanctum
Enemies must be dealt with before Events or 5 Incursion
Discoveries. When an enemy appears due to an Event 6 Investigation
or Discovery, you cannot avoid combat by sneaking
away, since you are most likely the cause of them 7 Purge
running into you. 8 Relic Hunt
Upon entering a Location, roll D100 for each
Challenge. Rolling below the indicated number
means you will encounter that Challenge, and must If the player may not complete a scenario (because of
roll on the corresponding table. a locked door they are unable to open, for example)
the mission is failed.
Example: ‘Drained Sewage Collector (1)
60/20/20’ The title shows you where you
are exploring, the number in parentheses 1 – ASSAULT
indicates how many Sewage Collection Site: Special.
Locations are within this Site, and the
three numbers indicate a 60% chance of Goal: You are infiltrating an enemy base; you must
encountering Enemies, a 20% chance of defeat waves of enemies before facing their leader.
finding an Event, and a 20% chance of Choose which type of enemy you'll be confronting
making a Discovery. (Cultists, Curators or Agents of the Pact); you must
defeat 5 enemies of the chosen faction followed by a
Veteran version as the leader.
ENEMIES
During exploration you will often be confronting all Reward: Either your next Order mission involving
manner of enemies blocking access to your goal and the chosen faction is automatically a success or you
the exit. When an Enemy encounter is rolled, first may lose 1 Antagonist.
determine which enemy you will be facing using the
tables for each Site. Next, roll to see if it's a regular or
Veteran Enemy (D6: 1-4 regular, 5-6 Veteran). 2 – ASTRAL SESSION
Veteran enemies are more powerful, experienced Site: The Astral.
foes that you may encounter instead of a regular one
(page 126). Most missions end with a Veteran enemy Goal: Travel to the Astral to find a specific entity’s
that must be defeated, usually in the last room. More name. Roll a D10:
details are described in the “Foes and Adversaries”
g 1-4 Vestige,
chapter (page 124).
g 5-8 Demon or Angel,
SCENARIOS g 9-10 Deity.
Scenarios are self-imposed missions where your Choose an entity from the appropriate table.
character decides to follow rumors and tips that will
take them to explore a random Sites with a specific Reward: Learn the name of the spirit.
goal. These differ from Order missions (described in

Q Liber 5 Q 61 Q Playing the Game Q


5 – INCURSION
Q Gameplay, Locations & Activities Q

Site: Special.

Goal: Assault a magician's Sanctum. Here, you will


face 2D6 enemies. Roll a D10 to determine each
enemy:
g 1-4 Vodou Zombie,
g 5-8 Guard,
g 9-10 Golem.
The last enemy will be the magician in question, with
stats as a Veteran Sect Adept.

Reward: Roll on the Valuables table.

3 – CAPTURED 6 – INVESTIGATION

Site: Abandoned Complex. Site: This scenario can take place in any Site; roll on
the Sites table (page 58).
Goal: An enemy cult (or an Antagonist, if you have
one) has captured you and nobody is coming to Goal: You will need to find 3 clues in the Site. Each
rescue you. Escape the Site without any of your usual time you enter a Location, and after resolving its
equipment; you will need to scavenge for weapons challenges, roll a D6. If you roll a 6, you found a clue;
and gear from the enemies you face or the equipment if you fail, add 1 to your next roll (each successful roll
you find, since they stripped you of your own. For resets the count). If you don't find all the clues but
this scenario, first generate the Site's map. You are you explored the whole Site, you failed the scenario.
located in the room furthest from the entrance. You
will find your gear at the entrance. Reward: Roll on the Valuables table.

Reward: On your way out you manage to grab


7 – PURGE
something of value. Roll on the Valuables table.
Site: Sewers & City Tunnels.

4 – DEFEND YOUR SANCTUM Goal: Clear a den of Street Mages (or as they say at
Site: Your Sanctum. the Omphalos, “go ratting”). You will only face ‘rats’
(Street Mages) during this scenario.
Goal: Defend your sanctum from the invading forces.
You must defeat D10+5 enemies rolled on the Reward: You may sell anything found during your
Physical Encounters table. If you have Antagonists, it purge for full price back at the Omphalos, and
will be them assaulting your sanctum (chosen identify any relics you have for free.
randomly if you have several). Apply any defensive
measures you may have in your Sanctum (guardians,
8 – RELIC HUNT
etc.). This is only applicable if you own a private
sanctum, otherwise roll for a different mission. Site: Ancient Ruins.
If you fail, you must re-consecrate your sanctum
and spend 1,000ø in repairs. Goal: Explore the Site until you find the relic you're
looking for. Roll a D10 after you clear a Location,
Reward: If the Sanctum was assaulted by one of your adding 1 to the roll for each cleared Location. If you
Antagonists they become discouraged after being roll 16+, you've found the relic.
defeated. They are no longer your Antagonist.
Reward: Roll on the Magical Relics table.

62
Q Liber 5 Q 63 Q Playing the Game Q
ABANDONED
COMPLEX

ENEMIES 1 – OLD CAMP


There are heaps of old clothes and camping supplies
Unless specified by your current Mission, you may all over this room; it appears someone was camping
encounter any of the enemies listed on the Physical here on a semi-permanent basis, but it all seems
Encounters table (page 126). abandoned now.

Perform an INT test. If you pass, perform a


EVENTS Perception check for a roll on the Valuables table. If
you fail, take D20 damage as you step on a booby
D20 Events trap, causing a rudimentary but effective trap to stab
1 Old Camp you in the leg.
2 Death and Gloom
3 Interrogation 2 – DEATH AND DOOM
4 Failsafe The moment you enter this room, an unshakable sense
5 Psychic Resonance of dread invades you. Your end is near!
6 There Are Too Many! Pass a WIL test or lose D20 Sanity.
7 Fire Trap
8 Vril Dead Zone
3 – INTERROGATION.
9 Random Encounter
You behold a gruesome scene: a woman is being
10 Curse of Weakness waterboarded by a man repeatedly asking the same
11 Who Are You? question: “Where is it?!” Do you intervene?
12 Locked Door
If you attempt to pass by unnoticed, perform a
13 Poltergeist
Sneaking check and earn 5 Chaos points. If you fail,
14 Soul Drain the man attacks you. Use the Hunter stat block. If you
15 Tripped Alarm! confront the Hunter, earn 5 Order points as he
16 They Know You're Here! immediately attacks. After combat, if you attempt to
get the woman to divulge the location of her stash,
17 The Weight of Shadows perform a Persuasion check. If you succeed, she tells
18 Fear Manifest you about the hidden stash in return for release,
19 Drug-Fueled Goons granting a roll on the Valuables table. If you fail but
still want to know what she is hiding, you may
20 Infected Wounds continue the interrogation yourself. Lose 5 Sanity,
earn 10 Chaos points and perform a WIL test. If you
pass, you learn about her hidden stash earning a roll
on the Valuables table.

64
4 – FAILSAFE Create a profile for this NPC (page 140). If you
As you step into the room, you realize all too late that attempt to reason with them, perform a Persuasion
the tug you just felt on your leg was a tripwire snapping. check. If you pass, they will leave, looking nervously
over their shoulder. If you fail they suspect a trap,
Perform a DEX test. If you fail, debris falls from above and attack you. If you forgo negotiation and attack
dealing D20 HP damage. Directly after, you hear directly, roll for Initiative and gain 5 Chaos points.
explosions in the nearby rooms; randomly
determine D4 unexplored rooms that are destroyed.
10 – CURSE OF WEAKNESS
A strong psychic force assails you as you enter the room,
5 – PSYCHIC RESONANCE causing your clothes to feel heavy as they drag you to
Something's not right here...what starts as a buzzing the floor. Your life force is being siphoned out of you!
in your ears quickly becomes a deafening pounding
that shakes your very core. Perform a WIL test. If you fail, the spiritual forces in
this room have drained you. For the remainder of the
Perform a WIL test. If you pass, recover 10 Sanity as mission you can only carry half your strength in gear
you calm your mind. If you fail, lose D10 Sanity and or suffer consequences (page 157).
D10 HP from the psychic assault.
11 – WHO ARE YOU?
6 – THERE ARE TOO MANY! The person sitting in this room sees you before you see
Just as you are about to turn a corner, you hear a them. They don't seem threatening, but it's evident
group of voices and steps coming in your direction. You they don't know what to make of you.
need to find a place to hide right now!
Create a profile for this NPC (page 140), and follow
Perform a Sneaking check. If you pass, you find a the guidelines presented there on how to interact
corner and barely avoid detection. If you fail you with NPCs.
must discard a piece of gear, throwing it in the other
direction as a distraction. If you have no equipment
12 – LOCKED DOOR
to throw, they discover you and beat you to death.
A locked door blocks your advance. Find a way
through it.
7 – FIRE TRAP
As you enter the room, you hear a faint ‘click’. You Perform a Lock Picking check to pick the lock, or a
stepped on a trap! STR (-10) test to break through it.

Perform a DEX test. If you fail, gain the Burning


13 – POLTERGEIST
condition as a pot of home-made napalm pours
over you. Random objects start to fly violently around the room.
Some of them zip past your head, barely missing it.
Someone – or something – doesn't want you here!
8 – VRIL DEAD ZONE
The air in this area feels thick in your mouth and lungs. Perform a Find Cover check or lose D20 HP from
You fall to your knees, panting as if you have just run a being aggressively hit by random items. You may
marathon. then either rush out of the room, or attempt to
remove the spirit. If you pass a WIL test, you impose
Lose D20 VP each time you enter this Location. your will over the entity causing all the trouble, and
recover 2D20 VP.

9 – RANDOM ENCOUNTER 14 – SOUL DRAIN


You cross the threshold and come face to face with a On the floor at the center of this room you find a bust
startled person! Judging by their guilty expression, of an old man, his features delicate and regal. As you
they likely shouldn't be here either. approach to get a better look, you feel as if your soul is
being pulled out of your body. What's going on?

Q Liber 5 Q 65 Q Playing the Game Q


Perform an Occult Knowledge check. If you succeed, 20 – INFECTED WOUNDS
Q Abandoned Complex Q

you remember reading about a type of cursed object Whether it was a weapon or an animal bite, the
that can drain the life-force of anyone around it. You wounds you have suffered are not looking good!
run to the bust and smash it against the floor! If you
fail, lose 10 SP now and each time you pass through Your wounds do not want to close. For this mission,
this room. reduce all healing by 50%.

15 – TRIPPED ALARM!
You should have been more careful, you have just DISCOVERIES
tripped some sort of alarm system!
D20 Discoveries
Pass a Technology check to deactivate it quickly, or 1 Drained Body
roll two Abandoned Complex enemies.
2 Lucky Find
3 Old Journal
16 – THEY KNOW YOU'RE HERE! 4 Secret Passage
Somehow your enemies know you're here, and they’re 5 Old Vials
on the lookout for you!
6 Ritual Area
For this mission, increase the Awareness of all 7 Unspeakable Violence
enemies by 10. 8 Prisoner
9 Last Words
17 – THE WEIGHT OF SHADOWS 10 Alchemical Supplies
As you enter the room, your mind is immediately 11 Pile of Old Books
assaulted by self-doubt and vivid images of the horrors 12 Execution
you have faced. How can you possibly stand against 13 Storage Room
the darkness alone?
14 Gruesome Discovery
Perform a WIL test. If you fail, one skill of your choice 15 Rare Opportunity
is reduced by 5 permanently. 16 Negotiation
17 Hidden Stash
18 – FEAR MANIFEST 18 Altar of Perversion
A dark presence is patent in this room, the air is thick 19 Cryptic Research
with the smell of terror. A god of fear and dread was 20 On Human Sacrifice
summoned here, you can feel it in your bones!
1 – DRAINED BODY
Perform a WIL test. If you fail, permanently reduce
your Sanity Maximum by D4. A pale, emaciated body lies on the ground, visibly
drained of blood.

19 – DRUG-FUELED GOONS Perform a Perception check. If you pass, you see


Spread all over the floor of this room you find something in its hands, clutched in a death grip.
paraphernalia and leftovers of all kinds of drugs and Perform a STR test. If you pass, roll on the Valuables
psychotropic substances. Whoever is in charge of this table and gain 5 Chaos points. If you fail, lose 5 Sanity
place is taking a weird approach to security! and gain 1 Chaos point.
For this mission, all enemies have -10 Defense and
+20 HP.

66
2 – LUCKY FIND rush to the nearest exit, the thought crosses your mind:
This place is full of discarded stuff, but among it you should you leave them like this?
see something of value!
If you help, you unhook the corpses, line them up on
Roll on the Valuables table. the ground and cover them as much as you can. Gain
10 Order points, but lose D20 Sanity. If you ignore
3 – OLD JOURNAL the gruesome scene, you leave without a care for the
bodies or a desire to stay there any longer. Gain 10
Towards the back of the room you find a small journal Chaos points and lose D6 Sanity nonetheless.
placed on a dusty table. At a glance, it tells a tale of
travels in the desert.
8 – PRISONER
Perform an INT (-2) test. If you pass, earn 5 Occult
Knowledge points and recover 5 Sanity as the world This room is filled with cages. Almost all are empty, but
makes more sense to you. If you fail, lose 20 Sanity as you see a figure kneeling inside one of them. As you
you fail to understand the insane ramblings scrawled enter he immediately sits up and looks at you, “You
into the pages of the journal. don't look like the other guys, have you come to help
me? Please, get me out of here!”.

4 – SECRET PASSAGE If you ignore the man, earn 5 Chaos points. To free
him, pass a Lock Picking check. Once you release the
You discover a trail of footprints in the dust, but they man, gain 5 Order points and perform a Charisma
abruptly end at a wall. Is there something behind it? check. If you pass, he thanks you and runs towards
the exit, but if you fail he suddenly attacks while
Perform a Perception check. If you pass, you discover yelling he won’t be tricked! Create an NPC (page 140)
the silhouette of a door on the wall. Perform a STR and begin combat.
test to open it and find D3 new Locations.

9 – LAST WORDS
5 – OLD VIALS
A figure lies in the corner of this room, in a pool of
Covered in dust and half hidden by some old their own blood. When you approach, you see that
newspapers, you find a couple vials of golden liquid. this person is still alive! He motions for you to come
Would it be a good idea to take a sip? closer, desperately whispers in your ear, then
collapses, dead.
If you drink from the vials, perform a CON test. If you
pass, heal 2D6 HP. If you fail, lose 2D6 HP. Perform an Occult Knowledge check. If you pass, next
time you find part of a ritual you find the full ritual
instead. If you fail, lose 10 Sanity as the horror
6 – RITUAL AREA
described by the man shakes you to the core.
Sigils and arcane symbols are drawn everywhere, and
the floor of this room is covered in half burned candles
and burnt offerings. Someone was performing a 10 – ALCHEMICAL SUPPLIES
summoning here. This room smells pungent, but strangely pleasant.
Looking around, you find a crate filled with vials and
Perform either an Occult Knowledge or Magical alchemical ingredients!
Liturgy check. If you pass, learn the sigil of a spirit
(roll on the Spirit table). If you fail, lose D10 Sanity as Retrieve D4 doses of alchemical ingredients, and roll
the unsettling symbols disturb you more than you on the Potions & Tinctures table.
would like to admit.

11 – PILE OF OLD BOOKS


7 – UNSPEAKABLE VIOLENCE
Among beer bottles, spent candles and cigarette butts,
Rows of lifeless half-naked bodies hang from savage there's a small pile of books. Probably worth checking
looking hooks; the stench of death is so strong that you these out.
can barely breathe. With your head spinning, about to

Q Liber 5 Q 67 Q Playing the Game Q


Perform a Perception check. If you pass, you find a Create an NPC (page 140) who is demanding that you
Q Abandoned Complex Q

valuable grimoire sewn between the covers of a give them an item in your possession. You may give
children's book. Acquire one Grimoire. them an item, attack them, pay them off for 100ø, or
perform a Persuasion check to convince them you
don't have anything of value. If you can’t do any of the
12 – EXECUTION above, they attack.
You find three corpses handcuffed to a wall. Each one
has been shot to death.
17 – HIDDEN STASH
If you pick their pockets, roll on the Personal Effects As you enter the room, you notice some markings on
table three times. If instead you respect the dead and the floor, as if the big shelf at the back has been moved
pause for a minute of silence, perform a WIL test. If quite often. Is there anything behind it?
you pass, recover 10 Sanity.
Perform a Perception check. If you pass, you find a
hidden safe in a secret panel behind the shelf. Perform
13 – STORAGE ROOM a Lock Picking check. If you pass, you open the safe and
This room is filled to the brim with supplies of all kinds. roll on the Valuables table. If you fail, you activated a
There must be something here you can take with you. trap! Pass a DEX test or gain the Poisoned condition.

Perform a Perception check. If you pass, you find


something of value among the diverse collections of 18 – ALTAR OF PERVERSION
items stashed here. Roll on the Valuables table. A terrible stench is emanating from a dark shape in the
middle of the room. Approaching, you see an altar
covered in both human and non-human remains.
14 – GRUESOME DISCOVERY What's the purpose of this?
The stench of death assaults your senses as you enter
this room. The butchered remains of several people lay Perform an Occult Knowledge check. If you succeed,
all around you. gain 2 skill points in Occult Knowledge as you manage
to make sense of the scene. If you fail, lose D20 Sanity
Perform a WIL test. If you fail, lose 10 Sanity. If you at the horrible, gruesome display before you.
were on a mission to find someone, you just did; if it
was a rescue mission, you failed. If it was an
assassination mission, someone completed it and 19 – CRYPTIC RESEARCH
that’s all your contacts care about. Although it is barely lit by a few candles, you can tell
this room was recently used as a study or research area.
The papers here may hold some valuable information.
15 – RARE OPPORTUNITY
The only thing of note in this room is a woman, who appears Perform an Occult Knowledge check. If you are
to be sitting in a deep meditation. What will you do? successful, you find some loose pages describing an
entity and how to contact it. Learn the name and sigil
You may choose to simply walk away and ignore the of a randomly determined entity.
woman. If you interrupt her, create an NPC profile
(page 140), and perform a Persuasion check. If you
pass, she tells you about who you may encounter in 20 – ON HUMAN SACRIFICE
this place. For the next two encounters, you always As you enter the room, your eyes are immediately
catch your enemies by surprise. If you instead kill her drawn to an enormous book sprawled across a table.
while she is meditating, earn 10 Chaos points. Looking at the writing, you realize it's a treatise on the
benefits of human sacrifice.

16 – NEGOTIATION Perform an Occult Knowledge check. If you pass,


You rush into the next room, only to be greeted by a increase Occult Knowledge by 2 and gain 2 Chaos
pistol's barrel. “Hello, friend,” says the person holding points. If you fail, perform an INT test. If you fail that
it, “What have you got there?”. too, lose D20 Sanity as the horrors described in the
book are too much for you.

68
ANCIENT
RUINS

ENEMIES 1 – COLLAPSING CEILING


Unless specified by your current Mission, you may This building's structural integrity is compromised.
encounter any of the enemies listed on the Physical Debris falls all around you as the ceiling begins to
Encounters table (page 126), with the exception of collapse!
Failed Chimeras, Hunters and Ichorites. Re-roll any
invalid result. Assume street thugs are tomb robbers. Pass a DEX test or lose D20 HP.

2 – OLD CAMP
EVENTS There are heaps of old clothes and camping supplies
all over this room; it appears someone was camping
D20 Events here on a semi-permanent basis, but it all seems
1 Collapsing Ceiling abandoned now.
2 Old Camp
Perform an INT test. If you pass, perform a
3 Death and Doom Perception check for a roll on the Valuables table. If
4 Failsafe you fail, take D20 damage as you step on a booby
5 Psychic Resonance trap, causing a rudimentary but effective trap to stab
you in the leg.
6 There Are Too Many!
7 Catacomb Wall
8 Cursed Statue 3 – DEATH AND DOOM
9 Negotiation The moment you enter this room, an unshakable sense
of dread invades you. Your end is near!
10 Vril Dead Zone
11 Random Encounter Pass a WIL test or lose D20 Sanity.
12 Ominous Presence
13 Rats!
4 – FAILSAFE
14 Curse of Weakness
As you step into the room, you realize all too late that
15 Looted Treasury the tug you just felt on your leg was a tripwire
16 Who Are You? snapping.
17 Flooded
Perform a DEX test. If you fail, debris falls from above
18 Hole in the Ground dealing D20 HP damage. Directly after, you hear
19 Locked Gate explosions in the nearby rooms; randomly
20 Bolt Trap determine D4 unexplored rooms that are destroyed.

Q Liber 5 Q 69 Q Playing the Game Q


Q Ancient Ruins Q

5 – PSYCHIC RESONANCE them an item, attack them, pay them off for 100ø, or
Something's not right here...what starts as a buzzing perform a Persuasion check to convince them you
in your ears quickly becomes a deafening pounding don't have anything of value. If you can’t do any of the
that shakes your very core. above, they attack.

Perform a WIL test. If you pass, recover 10 Sanity as


10 – VRIL DEAD ZONE
you calm your mind. If you fail, lose D10 Sanity and
D10 HP from the psychic assault. The air in this area feels thick in your mouth and lungs.
You fall to your knees, panting as if you have just run a
marathon.
6 – THERE ARE TOO MANY!
Just as you are about to turn a corner, you hear a Lose D20 VP each time you enter this Location.
group of voices and steps coming in your direction. You
need to find a place to hide right now!
11 – RANDOM ENCOUNTER
Perform a Sneaking check. If you pass, you find a You cross the threshold and come face to face with a
corner and barely avoid detection. If you fail you startled person! Judging by their guilty expression,
must discard a piece of gear, throwing it in the other they likely shouldn't be here either.
direction as a distraction. If you have no equipment
to throw, they discover you and beat you to death. Create a profile for this NPC (page 140). If you
attempt to reason with them, perform a Persuasion
check. If you pass, they will leave, looking nervously
7 – CATACOMB WALL over their shoulder. If you fail they suspect a trap,
The wall at the back of this chamber appears to be and attack you. If you forgo negotiation and attack
made of human skulls. As you approach, the wall falls directly, roll for Initiative and gain 5 Chaos points.
towards you, almost burying you in bones!
12 – OMINOUS PRESENCE
Perform a DEX test. If you succeed, roll on the
Valuables table as you find something of value Your vision blurs when you enter this room, as your
among the bones. If you fail, lose D10 HP. trained eyes begin to see this area’s psychic energies
pulsating around you.

8 – CURSED STATUE Perform an Occult Knowledge check. If you pass, gain


The chill that fills this room is tangible. You can see 2 points in Occult Knowledge as you connect
your breath in front of you as a shiver runs up your previously acquired information with this
spine. Looking around, you see a small, half-buried experience, and realize this was a ritual chamber that
statue and somehow know it is the source of this hasn’t been cleansed of energies. If you fail, all skills
chilling effect. are reduced by -10 for this mission, as the
uncomfortable sensation sticks to you.
Perform a WIL test. If you pass, you force your will
upon the item rendering it inert, and may retrieve it
13 – RATS!
to sell for 50ø. If you fail, you lose D10 Sanity as you
are seized by a freezing dread. As you move through the ruins, you hear something
unusual: a faint scratching and tapping, coming in
your direction. Before you have time to react, you are
9 – NEGOTIATION surrounded by rats!
You rush into the next room, only to be greeted by a
pistol's barrel. “Hello, friend,” says the person holding Perform a STR test. If you pass, you manage to kick
it, “What have you got there?”. and stomp away the swarm around you. If you fail,
you lose D10 HP from all the biting and scratching.
Create an NPC (page 140) who is demanding that you
give them an item in your possession. You may give

70
14 – CURSE OF WEAKNESS 18 – HOLE IN THE GROUND.
A strong psychic force assails you as you enter the room, Right after crossing the threshold, you are forced to
causing your clothes to feel heavy as they drag you to stop suddenly due to a deep hole being were the floor
the floor. Your life force is being siphoned out of you! should be. How will you get around?

Perform a WIL test. If you fail, the spiritual forces in To climb around it, perform a STR test. To jump over
this room have drained you. For the remainder of the it, perform a DEX test. If you fail, you fall down the
mission you can only carry half your strength in gear hole, losing D20 HP. Climbing out requires passing a
or suffer consequences (page 157). DEX test, and each failed attempt takes another D6 HP.

19 – LOCKED GATE
15 – LOOTED TREASURY A locked gate blocks your advance. Find a way through it.
Judging by the smashed containers and broken boxes,
this room used to be a vault or treasury that was Perform a Lock Picking check to pick the lock, or a
recently ransacked. Is there anything of value left? STR (-10) test to break through it.

Perform a Perception check. If you pass, roll on the


Valuables table. If you fail, the robbers are still 20 – BOLT TRAP
around, and they attack! Roll an Ancient Ruins enemy. As you step forward, your foot approaches a tripwire
crossing the room's threshold. Will you see it in time?
16 – WHO ARE YOU? Perform a Perception check. If you pass, you see the
The person sitting in this room sees you before you see trap's trigger just in time, avoiding it. If you fail, lose
them. They don't seem threatening, but it's evident 2D10 HP as a metal bolt strikes you in the back!
they don't know what to make of you.

Create a profile for this NPC (page 140), and follow


the guidelines presented there on how to interact
with NPCs.

17 – FLOODED
The area in front of you is completely flooded. To
proceed, you will need to get into the cold, oily black
water.

Perform a DEX test. If you pass, you are able to swim


across the dark water despite the cold. If you fail,
your legs begin to cramp and you start to sink. After
a few seconds of panic you manage to pull yourself
out, but lose D10 HP. Each time you cross back
through this area, roll a DEX test.

Q Liber 5 Q 71 Q Playing the Game Q


DISCOVERIES Perform an INT test and a Linguistics check. If you
Q Ancient Ruins Q

pass both, increase Occult Knowledge by 5 and


D20 Discoveries recover 10 Sanity, as the world makes more sense to
you. If you fail, lose 20 Sanity as you fail to
1 Secret Passage understand the insane ramblings scrawled into the
2 Lucky Find pages of this journal.
3 Old Journal
4 Old Vials 4 – OLD VIALS
5 Ritual Area Covered in dust and half buried inside a broken
6 Unspeakable Violence container, you find a couple vials of golden liquid.
7 Alchemical Supplies Would it be a good idea to take a sip?
8 Execution If you drink from the vials, perform a CON test. If you
9 Ancient Storage Room pass, heal 2D6 HP. If you fail, lose 2D6 HP.
10 The Mask
11 Hidden Stash 5 – RITUAL AREA
12 Old Warning
Sigils and arcane symbols are drawn everywhere, and
13 Tomb Robber the floor of this room is covered in half burned candles
14 Excavation and burnt offerings. Someone was performing a
summoning here.
15 Cryptic Finding
16 Ancient Mural Perform either an Occult Knowledge or Magical
17 Runestone Liturgy check. If you pass, learn the sigil of a spirit
18 Gem of Lucidity (roll on the Spirit table). If you fail, lose D10 Sanity as
the unsettling symbols disturb you more than you
19 Death Mirror would like to admit.
20 Sealed Sarcophagus

1 – SECRET PASSAGE 6 – UNSPEAKABLE VIOLENCE


You discover a trail of footprints in the dust, but they Rows of lifeless half-naked bodies hang from savage
abruptly end at a wall. Is there something behind it? looking hooks; the stench of death is so strong that you
can barely breathe. With your head spinning, about to
Perform a Perception check. If you pass, you discover rush to the nearest exit, the thought crosses your mind:
the silhouette of a door on the wall. Perform a STR should you leave them like this?
test to open it and find D3 new Locations.
If you help, you unhook the corpses, line them up on
2 – LUCKY FIND the ground and cover them as much as you can. Gain
This place is full of discarded stuff, but among it you 10 Order points, but lose D20 Sanity. If you ignore
see something of value! the gruesome scene, you leave without a care for the
bodies or a desire to stay there any longer. Gain 10
Roll on the Valuables table. Chaos points and lose D6 Sanity nonetheless.

3 – OLD JOURNAL 7 – ALCHEMICAL SUPPLIES


At the back of the room you find a small table that has This room smells pungent, but strangely pleasant.
a dusty journal on it. It seems to tell a tale of travels in Looking around, you find a crate filled with vials and
the desert. alchemical ingredients!

Retrieve D4 doses of alchemical ingredients, and roll


on the Potions & Tinctures table.

72
8 – EXECUTION 12 – OLD WARNING
Laying against the wall you find three mummified Looking around the room, you see a warning that must
corpses. Their hands are bound with rotten cloth and have been scratched into the wall centuries ago,
their throats have been sliced open. perhaps by tomb raiders...what is it warning you
about?
If you pick their pockets, roll on the Valuables table.
If instead you respect the dead and pause for a Perform an INT test. If you pass, ignore the next trap
minute of silence, perform a WIL test. If you pass, or negative effect you encounter on this mission.
recover 10 Sanity.

13 – TOMB ROBBER
9 – ANCIENT STORAGE ROOM Sitting against a wall is the old, almost mummified
This room is filled to the brim with supplies of all kinds. corpse of a tomb raider. You see a satchel of some kind
There must be something here you can take with you. held tightly in its dead hands. Should you take it?

Perform a Perception check. If you pass, you find If you decide to try to pry the corpse's hands open,
something of value among the diverse collections of perform a STR test. If you pass, roll on the Valuables
items stashed here. Roll on the Valuables table. table. If you fail, lose D20 HP as you realize too late
the corpse was booby trapped!

10 – THE MASK
Looking among the rubble, you make eye contact with 14 – EXCAVATION
something! It is peeking through the debris: a In your exploration, you stumble upon an old dig-site.
varnished wooden mask in perfect shape despite the Maybe archaeologists started working here but moved
conditions. It evokes something pulled from the on?
deepest, weirdest corner of the Astral planes, but you
can't stop staring at it. Understanding creeps into your mind as you
examine the ruins and symbols closer. Perform an
As you stare into the mask's eyes you feel it pulling Occult Knowledge check. If you pass, gain 2 skill
you in. Perform a WIL test. If you pass, recover 5 points in Occult Knowledge and lose 10 Sanity as the
Sanity. If you fail, lose 50 VP as it drains you of your ramifications of the translation leave you wishing
power. You may retrieve the mask to sell at the you hadn't looked in the first place.
Omphalos for 50ø.

15 – CRYPTIC FINDING
11 – HIDDEN STASH This room seems to have been used as a study or
As you enter the room, you notice there's a different research area, and by some miracle it seems
pattern in the floor tiles. What's different about this everything is fantastically preserved! A quick look
room? around informs you there must be some valuable
information here among the notes and writings.
Perform a Perception check and an INT test. If you
pass both, you find a hidden stash under one of the Perform an Occult Knowledge check and a
tiles, earning a roll on the Valuables table. If you fail, Linguistics check. If you pass both, you find
you activated a trap! Pass a DEX test or gain the information describing an entity and how to contact
Poisoned condition. it. Learn the name and sigil of a random entity (page
143).

Q Liber 5 Q 73 Q Playing the Game Q


16 – ANCIENT MURAL 19 – DEATH MIRROR
Q Ancient Ruins Q

Drawn all over the west wall of this room is a You see something half-buried, reflecting your light
sprawling mural which stuns you with its strange and through the darkness. You approach it cautiously, only
otherworldly beauty. The vivid colors and fantastic to find an old, filthy silver mirror. You pick it up, wipe
images seem to depict part of an Astral plane. off the dirt and see your reflection staring back at you.
Suddenly, the reflection gains a life of its own. It stops
Perform an INT test. If you pass, earn 2 skill points in mirroring your movements and begins to age at a
Astral Knowledge. If you fail, the otherworldly terrible rate before crumbling into dust. A second
images become trapped in your mind, distracting later, the illusion is broken and you are left with your
you so during the next combat you automatically lose own terrified image, staring back at you.
the engagement turn’s initiative.
Perform an INT test. If you pass, you interpret what
you have just seen and may ignore the next fatal
17 – RUNESTONE damage you would receive during this mission. You
A stone pillar stands in the middle of the room, its also lose D10 Sanity.
surface covered in some kind of runic alphabet. What
secrets does it hold?
20 – SEALED SARCOPHAGUS
Perform a Linguistics check. If you pass, you learn the A stone sarcophagus, covered with ancient symbols
secrets of a God. Learn the name and sigil of a and strange calligraphy, stands in the center of the
random Deity. room. The lid is still in place, and it appears to have
never been opened. Will you be the first to open it, and
find will you find untold riches inside?
18 – GEM OF LUCIDITY
Inside a wooden box you find a small semi-precious If you open it, gain 5 Chaos points and perform a STR
gem carved with arcane symbols, some familiar, test. If you succeed, you manage to push the top half
others not. What is this thing? of the sarcophagus open, rolling on the Valuables
table to see what’s inside. If you choose not to open
Perform an Occult Knowledge check. If you pass, you it, recover 5 Sanity.
discover the gem's activation pattern which
stabilizes your mind, preventing any Sanity loss for
the remainder of this mission.

74
HOUSE

ENEMIES 1 – DEATH AND DOOM.


Unless specified by your current Mission, you may The moment you enter this room, an unshakable sense
encounter any of the enemies listed on the Physical of dread invades you. Your end is near!
Encounters table (page 126), with the exception of
Bhutas, Failed Chimeras, and Vlukodlaks. Reroll any Pass a WIL test or lose D20 Sanity.
invalid result.
2 – INTERROGATION
You behold a gruesome scene: a woman is being
EVENTS waterboarded by a man repeatedly asking the same
question: “Where is it?!” Do you intervene?
D20 Events
1 Death and Doom If you attempt to pass by unnoticed, perform a
Sneaking check and earn 5 Chaos points. If you fail,
2 Interrogation
the man attacks you. Use the Guard stat block. If you
3 Psychic Resonance confront the man, earn 5 Order points as he
4 There Are Too Many! immediately attacks. After combat, if you attempt to
5 Fire Trap get the woman to divulge the location of her stash,
perform a Persuasion check. If you succeed, she tells
6 Vril Dead Zone you about hidden stash in return for release,
7 Random Encounter granting a roll on the Valuables table. If you fail but
8 Ominous Presence still want to know what she is hiding, you may
continue the interrogation yourself. Lose 5 Sanity,
9 Curse of Weakness earn 10 Chaos points and perform a WIL test. If you
10 Who Are You? pass, you learn about her hidden stash earning a roll
11 Locked Door on the Valuables table.
12 Bolt Trap
13 Poltergeist 3 – PSYCHIC RESONANCE
14 Soul Drain Something's not right here...what starts as a buzzing
15 Tripped Alarm! in your ears quickly becomes a deafening pounding
that shakes your very core.
16 They Know You're Here!
17 The Weight of Shadows Perform a WIL test. If you pass, recover 10 Sanity as
18 Fear Manifest you calm your mind. If you fail, lose D10 Sanity and
19 Drug-Fueled Goons D10 HP from the psychic assault.
20 Infected Wounds

Q Liber 5 Q 75 Q Playing the Game Q


4 – THERE ARE TOO MANY! hasn’t been cleansed of energies. If you fail, all skills
Q House Q

Just as you are about to turn a corner, you hear a are reduced by -10 for this mission, as the
group of voices and steps coming in your direction. You uncomfortable sensation sticks to you.
need to find a place to hide right now!
9 – CURSE OF WEAKNESS
Perform a Sneaking check. If you pass, you find a
corner and barely avoid detection. If you fail you A strong psychic force assails you as you enter the
must discard a piece of gear, throwing it in the other room, causing your clothes to feel heavy as they drag
direction as a distraction. If you have no equipment you to the floor. Your life force is being siphoned out
to throw, they discover you and beat you to death. of you!

Perform a WIL test. If you fail, the spiritual forces in


5 – FIRE TRAP this room have drained you. For the remainder of the
As you enter the room, you hear a faint ‘click’. You mission you can only carry half your strength in gear
stepped on a trap! or suffer consequences (page 157).

Perform a DEX test. If you fail, gain the Burning


condition as a pot of home-made napalm pours
over you.

6 – VRIL DEAD ZONE


The air in this area feels thick in your mouth and lungs.
You fall to your knees, panting as if you have just run a
marathon.

Lose D20 VP each time you enter this Location.

7 – RANDOM ENCOUNTER
You cross the threshold and come face to face with a
startled person! Judging by their guilty expression,
they likely shouldn't be here either.

Create a profile for this NPC (page 140). If you


attempt to reason with them, perform a Persuasion
check. If you pass, they will leave, looking nervously
over their shoulder. If you fail they suspect a trap,
and attack you. If you forgo negotiation and attack
directly, roll for Initiative and gain 5 Chaos points.

8 – OMINOUS PRESENCE
Your vision blurs when you enter this room, as your
trained eyes begin to see this area’s psychic energies
pulsating around you.

Perform an Occult Knowledge check. If you pass, gain


2 points in Occult Knowledge as you connect
previously acquired information with this
experience, and realize this was a ritual chamber that

76
10 – WHO ARE YOU? 15 – TRIPPED ALARM!
The person sitting in this room sees you before you see You should have been more careful, you have just
them. They don't seem threatening, but it's evident tripped some sort of alarm system!
they don't know what to make of you.
Pass a Technology check to deactivate it quickly, or
Create a profile for this NPC (page 140), and follow roll two House enemies.
the guidelines presented there on how to interact
with NPCs.
16 – THEY KNOW YOU'RE HERE!
Somehow your enemies know you're here, and they’re
11 – LOCKED DOOR on the lookout for you!
A locked door blocks your advance. Find a way
through it. For this mission, increase the Awareness of all
enemies by 10.
Perform a Lock Picking check to pick the lock, or a
STR (-10) test to break through it.
17 – THE WEIGHT OF SHADOWS
As you enter the room, your mind is immediately
12 – BOLT TRAP assaulted by self-doubt and vivid images of the horrors
A trip wire crosses the room's threshold. Will you see it you have faced. How can you possibly stand against
in time? the darkness alone?

Perform a Perception check. If you pass it, you see Perform a WIL test. If you fail, one skill of your choice
the trap's trigger right in time, avoiding it. If you fail, is reduced by 5 permanently.
a metal bolt strikes you in the back! Lose 2D10 HP.

18 – FEAR MANIFEST
13 – POLTERGEIST A dark presence is patent in this room, the air is thick
Random objects start to fly violently around the room. with the smell of terror. A god of fear and dread was
Some of them zip past your head, barely missing it. summoned here, you can feel it in your bones!
Someone – or something – doesn't want you here!
Perform a WIL test. If you fail, permanently reduce
Perform a Find Cover check or lose D20 HP from your Sanity Maximum by D4.
being aggressively hit by random items. You may
then either rush out of the room, or attempt to
remove the spirit. If you pass a WIL test, you impose 19 – DRUG-FUELED GOONS
your will over the entity causing all the trouble, and Spread all over the floor of this room you find
recover 2D20 VP. paraphernalia and leftovers of all kinds of drugs and
psychotropic substances. Whoever is in charge of this
place is taking a weird approach to security!
14 – SOUL DRAIN
At the center of this room you find a bust of an old man, For this mission, all enemies have -10 Defense and
his features delicate and regal. As you approach to get +20 HP.
a better look, you feel as if your soul is being pulled out
of your body. What's going on?
20 – INFECTED WOUNDS
Perform an Occult Knowledge check. If you succeed, Whether it was a weapon or an animal bite, the
you remember reading about a type of cursed object wounds you have suffered are not looking good!
that can drain the life-force of anyone around it. You
grab the bust and smash it against the floor! If you Your wounds do not want to close. For this mission,
fail, lose 10 SP now and each time you pass through reduce all healing by 50%.
this room.

Q Liber 5 Q 77 Q Playing the Game Q


DISCOVERIES Perform an INT (-2) test. If you pass, increase Occult
Q House Q

Knowledge by 5 and recover 5 Sanity, as the world


makes better sense to you. If you fail, lose 20 Sanity
D20 Discoveries as you fail to understand the insane ramblings
1 Secret Passage scrawled into the pages of the journal.
2 Lucky Find
3 Old Journal 4 – OLD VIALS
4 Old Vials Covered in dust and half hidden by some old
5 Ritual Area newspapers, you find a couple vials of golden liquid.
6 Unspeakable Violence Would it be a good idea to take a sip?
7 Prisoner
If you drink from the vials, perform a CON test. If you
8 Last Words pass, heal 2D6 HP. If you fail, lose 2D6 HP.
9 Alchemical Supplies
10 Pile of Old Books
5 – RITUAL AREA
11 Storage Room
Sigils and arcane symbols are drawn everywhere, and
12 Gruesome Discovery the floor of this room is covered in half burned candles
13 Rare Opportunity and burnt offerings. Someone was performing a
14 The Mask summoning here.
15 Cursed Mirror Perform either an Occult Knowledge or Magical
16 Homunculus Liturgy check. If you pass, learn the sigil of a spirit
17 Hidden Stash (roll on the Spirit table). If you fail, lose D10 Sanity as
the unsettling symbols disturb you more than you
18 Altar of Perversion
would like to admit.
19 Cryptic Research
20 On Human Sacrifice
6 – UNSPEAKABLE VIOLENCE
1 – SECRET PASSAGE Rows of lifeless half-naked bodies hang from savage
looking hooks; the stench of death is so strong that you
You discover a trail of footprints in the dust, but they can barely breathe. With your head spinning, about to
abruptly end at a wall. Is there something behind it? rush to the nearest exit, the thought crosses your mind:
should you leave them like this?
Perform a Perception check. If you pass, you discover
the silhouette of a door on the wall. Perform a STR If you help, you unhook the corpses, line them up on
test to open it and find D3 new Locations. the ground and cover them as much as you can. Gain
10 Order points, but lose D20 Sanity. If you ignore
the gruesome scene, you leave without a care for the
2 – LUCKY FIND
bodies or a desire to stay there any longer. Gain 10
This place is full of discarded stuff, but among it you Chaos points and lose D6 Sanity nonetheless.
see something of value!

Roll on the Valuables table. 7 – PRISONER


This room is filled with cages. Almost all are empty, but
you see a figure kneeling inside one of them. As you
3 – OLD JOURNAL
enter he immediately sits up and looks at you, “You
At the back of the room you find a small table that has don't look like the other guys, have you come to help
a dusty journal on it. It seems to tell a tale of travels in me? Please, get me out of here!”.
the desert.

78
If you ignore the man, earn 5 Chaos points. If you
attempt to free him, perform a Lock Picking check. If
you successfully release him, gain 5 Order points and
perform a Charisma check. If you pass, he thanks you
and runs towards the exit, but if you fail he suddenly
attacks while yelling he won’t be tricked! Create an
NPC (page 140) and begin combat.

8 – LAST WORDS
A figure lies in the corner of this room, in a pool of their
own blood. When you approach, you see that this
person is still alive! He motions for you to come closer,
desperately whispers in your ear, then collapses, dead.

Perform an Occult Knowledge check. If you pass, you


find a full ritual (you may choose which one). If you
fail, lose 10 Sanity as the horror described by the
man shakes you to the core.

9 – ALCHEMICAL SUPPLIES
This room smells pungent, but strangely pleasant.
Looking around, you find a crate filled with vials and
Perform a WIL test. If you fail, lose 10 Sanity. If you
alchemical ingredients!
were on a mission to find someone, you just did; if it
was a rescue mission, you failed. If it was an
Retrieve D4 doses of alchemical ingredients, and roll
assassination mission, someone completed it and
on the Potions & Tinctures table.
that’s all your contacts care about.

10 – PILE OF OLD BOOKS


13. RARE OPPORTUNITY
Among beer bottles, spent candles and cigarette butts,
The only thing of note in this room is a woman, who
there's a small pile of books. Probably worth checking
appears to be sitting in a deep meditation. What will
these out.
you do?
Perform a Perception check. If you pass, you find a
You may choose to simply walk away and ignore the
valuable grimoire sewn between the covers of a
woman. If you interrupt her, create an NPC profile
children's book. Acquire one Grimoire.
(page 140), and perform a Persuasion check. If you
pass, she tells you about who you may encounter in
this place. For the next two encounters, you always
11 – STORAGE ROOM
catch your enemies by surprise. If you instead kill her
This room is filled to the brim with supplies of all while she is meditating, earn 10 Chaos points.
kinds. There must be something here you can take
with you.
14 – THE MASK
Perform a Perception check. If you pass, you find
Your eyes are immediately drawn to a mask hanging
something of value among the diverse collections of
from one of this room's walls. The twisted thing
items stashed here. Roll on the Valuables table.
attempts to depict something pulled from the deepest,
weirdest corner of the Astral planes.
12 – GRUESOME DISCOVERY
As you stare into the mask's eyes, you feel it pulling
The stench of death assaults your senses as you enter you in. Perform a WIL test. If you pass, recover 5
this room. The butchered remains of several people lay Sanity. If you fail, lose 50 VP as it drains you of your
all around you. power. You may sell it at the Omphalos for 50ø.

Q Liber 5 Q 79 Q Playing the Game Q


15 – CURSED MIRROR Perform a Lock Picking check. If you pass, you open
Q House

As you enter the room, your light is reflected on an the safe and roll on the Valuables table. If you fail, you
object resting on a nightstand. You approach it activated a trap! Pass a DEX test or gain the Poisoned
cautiously, and find an ancient silver mirror condition.
reflecting your wary face. Suddenly, your reflection
gains a life of its own as it stops mirroring your
18 – ALTAR OF PERVERSION
movements, only to age at a terrible rate, crumbling
into dust. A second later the illusion is broken, and A terrible stench is emanating from a dark shape in the
you are left with only your own terrified visage middle of the room. Approaching, you see an altar
staring back at you. covered in both human and non-human remains.
What's the purpose of this?
Lose D10 Sanity and perform an INT test. If you pass,
you manage to interpret what you have just seen, Perform an Occult Knowledge check. If you succeed,
allowing you to ignore the next fatal damage you gain 2 skill points in Occult Knowledge as you manage
would receive during this Mission. to make sense of the scene. If you fail, lose D20 Sanity
at the horrible, gruesome display before you.

16 – HOMUNCULUS
19 – CRYPTIC RESEARCH
You pass through into some kind of alchemy lab. The
walls are covered with diagrams of the Astral anatomy Although it is barely lit by a few candles, you can tell
of humans and other beings, and the table is covered this room was recently used as a study or research
with roughly humanoid chunks of clay. Is there area. The papers here may hold some valuable
anything of interest? information.

Perform an INT test. If you pass, you puzzle together Perform an Occult Knowledge check. If you are
the many notes and diagrams glued to the walls and successful, you find some loose pages describing an
scribbled on the sides of books. There are entity and how to contact it. Learn the name and sigil
instructions here for the creation of a homunculus, of a randomly determined entity.
but of a unique kind. This is designed to assist its
creator while in the Astral. If you spend 50 VP now to
quickly assemble one, the next time you visit the 20 – ON HUMAN SACRIFICE
Astral you will have assistance during combat. Use As you enter the room, your eyes are immediately
the Vestige enemy profile for the homunculus. drawn to an enormous book sprawled across a table.
Looking at the writing, you realize it's a treatise on the
benefits of human sacrifice.
17 – HIDDEN STASH
As you enter the room, you notice some markings on Perform an Occult Knowledge check. If you pass,
the floor, as if the big shelf at the back has been moved increase Occult Knowledge by 2 and gain 2 Chaos
quite often. Is there anything behind it? points. If you fail, perform an INT test. If you fail that
too, lose D20 Sanity as the horrors described in the
Perform a Perception check. If you pass, you find a book are too much for you.
hidden safe in a secret panel behind the shelf.

80
MUSEUM

ENEMIES 1 – AMBUSH!
Unless specified by your current Mission, you may It appears your enemies knew you were coming.
encounter any of the enemies listed on the Physical
Encounters table (page 126), with the exception of Roll a Museum encounter and begin combat. The
Bhutas, Failed Chimeras, Guard Dogs, Hunters, enemies automatically win the engagement turn.
Ichorites, Rats, Street Toughs, Vlukodlaks and Vodou
Zombies. Re-roll any invalid result.
2 – MYSTICAL BARRIER
An invisible force tries to stop your advance, bringing
you to your knees with waves of potent nausea.
EVENTS
Perform a WIL (-5) test to ignore the effects, or use a
D20 Events spell or artifact to dispel the barrier. If you fail, lose 5
1 Ambush! Sanity and 5 HP.
2 Mystical Barrier
3 Tripped Alarm! 3 – TRIPPED ALARM!
4 Death and Doom You should have been more careful, you have just
5 Psychic Resonance tripped some sort of alarm system!
6 There Are Too Many!
Pass a Technology check to deactivate it quickly, or
7 Cursed Statue
roll two Museum enemies.
8 Vril Dead Zone
9 Random Encounter
4 – DEATH AND DOOM
10 Curse of Weakness
The moment you enter this room, an unshakable sense
11 Who Are You?
of dread invades you. Your end is near!
12 Locked Door
13 Poltergeist Pass a WIL test or lose D20 Sanity.
14 Soul Drain
15 They Know You're Here! 5 – PSYCHIC RESONANCE
16 The Weight of Shadows Something's not right here... What starts as a buzzing
17 Fear Manifest in your ears quickly becomes a deafening pounding
18 Drug-Fueled Goons that shakes your very core.
19 Infected Wounds Perform a WIL test. If you pass, recover 10 Sanity as
20 Sacrifice you calm your mind. If you fail, lose D10 Sanity and
D10 HP from the psychic assault.

Q Liber 5 Q 81 Q Playing the Game Q


6 – THERE ARE TOO MANY! Perform a WIL test. If you fail, the spiritual forces in
Q Museum Q

Just as you are about to turn a corner, you hear a this room have drained you. For the remainder of the
group of voices and steps coming in your direction. You mission you can only carry half your strength in gear
need to find a place to hide right now! or suffer consequences (page 157).

Perform a Sneaking check. If you pass, you find a


11 – WHO ARE YOU?
corner and barely avoid detection. If you fail, you
must discard a piece of gear, throwing it in the other The person sitting in this room sees you before you see
direction as a distraction. If you have no equipment them. They don't seem threatening, but it's evident
to throw, they discover you and beat you to death. they don't know what to make of you.

Create a profile for this NPC (page 140), and follow


7 – CURSED STATUE the guidelines presented there on how to interact
A cold shiver shakes you the moment you step into this with NPCs.
room, your breath visible in front of you. You look
around and see a small statue in one of the exhibits.
12 – LOCKED DOOR
Somehow, you know that is the source of this chilling
sensation. A locked door blocks your advance. Find a way
through it.
Perform a WIL test, if you fail you lose D10 Sanity due
to the increasing sensation of dread and existential Perform a Lock Picking check to pick the lock, or a
anguish you are experiencing. If you pass it, you force STR (-10) test to break through it.
your will upon the item, rendering it inert. Recover
D6 Sanity.
13 – POLTERGEIST
Random objects start to fly violently around the room.
8 – VRIL DEAD ZONE Some of them zip past your head, barely missing it.
The air in this area feels thick in your mouth and lungs. Someone – or something – doesn't want you here!
You fall to your knees, panting as if you have just run a
marathon. Perform a Find Cover check or lose D20 HP from
being aggressively hit by random items. You may
Lose D20 VP each time you enter this Location. then either rush out of the room, or attempt to
remove the spirit. If you pass a WIL test, you impose
your will over the entity causing all the trouble, and
9 – RANDOM ENCOUNTER recover 2D20 VP.
You cross the threshold and come face to face with a
startled person! Judging by their guilty expression,
14 – SOUL DRAIN
they likely shouldn't be here either.
At the center of this room you find a bust of an old man,
Create a profile for this NPC (page 140). If you his features delicate and regal. As you approach to get
attempt to reason with them, perform a Persuasion a better look, you feel as if your soul is being pulled out
check. If you pass, they leave, looking nervously over of your body. What's going on?
their shoulder. If you fail, they suspect a trap and
attack you. If you forgo negotiation, you may attack Perform an Occult Knowledge check. If you succeed,
directly. Roll for Initiative and gain 5 Chaos points. you remember reading about a type of cursed object
that can drain the life-force of anyone around it. You
grab the bust and smash it against the floor!
10 – CURSE OF WEAKNESS Unfortunately, the noise attracts some unwanted
A strong psychic force assails you as you enter the attention! Roll a Museum enemy. If you fail the Occult
room, causing your clothes to feel heavy as they drag Knowledge check, lose 10 SP now and each time you
you to the floor. Your life force is being siphoned out pass through this room.
of you!

82
15 – THEY KNOW YOU'RE HERE! depths of the Scacul. If you fail, you must destroy a
Somehow your enemies know you're here, and they’re piece of gear (a gun, potion, etc.) or lose D20 HP, as
on the lookout for you! you cut yourself in honor of the entity.

For this mission, increase the Awareness of all


enemies by 10. DISCOVERIES
D20 Discoveries
16 – THE WEIGHT OF SHADOWS
1 Lucky Find
As you enter the room, your mind is immediately
2 Ritual Area
assaulted by self-doubt and vivid images of the horrors
you have faced. How can you possibly stand against 3 Alchemical Supplies
the darkness alone? 4 Pile of Old Books
5 Storage Room
Perform a WIL test. If you fail, one skill of your choice
is reduced by 5 permanently. 6 The Mask
7 Hidden Stash
8 Ancient Tablet
17 – FEAR MANIFEST
9 Cryptic Research
A dark presence is patent in this room, the air is thick
with the smell of terror. A god of fear and dread was 10 On Human Sacrifice
summoned here, you can feel it in your bones! 11 Ancient Mural
12 Runestone
Perform a WIL test. If you fail, permanently reduce
your Sanity Maximum by D4. 13 Gem of Lucidity
14 Death Mirror
15 Sealed Sarcophagus
18 – DRUG-FUELED GOONS.
16 Valuable Find
Spread all over the floor of this room you find
17 Tabellae Defixionum
paraphernalia and leftovers of all kinds of drugs and
psychotropic substances. Whoever is in charge of this 18 Blood O�ering
place is taking a weird approach to security! 19 Sangoma Healing Herbs
20 Random Baubles
For this mission, all enemies have -10 Defense and
+20 HP.
1 – LUCKY FIND
19 – INFECTED WOUNDS This place is full of discarded stuff and empty boxes,
but among all the rubbish you see something of value!
Whether it was a weapon or an animal bite, the
wounds you have suffered are not looking good! Roll on the Valuables table.
Your wounds do not want to close. For this mission,
reduce all healing by 50%. 2 – RITUAL AREA
Sigils and arcane symbols are drawn everywhere, and
20 – SACRIFICE the floor of this room is covered in half burned candles
and burnt offerings. Someone was performing a
One of the pieces in the room's exhibition pierces your summoning here.
mind the second your eyes pass over it. You recognize
it as an ancient Scacul, one currently inhabited by a Perform either an Occult Knowledge or Magical
powerful entity that demands a sacrifice! Liturgy check. If you pass, roll on the Spirit table and
learn its sigil. If you fail, lose D10 Sanity as the
Perform a WIL (-2) test. If you pass, you force your unsettling symbols disturb you more than you would
will upon the entity, which shrinks away into the like to admit.

Q Liber 5 Q 83 Q Playing the Game Q


Q Museum Q

3 – ALCHEMICAL SUPPLIES 8 – ANCIENT TABLET.


This room smells pungent, but strangely pleasant. Among the displays and exhibits, a clay tablet catches
Looking around, you find a crate filled with vials and your attention. What secrets does it hold?
alchemical ingredients!
As you examine the carved symbols, understanding
Retrieve D4 doses of alchemical ingredients, and roll creeps into your mind. Perform an Occult Knowledge
on the Potions & Tinctures table. and Linguistics check. If you pass both, you learn the
name and sigil of a spirit. Roll on the Spirits table to
see which one. You also lose 10 Sanity, as the
4 – PILE OF OLD BOOKS ramifications of what you've just discovered leave
Among several financial reports and visitor logs, you wishing you hadn't looked in the first place.
there's a small pile of books. Probably worth checking
these out.
9 – CRYPTIC RESEARCH
Perform a Perception check. If you pass, you find a In the dim light, you catch sight of some notes that
valuable grimoire sewn between the covers of someone has hidden away near one of the older
Darwin's On the Origin of Species. Acquire one displays. They may hold some valuable information.
Grimoire.
Perform an Occult Knowledge check. If you are
successful, you find information describing an entity
5 – STORAGE ROOM and how to contact it. Learn the name and sigil of a
This room is filled to the brim with supplies of all kinds. random entity (page 143).
There must be something here you can take with you.

Perform a Perception check. If you pass, you find 10 – ON HUMAN SACRIFICE


something of value among the diverse collections of As you enter the room, your eyes are immediately
items stashed here. Roll on the Valuables table. drawn to an enormous book sprawled across a table.
Looking at the writing, you realize it's a treatise on the
benefits of human sacrifice.
6 – THE MASK
As you enter the room your eyes are immediately Perform an Occult Knowledge check. If you pass,
drawn to a mask shown as part of a tribal artifacts increase Occult Knowledge by 2 and gain 2 Chaos
collection. The twisted thing represents something points. If you fail, perform an INT test. If you fail that
pulled from the deepest, weirdest corner of the Astral too, lose D20 Sanity as the horrors described in the
planes, but you can't stop staring at it. book are too much for you.

As you stare into the mask's eyes, you feel it pulling


you in. Perform a WIL test. If you pass, recover 5 11 – ANCIENT MURAL
Sanity. If you fail, lose 50 VP as it drains you of your Drawn all over the west wall of this room is a
power. You may sell it at the Omphalos for 50ø. sprawling mural which stuns you with its strange and
otherworldly beauty. The vivid colors and fantastic
images seem to depict part of an Astral plane.
7 – HIDDEN STASH
As you enter the room, you notice some markings on Perform an INT test. If you pass, earn 2 skill points in
the floor, as if the big shelf at the back has been moved Astral Knowledge. If you fail, the otherworldly
quite often. Is there anything behind it? images become trapped in your mind, distracting
you so during the next combat you automatically lose
Perform a Perception check. If you pass, you find a the engagement turn’s initiative.
hidden safe in a secret panel behind the shelf.
Perform a Lock Picking check. If you pass, you open
the safe and roll on the Valuables table. If you fail, you
activated a trap! Pass a DEX test or gain the Poisoned
condition.

84
12 – RUNESTONE 16 – VALUABLE FIND
A stone pillar stands in the middle of the room, its In a stroke of luck, you find a bunch of old texts that
surface covered in some kind of runic alphabet. What you think may contain information valuable to the
secrets does it hold? person that hired you.

Perform a Linguistics check. If you pass, you learn the Perform an Occult Knowledge check. If you succeed,
secrets of a God. Learn the name and sigil of a double the favor you would earn for completing this
random Deity. mission.

13 – GEM OF LUCIDITY 17 – TABELLAE DEFIXIONUM


Inside a wooden box you find a small semi-precious Inside a wooden storage box you find several old curse
gem carved with arcane symbols, some familiar, tablets, used by ancient cultures to bring malediction
others not. What is this thing? upon their enemies. What ancient practices can you
learn from them?
Perform an Occult Knowledge check. If you pass, you
discover the gem's activation pattern which Perform a Linguistics check. If you pass, gain 2 points
stabilizes your mind, preventing any Sanity loss for in Occult Knowledge.
the remainder of this mission.

18 – BLOOD OFFERING
14 – DEATH MIRROR You see a small, simple-looking copper box near a
Something behind a glass display case is reflecting plaque which claims it used to belong to Queen Mary,
light through the darkness. You approach it slowly, created for her by the court magician John Dee.
and see it’s a tarnished silver mirror, reflecting your According to the text, he claimed it could purify one's
cautious expression. Suddenly, the reflection gains a soul, for a price.
life of its own. It stops mirroring your movements and
begins to age at a terrible rate before crumbling into Perform an INT test. If you pass, you discover a slot
dust. A second later, the illusion is broken and you are into which one may introduce their hand. If you do
left with your own terrified image, staring back at you. so, lose D10 HP but recover D10 Sanity. This will only
work once.
Lose D10 Sanity and Perform an INT test. If you pass,
you interpret what you have just seen and may
ignore the next fatal damage you would receive 19 – SANGOMA HEALING HERBS
during this mission. Inside an old leather pouch you find a bouquet garni, a
bundle of dried herbs traditionally used by the Zulu
tribes. Could these still be useful?
15 – SEALED SARCOPHAGUS
A stone sarcophagus, covered with ancient symbols If you utilize the herbs, roll a D10: 1-5 the herbs kept
and strange calligraphy, stands in the center of the and heal you D20 HP, 6-10 the herbs have lost their
room. The lid is still in place, and it appears to have healing properties.
never been opened. Is this real, or is this a display?

If you want to open it, gain 5 Chaos points and 20 – RANDOM BAUBLES
perform a STR test. If you succeed, you manage to Stashed behind some boxes you find a collection of
push the top half of the sarcophagus open, rolling on random items, most are worthless, but some could
the Valuables table to see what’s inside. If you choose fetch a decent price back at the Omphalos...
not to open it, recover 5 Sanity.
Perform an Appraisal check. If you pass, you can sell
the items you gather for 100ø at the Omphalos. If you
fail, you will only get 50ø for the lot.

Q Liber 5 Q 85 Q Playing the Game Q


SECT’S
SANCTUM

ENEMIES 1 – AMBUSH!
Unless specified by your current Mission, you may It appears your enemies knew you were coming.
encounter any of the enemies listed on the Physical
Encounters table (page 126), with the exception of Roll a Sect’s Sanctum encounter and begin combat.
Hunters, Ichorites, Oshira Agents, Rats, Vlukodlaks The enemies automatically win the engagement turn.
and Vodou Zombies. Re-roll any invalid result.
2 – MYSTICAL BARRIER
An invisible force tries to stop your advance, bringing
EVENTS you to your knees with waves of potent nausea.
D20 Events
Perform a WIL (-5) test to ignore the effects, or use a
1 Ambush! spell or artifact to dispel the barrier. If you fail, lose 5
2 Mystical Barrier Sanity and 5 HP.
3 Tripped Alarm!
4 Death and Doom 3 – TRIPPED ALARM!
5 Interrogation You should have been more careful, you have just
6 Psychic Resonance tripped some sort of alarm system!
7 There Are Too Many!
Pass a Technology check to deactivate it quickly, or
8 Fire Trap roll two Sect’s Sanctum enemies.
9 Random Encounter
10 Ominous Presence
4 – DEATH AND DOOM
11 Curse of Weakness
The moment you enter this room, an unshakable sense
12 Who Are You? of dread invades you. Your end is near!
13 Locked Door
14 Bolt Trap Pass a WIL test or lose D20 Sanity.
15 Poltergeist
16 They Know You're Here! 5 – INTERROGATION.
17 The Weight of Shadows You behold a gruesome scene: a woman is being
18 Fear Manifest waterboarded by a man repeatedly asking the same
19 Drug-Fueled Goons question: “Where is it?!” Do you intervene?
20 Infected Wounds If you attempt to pass by unnoticed, perform a
Sneaking check and earn 5 Chaos points. If you fail,
the man attacks you. Use the Cultist stat block. If you

86
confront the man, earn 5 Order points as he 10 – OMINOUS PRESENCE
immediately attacks. After combat, if you attempt to Your vision blurs when you enter this room, as your
get the woman to divulge the location of her stash, trained eyes begin to see this area’s psychic energies
perform a Persuasion check. If you succeed, she tells pulsating around you.
you about hidden stash in return for release,
granting a roll on the Valuables table. If you fail but Perform an Occult Knowledge check. If you pass, gain
still want to know what she is hiding, you may 2 points in Occult Knowledge as you connect
continue the interrogation yourself. Lose 5 Sanity, previously acquired information with this
earn 10 Chaos points and perform a WIL test. If you experience, and realize this was a ritual chamber that
pass, you learn about her hidden stash earning a roll hasn’t been cleansed of energies. If you fail, all skills
on the Valuables table. are reduced by -10 for this mission, as the
uncomfortable sensation sticks to you.
6 – PSYCHIC RESONANCE
Something's not right here... What starts as a buzzing 11 – CURSE OF WEAKNESS
in your ears quickly becomes a deafening pounding A strong psychic force assails you as you enter the room,
that shakes your very core. causing your clothes to feel heavy as they drag you to
the floor. Your life force is being siphoned out of you!
Perform a WIL test. If you pass, recover 10 Sanity as
you calm your mind. If you fail, lose D10 Sanity and Perform a WIL test. If you fail, the spiritual forces in
D10 HP from the psychic assault. this room have drained you. For the remainder of the
mission you can only carry half your strength in gear
or suffer consequences (page 157).
7 – THERE ARE TOO MANY!
Just as you are about to turn a corner, you hear a
group of voices and steps coming in your direction. You 12 – WHO ARE YOU?
need to find a place to hide right now! The person sitting in this room sees you before you see
them. They don't seem threatening, but it's evident
Perform a Sneaking check. If you pass, you find a they don't know what to make of you.
corner and barely avoid detection. If you fail you
must discard a piece of gear, throwing it in the other Create a profile for this NPC (page 140), and follow
direction as a distraction. If you have no equipment the guidelines presented there on how to interact
to throw, they discover you and beat you to death. with NPCs.

8 – FIRE TRAP 13 – LOCKED DOOR


As you enter the room, you hear a faint ‘click’. You A locked door blocks your advance. Find a way
stepped on a trap! through it.
Perform a DEX test. If you fail, gain the Burning Perform a Lock Picking check to pick the lock, or a
condition as a pot of home-made napalm pours STR (-10) test to break through it.
over you.

14 – BOLT TRAP
9 – RANDOM ENCOUNTER
A trip wire crosses the room's threshold. Will you see it
You cross the threshold and come face to face with a in time?
startled person! Judging by their guilty expression,
they likely shouldn't be here either. Perform a Perception check. If you pass it, you see
the trap's trigger right in time, avoiding it. If you fail,
Create a profile for this NPC (page 140). If you a metal bolt strikes you in the back! Lose 2D10 HP.
attempt to reason with them, perform a Persuasion
check. If you pass, they will leave, looking nervously
over their shoulder. If you fail they suspect a trap,
and attack you. If you forgo negotiation and attack
directly, roll for Initiative and gain 5 Chaos points.

Q Liber 5 Q 87 Q Playing the Game Q


15 – POLTERGEIST 20 – INFECTED WOUNDS
Q Sect’s Sanctum Q

Random objects start to fly violently around the room. Whether it was a weapon or an animal bite, the
Some of them zip past your head, barely missing it. wounds you have suffered are not looking good!
Someone – or something – doesn't want you here!
Your wounds do not want to close. For this mission,
Perform a Find Cover check or lose D20 HP from reduce all healing by 50%.
being aggressively hit by random items. You may
then either rush out of the room, or attempt to
remove the spirit. If you pass a WIL test, you impose
your will over the entity causing all the trouble, and DISCOVERIES
recover 2D20 VP. D20 Discoveries
1 Drained Body
16 – THEY KNOW YOU'RE HERE! 2 Weapons Cache
Somehow your enemies know you're here, and they’re 3 Old Journal
on the lookout for you! 4 Lucky Find
For this mission, increase the Awareness of all 5 Old Vials
enemies by 10. 6 Ritual Area
7 Unspeakable Violence
17 – THE WEIGHT OF SHADOWS 8 Prisoner
As you enter the room, your mind is immediately 9 Alchemical Supplies
assaulted by self-doubt and vivid images of the horrors 10 Pile of Old Books
you have faced. How can you possibly stand against 11 Execution
the darkness alone?
12 Storage Room
Perform a WIL test. If you fail, one skill of your choice 13 Gruesome Discovery
is reduced by 5 permanently. 14 Rare Opportunity
15 The Mask
18 – FEAR MANIFEST 16 Hidden Stash
A dark presence is patent in this room, the air is thick 17 Altar of Perversion
with the smell of terror. A god of fear and dread was 18 Cryptic Research
summoned here, you can feel it in your bones! 19 On Human Sacrifice
Perform a WIL test. If you fail, permanently reduce 20 Ancient Mural
your Sanity Maximum by D4.

1 – DRAINED BODY
19 – DRUG-FUELED GOONS A pale, emaciated body lies on the ground, visibly
Spread all over the floor of this room you find drained of blood.
paraphernalia and leftovers of all kinds of drugs and
psychotropic substances. Whoever is in charge of this Perform a Perception check. If you pass, you see
place is taking a weird approach to security! something in its hands, clutched in a death grip.
Perform a STR test. If you pass, roll on the Valuables
For this mission, all enemies have -10 Defense and table and gain 5 Chaos points. If you fail, lose 5 Sanity
+20 HP. and gain 1 Chaos point.

2 – WEAPONS CACHE
Glancing into a room, you see several piled boxes and
rows of semiautomatic weapons. Is this the sect's armory?
This would be an ideal opportunity to sabotage them.

88
Perform an INT test. If you pass, gain 5 Order and If you help, you unhook the corpses, line them up on
recover 10 Sanity as you destroy the weapons cache, the ground and cover them as much as you can. Gain
but not before acquiring one of any weapon for 10 Order points, but lose D20 Sanity. If you ignore
yourself. If you fail, you are surprised by 2 cultists the gruesome scene, you leave without a care for the
before you can take action. bodies or a desire to stay there any longer. Gain 10
Chaos points and lose D6 Sanity nonetheless.

3 – OLD JOURNAL
At the back of the room you find a small table that has 8 – PRISONER
a dusty journal on it. It seems to tell a tale of travels in This room is filled with cages. Almost all are empty, but
the desert. you see a figure kneeling inside one of them. As you
enter he immediately sits up and looks at you, “You
Perform an INT (-2) test. If you pass, increase Occult don't look like the other guys, have you come to help
Knowledge by 5 and recover 5 Sanity, as the world me? Please, get me out of here!”.
makes better sense to you. If you fail, lose 20 Sanity
as you fail to understand the insane ramblings If you ignore the man, earn 5 Chaos points. To free
scrawled into the pages of the journal. him, pass a Lock Picking check. Once you release the
man, gain 5 Order points and perform a Charisma
check. If you pass, he thanks you and runs towards
4 – LUCKY FIND the exit, but if you fail he suddenly attacks while
This place is full of discarded gear and empty yelling he won’t be tricked! Create an NPC (page 140)
canisters, but among them you see something of value! and begin combat.

Roll on the Valuables table.


9 – ALCHEMICAL SUPPLIES
This room smells pungent, but strangely pleasant.
5 – OLD VIALS Looking around, you find a crate filled with vials and
Covered in dust and half hidden by some old alchemical ingredients!
newspapers, you find a couple vials of golden liquid.
Would it be a good idea to take a sip? Retrieve D4 doses of alchemical ingredients, and roll
on the Potions & Tinctures table.
If you drink from the vials, perform a CON test. If you
pass, heal 2D6 HP. If you fail, lose 2D6 HP.
10 – PILE OF OLD BOOKS
Among beer bottles, spent candles and cigarette butts,
6 – RITUAL AREA there's a small pile of books. Probably worth checking
Sigils and arcane symbols are drawn everywhere, and these out.
the floor of this room is covered in half burned candles
and burnt offerings. Someone was performing a Perform a Perception check. If you pass, you find a
summoning here. valuable grimoire sewn between the covers of a
children's book. Acquire one Grimoire.
Perform either an Occult Knowledge or Magical
Liturgy check. If you pass, learn the sigil of a spirit
(roll on the Spirit table). If you fail, lose D10 Sanity as 11 – EXECUTION
the unsettling symbols disturb you more than you You find three corpses handcuffed to a wall. Each one
would like to admit. has been shot to death.

If you pick their pockets, roll on the Personal Effects


7 – UNSPEAKABLE VIOLENCE table three times. If instead you respect the dead and
Rows of lifeless half-naked bodies hang from savage pause for a minute of silence, perform a WIL test. If
looking hooks; the stench of death is so strong that you you pass, recover 10 Sanity.
can barely breathe. With your head spinning, about to
rush to the nearest exit, the thought crosses your mind:
should you leave them like this?

Q Liber 5 Q 89 Q Playing the Game Q


12 – STORAGE ROOM Perform a Perception check. If you pass, you find a
Q Sects Sanctum Q

This room is filled to the brim with supplies of all kinds. hidden safe in a secret panel behind the shelf. Perform
There must be something here you can take with you. a Lock Picking check. If you pass, you open the safe and
roll on the Valuables table. If you fail, you activated a
Perform a Perception check. If you pass, you find trap! Pass a DEX test or gain the Poisoned condition.
something of value among the diverse collections of
items stashed here. Roll on the Valuables table.
17 – ALTAR OF PERVERSION
A terrible stench is emanating from a dark shape in the
13 – GRUESOME DISCOVERY middle of the room. Approaching, you see an altar
The stench of death assaults your senses as you enter covered in both human and non-human remains.
this room. The butchered remains of several people lay What's the purpose of this?
all around you.
Perform an Occult Knowledge check. If you succeed,
Perform a WIL test. If you fail, lose 10 Sanity. If you gain 2 skill points in Occult Knowledge as you manage
were on a mission to find someone, you just did; if it to make sense of the scene. If you fail, lose D20 Sanity
was a rescue mission, you failed. If it was an at the horrible, gruesome display before you.
assassination mission, someone completed it and
that’s all your contacts care about.
18 – CRYPTIC RESEARCH
Although it is barely lit by a few candles, you can tell
14 – RARE OPPORTUNITY this room was recently used as a study or research
The only thing of note in this room is a woman, who area. The papers here may hold some valuable
appears to be sitting in a deep meditation. What will information.
you do?
Perform an Occult Knowledge check. If you are
You may choose to simply walk away and ignore the successful, you find some loose pages describing an
woman. If you interrupt her, create an NPC profile entity and how to contact it. Learn the name and sigil
(page 140), and perform a Persuasion check. If you of a randomly determined entity.
pass, she tells you about who you may encounter in
this place. For the next two encounters, you always
19 – ON HUMAN SACRIFICE
catch your enemies by surprise. If you instead kill her
while she is meditating, earn 10 Chaos points. As you enter the room, your eyes are immediately
drawn to an enormous book sprawled across a table.
Looking at the writing, you realize it's a treatise on the
15 – THE MASK benefits of human sacrifice.
As you enter the room your eyes are immediately
drawn to a mask hanging from one of the room's walls. Perform an Occult Knowledge check. If you pass,
The twisted thing represents something pulled from increase Occult Knowledge by 2 and gain 2 Chaos
the deepest, weirdest corner of the Astral planes. points. If you fail, perform an INT test. If you fail that
too, lose D20 Sanity as the horrors described in the
As you stare into the mask's eyes, you feel it pulling book are too much for you.
you in. Perform a WIL test. If you pass, recover 5
Sanity. If you fail, immediately lose 50 VP as it drains
20 – ANCIENT MURAL
you of your power. You may sell it at the Omphalos
for 50ø. Drawn all over the west wall of this room is a
sprawling mural which stuns you with its strange and
otherworldly beauty. The vivid colors and fantastic
16 – HIDDEN STASH images seem to depict part of an Astral plane.
As you enter the room, you notice some markings on
the floor, as if the big shelf at the back has been moved Perform an INT test. If you pass, earn 2 skill points in
quite often. Is there anything behind it? Astral Knowledge. If you fail, the otherworldly
images become trapped in your mind, distracting
you so during the next combat you automatically lose
the engagement turn’s initiative.

90
SEWERS &
CITY TUNNELS

ENEMIES 1 – OLD CAMP


Unless specified by your current Mission, you may There are heaps of old clothes and camping supplies
encounter any of the enemies listed on the Physical all over this room; it appears someone was camping
Encounters table (page 126). here on a semi-permanent basis, but it all seems
abandoned now.

Perform an INT test. If you pass, perform a


EVENTS Perception check for a roll on the Valuables table. If
you fail, take D20 damage as you step on a booby
D20 Events trap, causing a rudimentary but effective trap to stab
1 Old Camp you in the leg.
2 Death and Doom
3 Interrogation 2 – DEATH AND DOOM
4 Failsafe The moment you enter this room, an unshakable sense
5 Psychic Resonance of dread invades you. Your end is near!
6 Flash Flood
Pass a WIL test or lose D20 Sanity.
7 There Are Too Many!
8 Catacomb Wall
3 – INTERROGATION
9 Fire Trap
You behold a gruesome scene: a woman is being
10 Negotiation
waterboarded by a man repeatedly asking the same
11 Vril Dead Zone question: “Where is it?!” Do you intervene?
12 Random Encounter
13 Ominous Presence If you attempt to pass by unnoticed, perform a
Sneaking check and earn 5 Chaos points. If you fail,
14 Rats! the man attacks you. Use the Street Tough stat block.
15 Curse of Weakness If you confront the man, earn 5 Order points as he
16 Who Are You? immediately attacks. After combat, if you attempt to
get the woman to divulge the location of her stash,
17 Flooded perform a Persuasion check. If you succeed, she tells
18 Hole in the Ground you about hidden stash in return for release,
19 Locked Gate granting a roll on the Valuables table. If you fail but
still want to know what she is hiding, you may
20 Bolt Trap
continue the interrogation yourself. Lose 5 Sanity,
earn 10 Chaos points and perform a WIL test. If you
pass, you learn about her hidden stash earning a roll
on the Valuables table.

Q Liber 5 Q 91 Q Playing the Game Q


4 – FAILSAFE 9 – FIRE TRAP
Q Sewers & City Tunnels Q

As you step into the room, you realize all too late that As you enter the room, you hear a faint ‘click’. You
the tug you just felt on your leg was a tripwire stepped on a trap!
snapping.
Perform a DEX test. If you fail, gain the Burning
Perform a DEX test. If you fail, debris falls from above condition as a pot of home-made napalm pours
dealing D20 HP damage. Directly after, you hear over you.
explosions in the nearby rooms; randomly
determine D4 unexplored rooms that are destroyed.
10 – NEGOTIATION
You rush into the next room, only to be greeted by a
5 – PSYCHIC RESONANCE pistol's barrel. “Hello, friend,” says the person holding
Something's not right here...what starts as a buzzing it, “What have you got there?”.
in your ears quickly becomes a deafening pounding
that shakes your very core. Create an NPC (page 140) who is demanding that you
give them an item in your possession. You may give
Perform a WIL test. If you pass, recover 10 Sanity as them an item, attack them, pay them off for 100ø, or
you calm your mind. If you fail, lose D10 Sanity and perform a Persuasion check to convince them you
D10 HP from the psychic assault. don't have anything of value. If you can’t do any of the
above, they attack.

6 – FLASH FLOOD
A sudden roar in the distance is all the warning you get 11 – VRIL DEAD ZONE
before water comes rushing through the tunnels! The air in this area feels thick in your mouth and lungs.
You fall to your knees, panting as if you have just run a
Perform a DEX test. If you fail, you are not quick marathon.
enough to avoid getting dragged down part of the
tunnel, and in the struggle to stay afloat you drop Lose D20 VP each time you enter this Location.
your main weapon!

12 – RANDOM ENCOUNTER
7 – THERE ARE TOO MANY! You cross the threshold and come face to face with a
Just as you are about to turn a corner, you hear a startled person! Judging by their guilty expression,
group of voices and steps coming in your direction. You they likely shouldn't be here either.
need to find a place to hide right now!
Create a profile for this NPC (page 140). If you
Perform a Sneaking check. If you pass, you find a attempt to reason with them, perform a Persuasion
corner and barely avoid detection. If you fail you check. If you pass, they will leave, looking nervously
must discard a piece of gear, throwing it in the other over their shoulder. If you fail they suspect a trap,
direction as a distraction. If you have no equipment and attack you. If you forgo negotiation and attack
to throw, they discover you and beat you to death. directly, roll for Initiative and gain 5 Chaos points.

8 – CATACOMB WALL 13 – OMINOUS PRESENCE.


The wall at the back of this chamber appears to be Your vision blurs when you enter this room, as your
made of human skulls. As you approach, the wall falls trained eyes begin to see this area’s psychic energies
towards you, almost burying you in bones! pulsating around you.

Perform a DEX test. If you succeed, roll on the Perform an Occult Knowledge check. If you pass, gain
Valuables table as you find something of value 2 points in Occult Knowledge as you connect
among the bones. If you fail, lose D10 HP. previously acquired information with this

92
experience, and realize this was a ritual chamber that Perform a WIL test. If you fail, the spiritual forces in
hasn’t been cleansed of energies. If you fail, all skills this room have drained you. For the remainder of the
are reduced by -10 for this mission, as the mission you can only carry half your strength in gear
uncomfortable sensation sticks to you. or suffer consequences (page 157).

14 – RATS! 16 – WHO ARE YOU?


As you move through the tunnels, you hear something The person sitting in this room sees you before you see
unusual: a faint scratching and tapping, coming in them. They don't seem threatening, but it's evident
your direction. Before you have time to react, you are they don't know what to make of you.
surrounded by rats!
Create a profile for this NPC (page 140), and follow
Perform a STR test. If you pass, you manage to kick the guidelines presented there on how to interact
and stomp away the swarm around you. If you fail, with NPCs.
you lose D10 HP from all the biting and scratching.

17 – FLOODED
15 – CURSE OF WEAKNESS The area in front of you is completely flooded.
A strong psychic force assails you as you enter the room, To proceed, you will need to get into the cold, oily
causing your clothes to feel heavy as they drag you to black water.
the floor. Your life force is being siphoned out of you! Perform a DEX test. If you pass, you are able to swim
across the dark water despite the cold. If you fail,
your legs begin to cramp and you start to sink. After
a few seconds of panic you manage to pull yourself
out, but lose D10 HP. Each time you cross back
through this area, roll a DEX test.

18 – HOLE IN THE GROUND


Right after crossing the threshold, you are forced to
stop suddenly due to a deep hole being were the floor
should be. How will you get around?
To climb around it, perform a STR test. To jump over
it, perform a DEX test. If you fail, you fall down the
hole, losing D20 HP. Climbing out requires passing a
DEX test, and each failed attempt takes another D6 HP.

19 – LOCKED GATE
A large metal gate blocks your advance. Find a way
through it.

Perform a Lock Picking check to pick the lock, or a


STR (-10) test to break through it.

20 – BOLT TRAP
A trip wire crosses the room's threshold. Will you see it
in time?

Perform a Perception check. If you pass it, you see


the trap's trigger right in time, avoiding it. If you fail,
a metal bolt strikes you in the back! Lose 2D10 HP.

Q Liber 5 Q 93 Q Playing the Game Q


DISCOVERIES Perform an INT (-2) test. If you pass, increase Occult
Q Sewers & City Tunnels Q

Knowledge by 5 and recover 5 Sanity, as the world


makes better sense to you. If you fail, you lose 20
D20 Discoveries Sanity, failing to understand the insane ramblings
1 Drained Body scrawled into the pages of the journal.
2 Lucky Find
3 Old Journal 4 – OLD VIALS
4 Old Vials Covered in dust and half hidden by some old
5 Ritual Area newspapers, you find a couple vials of golden liquid.
6 Homunculus Would it be a good idea to take a sip?
7 Unspeakable Violence
If you drink from the vials, perform a CON test. If you
8 Prisoner pass, heal 2D6 HP. If you fail, lose 2D6 HP.
9 Last Words
10 Alchemical Supplies
5 – RITUAL AREA.
11 Pile of Old Books
Sigils and arcane symbols are drawn everywhere, and
12 Execution the floor of this room is covered in half burned candles
13 Storage Room and burnt offerings. Someone was performing a
14 Gruesome Discovery summoning here.
15 Rare Opportunity Perform either an Occult Knowledge or Magical
16 Hidden Stash Liturgy check. If you pass, learn the sigil of a spirit
17 Altar of Perversion (roll on the Spirit table). If you fail, lose D10 Sanity as
the unsettling symbols disturb you more than you
18 Cryptic Research would like to admit.
19 On Human Sacrifice
20 Ancient Mural
6 – HOMUNCULUS
1 – DRAINED BODY You pass through into some kind of alchemy lab. The
A pale, emaciated body lies on the ground, visibly walls are covered with diagrams of the Astral anatomy
drained of blood. of humans and other beings, and the table is covered
with roughly humanoid chunks of clay. Is there
Perform a Perception check. If you pass, you see anything of interest?
something in its hands, clutched in a death grip.
Perform a STR test. If you pass, roll on the Valuables Perform an INT test. If you pass, you puzzle together
table and gain 5 Chaos points. If you fail, lose 5 Sanity the many notes and diagrams glued to the walls and
and gain 1 Chaos point. scribbled on the sides of books. There are
instructions here for the creation of a homunculus,
but of a unique kind. This is designed to assist its
2 – LUCKY FIND creator while in the Astral. If you spend 50 VP now to
This place is full of discarded stuff, but among it you quickly assemble one, the next time you visit the
see something of value! Astral you will have assistance during combat. Use
the Vestige enemy profile for the homunculus.
Roll on the Valuables table.
7 – UNSPEAKABLE VIOLENCE
3 – OLD JOURNAL Rows of lifeless half-naked bodies hang from savage
At the back of the room you find a small table that has looking hooks; the stench of death is so strong that you
a dusty journal on it. It seems to tell a tale of travels can barely breathe. With your head spinning, about to
and discoveries in the tunnels. rush to the nearest exit, the thought crosses your mind:
should you leave them like this?

94
If you help, you unhook the corpses, line them up on
the ground and cover them as much as you can. Gain
10 Order points, but lose D20 Sanity. If you ignore
the gruesome scene, you leave without a care for the
11 – PILE OF OLD BOOKS
bodies or a desire to stay there any longer. Gain 10
Chaos points and lose D6 Sanity nonetheless. Among beer bottles, spent candles and cigarette butts,
there's a small pile of books. Probably worth checking
these out.
8 – PRISONER
This room is filled with cages. Almost all are empty, but Perform a Perception check. If you pass, you find a
you see a figure kneeling inside one of them. As you valuable grimoire sewn between the covers of a
enter he immediately sits up and looks at you, “You children's book. Acquire one Grimoire.
don't look like the other guys, have you come to help
me? Please, get me out of here!”
12 – EXECUTION
If you ignore the man, earn 5 Chaos points. To free You find three corpses handcuffed to a wall. Each one
him, pass a Lock Picking check. Once you release the has been shot to death.
man, gain 5 Order points and perform a Charisma
check. If you pass, he thanks you and runs towards If you pick their pockets, roll on the Personal Effects
the exit, but if you fail he suddenly attacks while table three times. If instead you respect the dead and
yelling he won’t be tricked! Create an NPC (page 140) pause for a minute of silence, perform a WIL test. If
and begin combat. you pass, recover 10 Sanity.

9 – LAST WORDS 13 – STORAGE ROOM


A figure lies in the corner of this room, in a pool of their This room is filled to the brim with supplies of all kinds.
own blood. When you approach, you see that this There must be something here you can take with you.
person is still alive! He motions for you to come closer,
desperately whispers in your ear, then collapses, dead. Perform a Perception check. If you pass, you find
something of value among the diverse collections of
Perform an Occult Knowledge check. If you pass, next items stashed here. Roll on the Valuables table.
time you find part of a ritual you find the full ritual
instead. If you fail, lose 10 Sanity as the horror
described by the man shakes you to the core. 14 – GRUESOME DISCOVERY
The stench of death assaults your senses as you enter
this room. The butchered remains of several people lay
10 – ALCHEMICAL SUPPLIES all around you.
This room smells pungent, but strangely pleasant.
Looking around, you find a crate filled with vials and Perform a WIL test. If you fail, lose 10 Sanity. If you
alchemical ingredients! were on a mission to find someone, you just did; if it
was a rescue mission, you failed. If it was an
Retrieve D4 doses of alchemical ingredients, and roll assassination mission, someone completed it and
on the Potions & Tinctures table. that’s all your contacts care about.

Q Liber 5 Q 95 Q Playing the Game Q


15 – RARE OPPORTUNITY 18 – CRYPTIC RESEARCH
Q Sewers & City Tunnels Q

The only thing of note in this room is a woman, who Although it is barely lit by a few candles, you can tell
appears to be sitting in a deep meditation. What will this room was recently used as a study or research
you do? area. The papers here may hold some valuable
information.
You may choose to simply walk away and ignore the
woman. If you interrupt her, create an NPC profile Perform an Occult Knowledge check. If you are
(page 140), and perform a Persuasion check. If you successful, you find some loose pages describing an
pass, she tells you about who you may encounter in entity and how to contact it. Learn the name and sigil
this place. For the next two encounters, you always of a randomly determined entity.
catch your enemies by surprise. If you instead kill her
while she is meditating, earn 10 Chaos points.
19 – ON HUMAN SACRIFICE
As you enter the room, your eyes are immediately
16 – HIDDEN STASH drawn to an enormous book sprawled across a table.
As you enter the room, you notice some markings on Looking at the writing, you realize it's a treatise on the
the floor, as if the big shelf at the back has been moved benefits of human sacrifice.
quite often. Is there anything behind it?
Perform an Occult Knowledge check. If you pass,
Perform a Perception check. If you pass, you find a increase Occult Knowledge by 2 and gain 2 Chaos
hidden safe in a secret panel behind the shelf. points. If you fail, perform an INT test. If you fail that
Perform a Lock Picking check. If you pass, you open too, lose D20 Sanity as the horrors described in the
the safe and roll on the Valuables table. If you fail, you book are too much for you.
activated a trap! Pass a DEX test or gain the Poisoned
condition.
20 – ANCIENT MURAL
Drawn all over the west wall of this room is a
17 – ALTAR OF PERVERSION sprawling mural which stuns you with its strange and
A terrible stench is emanating from a dark shape in the otherworldly beauty. The vivid colors and fantastic
middle of the room. Approaching, you see an altar images seem to depict part of an Astral plane.
covered in both human and non-human remains.
What's the purpose of this? Perform an INT test. If you pass, earn 2 skill points in
Astral Knowledge. If you fail, the otherworldly
Perform an Occult Knowledge check. If you succeed, images become trapped in your mind, distracting
gain 2 skill points in Occult Knowledge as you manage you so during the next combat you automatically lose
to make sense of the scene. If you fail, lose D20 Sanity the engagement turn’s initiative.
at the horrible, gruesome display before you.

96
EXPLORING
THE ASTRAL

Inevitably, you will enter the Astral planes in search


of knowledge and forgotten secrets, or more often, to
D20 Astral Region Name Generator
learn more about a specific spirit. After you learn a 1 Ancient Abyss
spirit's name or sigil from a grimoire, you may either 2 Barren Archive
wait until you find another grimoire to learn the
3 Bellowing Bog
missing information, or you can go to the Astral and
learn the rest directly from the spirit. This requires 4 Broken Catacombs
defeating the spirit to earn its name or sigil 5 Burning Chasm
(whichever you’re missing). The first time you
6 Cold Citadel
summon a spirit you defeated in the Astral, you will
receive their boon's full effects without needing to 7 Crystal Dream
persuade the spirit; simply summoning it will do. If 8 Forgotten Expanse
learning about a vestige, you are required to travel to 9 Hollow Forest
the Astral after obtaining its heirloom to learn its
name, thus granting you the ability to summon it. 10 Howling Grotto
Since the Astral planes are fundamentally 11 Lost Halls
different than the Physical world, exploring them 12 Misty Labirynth
works slightly differently. First of all, accessing the
Astral planes necessitates disassociating your Astral 13 Pale Morass
body from your Physical body. This is done by 14 Remote Prison
achieving deep meditation, an art that must be honed. 15 Rotten Ruins
In game terms, this means accessing the Astral
16 Shattered Sanctuary
requires passing a Meditation check. There are other
options such as the use of drugs, but that comes with 17 Silent Shelter
its downsides. You may also purchase a potion at the 18 Twisting Tundra
Omphalos that will allow you to enter the Astral, but 19 Violet Vaults
VP is reduced by 50% during that Astral Session.
Upon entering the Astral, use the table to the 20 Zenith Woods
right to determine what region you will be delving
into. This will help you visualize the spiritual journey Next, determine the region’s layout. Each Astral region
your character is commencing. Roll one die for each has 10 + D10 Stages. Each Stage but the first will
column, or roll once and read across. present D4 Options, and each option can be an Event,
an Enemy or a Discovery, determined by rolling a D6:
g 1-2 Enemy,
g 3-4 Event,
g 5-6 Discovery.

Q Liber 5 Q 97 Q Playing the Game Q


The first stage will only have one Option, to see what the first stage's Option is; he
Q Astral Q

determined as usual. These Options will not manifest rolls a 4, meaning it will be an Event. Rob
(meaning you won’t know the contents) until you rolls an Astral Event, and after resolving
choose one and consequently make the others it he is ready to move to the second Stage.
collapse. In the Astral you must be moving forward He rolls a D4 to find out how many
constantly. Your goal will always be in the last Stage options there are, and rolls a 2. He rolls a
of your Astral journey: you must face the Ancient D6 for each (a 2 and a 4), so can choose
Spirit (page 136) and acquire what you came for by between an Enemy and an Event. He
defeating the spirit in combat. ignores the Enemy and chooses the
Event. This continues until the final
Example: Rob discovered the name of an Stage, where Rob will confront Uriel.
Angel and wants to pact with it, but
needs its sigil to summon it so he decides An Adept in direct contact with the Astral may
to do some Astral exploration. He first absorb the effects of Astral winds and currents. For
checks Meditation (his score is 43) to every 5 stages you complete, regain 25% of your max
enter the deep trance required for any SP. Remember that if your character dies in the
Astral journey, and rolls a 23. He slowly Astral (i.e. their SP reaches 0), they immediately
slips into a deep state of lucid sleep, from return to the Physical plane and lose 1 stat point
which he jumps into the Astral. After a permanently.
quick roll of 2D20, he finds out this region
of the Astral is called “The Barren
Vaults”. To determine the number of
stages between him and Uriel, he rolls a ENEMIES
D10. Rob rolls a 6, which means this trip When you encounter an enemy in the Astral, roll an
will have 16 stages. He knows the first Astral Encounter (page 136).
stage only has one option, so he rolls a D6

Stage 1 EVENT

Stage 2 EVENT DISCOVERY

Stage 3 ENEMY DISCOVERY DISCOVERY

98
EVENTS
D20 Events
1 Ancient Psychic Barrier
2 Make Amends
3 Dreadful Place
4 Darkness Surrounds You
5 Lost
6 Determined
7 Opposition
8 Banished
9 Downward Spiral
10 Psychic Wound
11 Shortcut
12 Battle
13 Vril Current
3 – DREADFUL PLACE
14 Wrong Kind of Attention
There is something fundamentally wrong about this
15 Expelled place. You sense a horrific presence following your
16 Haze every move, a thousand black flies digging into your
17 Fields of the Dead very essence to lay black eggs of despair.
18 Broken Will Perform a WIL test. If you fail, lose D10 Sanity and
19 Spirit Swarm D10 SP.
20 Regression
4 – DARKNESS SURROUNDS YOU
1 – ANCIENT PSYCHIC BARRIER Your stomach sinks as you hear bones cracking and
The echo of a magical barrier or ward is protecting flesh being torn apart, flashes of sharp claws and red
this region. How long has this thing been here? eyes glowing in the dark. You run across a wet surface,
unable to see anything but a sliver of light at the end of
Perform an Astral Knowledge check. If you pass, you this horrible tunnel.
successfully dismantle the obstacle. Each time you
fail, take D6 SP of damage. Unfortunately, you must You finally reach the exit, but cannot shake the deep
keep trying until you succeed as there's no way terror gripping your soul. Fight your next combat
around it. with a -10 to all combat skills.

2 – MAKE AMENDS 5 – LOST

A ragged spirit manifests before you, and staring deep The Astral does not follow familiar rules of direction
into your eyes, it lifts a bony finger and whispers and movement. One can wander an eternity before
“Guilty!”. finding what they are searching for.

If you offer penance for your past sins, sacrifice 2D20 Add another Stage to your exploration.
VP and earn 10 Order points. If you defy the specter,
perform a WIL (-2) test. If you succeed you dispel it
6 – DETERMINED
and earn 10 Chaos points, but if you fail you lose 10
Sanity and 10 SP, as the spirit takes what rightfully Memories of your journey up to this point spring
belongs to it. unprompted into your mind. They grant you a laser-
focused energy, and you feel yourself fuelled by the

Q Liber 5 Q 99 Q Playing the Game Q


knowledge that everything in your life has been 12 – BATTLE
Q Astral Q

building up to where you are right now. You hear loud noises around you, and approach
cautiously. Your disembodied form watches as two
For the rest of the session, add +10 to all skills. knights fully clad in armor fight a fierce battle. With a
sudden movement, one bashes the other on the head,
and the helmet rolls to your feet. The now helm-less
7 – OPPOSITION knight collapses into nothingness, its suit of armor
Your enemies in the spiritual realm know you're here, apparently empty. The victor simply moves away into
and they are ready for you. the mist, leaving you alone.

All enemies you face during this session deal +5 extra If you take the helmet, reduce all incoming damage
damage per attack. by 2 for the remainder of the session.

8 – BANISHED 13 – VRIL CURRENT


Without warning, you realize you have entered an The Astral is a fickle place, and you suddenly find
area of the Astral that unbinds all bounds. You'll have yourself in the middle of a Vril current, invigorating
to go on alone! and empowering you. Unfortunately, you know it will
probably do the same to anything else around here...
If you entered the Astral accompanied by a bound
spirit to fight by your side, the spirit is immediately Gain 10 SP, and all enemies this session have +10 SP.
banished from the Astral.

14 – WRONG KIND OF ATTENTION.


9 – DOWNWARD SPIRAL You are stirring things up in this area of the Astral, and
You open a plain looking door and as you step across you have crossed (or been pulled) into a place you
its threshold you suddenly find yourself free falling! shouldn’t be. You are in big trouble now.

Perform an Astral Knowledge check. If you pass, you The next enemy encounter will be a Deity.
manage to take control of the situation and project
yourself across the expanse, safe and sound. If you
fail, you are returned two Stages before this event 15 – EXPELLED
took place. While working out your next move, you feel a
terrifyingly powerful presence above you. You look up,
only to find you're staring into an seven-foot tall eye,
10 – PSYCHIC WOUND belonging to an impossibly enormous being. Your
A touch of pain begins on the surface of your form that mind struggles to wrap itself around the idea of this
increases in a matter of seconds to unimaginable living mountain as you barely discern porous, wet skin
levels, penetrating your very essence, burning, covered with tentacles as large as your torso. You fall
drowning, freezing and tearing, all at once. to your knees as the creature creates a noise that fills
the entire Astral plane, an unintelligible boom that
Your soul has been damaged almost beyond repair. If communicates a single thought directly into your
you reach SP 0 during this session, you will lose 2 head, “OUT”.
points from a random stat, instead of 1.
You are violently ejected from the Astral,
immediately awakening on the Physical plane.
11 – SHORTCUT.
As you enter deeper and deeper meditation, you feel
the freshly created memory of a life that is yet to be 16 – HAZE
enter your consciousness, and find yourself closer than While exploring, you are having problems focusing your
expected to your goal. essence and your Astral sight is being affected by it.

Skip the next stage. For this session, you always always act after the
enemies during combat.

100
17 – FIELDS OF THE DEAD
You cross an archetypal battlefield, with corpses and
weapons from all periods of human history spread
across it as if they were discarded and broken toys. All
you can hear are the laments and cries of the fallen as
you make your way through this desolate landscape.

You may only encounter Vestiges for the remainder


of the session (except for the last encounter, which
may be another type of spirit if necessary).

18 – BROKEN WILL
Out of nowhere, an avalanche of violence assaults you.
You feel beaten, violated and conquered as strikes
come from everywhere at once before leaving as
quickly as they arrived, leaving you shattered and
confused.

For the rest of this session, your WIL is reduced by 1.

19 – SPIRIT SWARM
You are suddenly surrounded by a tide of angry
Vestiges! Their cold essence brushes against you,
leaving you shaken and vulnerable. Fortunately, they
seem to pay no attention to you and they leave the
same way they came, as a gust of violent wind.

Perform a WIL test. If you pass it, gain 2 points in


Astral Knowledge. If you fail, lose D10 Sanity.

20 – REGRESSION
Something about this place brings about atavistic
memories, which reach down your lineage to the time of
ancient beasts. There is only survival, there is only now.

For this session, deal 5 extra damage per attack, and


take 5 more damage per attack.

Q Liber 5 Q 101 Q Playing the Game Q


DISCOVERIES 3 – SPIRIT SHROUD
Q Astral Q

This place looks like a tailor's workshop. You see


colorful pieces of cloth spread all over the place, and
D20 Discoveries
mannequins wearing clothes in different stages of
1 Dark Hole completion and in all styles imaginable. One in
2 Waterfall particular captures your eye: a silken, nearly
transparent headscarf, shimmering with a never-
3 Spirit Shroud
ending pattern of colors and shapes.
4 Traumatic Realization
5 Thorns If you don the headscarf, skip the next enemy
6 The Fountain encounter. The scarf mysteriously dissolves at the
end of this session.
7 Soul Shard
8 Good Boy
9 Good Memory 4 – TRAUMATIC REALIZATION
10 Well-Kept Secret The surroundings shift to resemble the bedroom of a
young child. Toys and children's books fill the colorful
11 The Abyss shelves, and you can't help but feel like all this is
12 The Crown extremely familiar to you. It doesn’t resemble how you
13 Ritual Echo grew up but there is some deeper link, a link to a kind
of shared human childhood, to the idea of safety and
14 The Picture Box
parental love. Suddenly, inside a beautifully carved
15 Lost Knowledge cradle, among brightly colored blankets you see the
16 The Magister lifeless body of an infant, its skin gray and its eyes black.
17 Ring of Negation
You cannot shake the deeply personal connection
18 A Glimpse of Things to Come you feel to this place, and the horror of memories not
19 The Sphere entirely your own eat away at your mind. Pass a WIL
20 The Record Player test or lose D10 Sanity.

1 – DARK HOLE 5 – THORNS


You find a bottomless hole in front of you, darkness Your progress gives the impression of slowing as you
pulsating within it. Do you dare peek inside? move through an archetypal swamp filled with things
older than time itself. Through the haze, you hear the
Perform a WIL test. If you pass, recover 10 VP as you noise of something rushing towards you. What is that?
absorb a sliver of energy from the interminable
darkness. If you fail, tentacles lash out, dealing 2D6 HP. Perform an Astral Knowledge check. If you pass, you
recognize the sound of living vines just in time,
narrowly avoiding their thorny embrace. If you fail,
2 – WATERFALL
lose D20 SP as the thorns tear into your essence.
As you progress, the area slowly transforms into a
bucolic albeit strange garden, with bizarre-looking
vegetation and sculptures surrounding you. A few 6 – THE FOUNTAIN
more steps take you to what looks like a waterfall, but In front of you stands the most exquisite fountain you
you can't see where the water is pouring from. Its have ever seen, with marvelous nymphs and undines
crystalline flecks of light and relaxing sound pull you sculpted all around it, their features hypnotically real.
closer, soothing your soul. Water sprouts up and flows down again, as if it has life
unto itself. But then...is that actual water?
If you take a sip of water, recover D20 SP. If you
instead just relax and enjoy a moment of peace, If you pass an INT test you realize that the water is, in
recover D20 Sanity. fact, pure Vril. Recover 50 VP.

102
7 – SOUL SHARD and peace, like the feeling of your mother's hug after
Your being floats within a desert, its blue sand eerily hurting yourself as a child, or a fun evening playing
still, even as you feel the wind blowing against you. with friends on the playground. Your good memories
You progress for what seems like hours until you see will always accompany you.
something shimmering on the sand. What is that?
Ignore the next Sanity loss you would suffer.
You approach the shimmering spot, only to find an
enormous shard of glass. Perform an Astral
Knowledge check. If you pass, you realize it's a piece 10 – WELL-KEPT SECRET
of your own soul! But how did it get here? If your SP Due to the mysteries of the Astral plane, you find
drops to 0 during this session, you will not suffer a yourself in a version of the Shadow, where you
stat loss. overhear the leaders of an enemy faction plan some
very important moves. You can bet someone will be
interested in this kind of information...
8 – GOOD BOY
As you progress surrounded by a bleak poorly You may sell this information for 10 Favor with a
illuminated tunnel, something assaults you from faction of your choice.
behind, interrupting your ability to manipulate your
awareness. You regain control and turn in horror, only
to be greeted by a barrage of wet licks. It's Toby, your 11 – THE ABYSS
old dog! He died years ago, but it seems his soul has You are within a tight, poorly illuminated corridor. Its
managed to find you! walls weep blood which trickles down and pools on the
floor, pulsating and occasionally allowing a glimpse of
The next attack that would bring you to 0 SP deals no humanoid figures that push against the surface as if
damage as Toby shares his essence with you, they are trapped inside some kind of membrane. The
shielding you from the blow. He dissolves into corridor spirals down, and you lose track of how long
nothingness afterwards. you've been there. Little by little you start to lose
yourself, only coming to when you run away from
nightmarish visions of pain and suffering, living beings
9 – GOOD MEMORY hanging from meat hooks while screaming in muffled
As you drift along the streets of a pre-industrial agony, the breaking of bones as loud as a
European city, you hear a noise behind you. You turn thunderstorm. How did you get here, and where's the
expecting the worst, only to find a box that appears to exit? After what feels like days, you find a path that
have fallen from above. You open it and are splits in two; you know that one will take you to the
immediately overwhelmed by a sensation of nostalgia surface, but which one is it?

Q Liber 5 Q 103 Q Playing the Game Q


Roll a D6: 1-3 you choose the correct pathway and Roll on the Trauma table. Any result that refers to the
Q Astral Q

free yourself, but not without losing D20 Sanity in “next mission” is applied to your current session
the process. 4-6 you choose the wrong pathway and instead.
become irremediably lost until, after an
immeasurable journey you regain consciousness,
your mind scarred for life. Reduce your Sanity 15 – LOST KNOWLEDGE
Maximum by 10, permanently. You find your consciousness in a retro-futuristic
library. The future-dream of someone from the 1920’s.
You walk down halls filled with shelves displaying
12 – THE CROWN novelty miniature vinyls and to your surprise several
You enter a room that looks like a medieval throne of them actually appear to contain information of
room, the walls lined with ancient full sets of armor value. Now, if only you could figure out how to use
and hanging banners decorated with complex them...
heraldry. You move towards the end of the room,
where you find a golden crown resting on a sumptuous Perform an Astral Knowledge check. If you pass, you
throne. Should you take it? find a weird, vertical record player. Once you manage
to insert the discs, their contents are psychically
If you take the crown, it seems to melt into you, projected into your mind. Acquire one Grimoire, but
leaving no trace. For the rest of the session, increase to exchange it for goods at the Omphalos you must
all Offensive skills by +10 while facing Angels or spend one day transcribing its contents.
Demons.

16 – THE MAGISTER
13 – RITUAL ECHO A tall figure stands in the corner of a room, eerily
You find yourself in a section of the Shadow where it immobile. It's dressed as an ancient roman senator,
would seem a great ritual just took place. You sense with a white toga wrapped around it and a pair of
the Vril in the area, so thick you can almost touch it, sandals on its feet. As you approach, it suddenly
and the lingering essence of the spirit that was just acknowledges you, smiling. “Titus, is that you?” it asks,
summoned into the physical plane. confusion visible on its face.

Perform an INT test. If you pass, gain earn 10 Ritual Perform a Persuasion check. If you pass, you manage
experience points. to convince this being that you are its apprentice
Titus, and it teaches you an Astral spell of your
choice.
14 – THE PICTURE BOX
The landscape shifts to predominantly gray colors as
ash begins falling from the sky. Everything around you 17 – RING OF NEGATION
is completely devastated and ruined. It's not long You stand inside a completely black room with neither
before you find yourself in front of the last standing walls nor ceiling, only infinite blackness. As you
building in the area: a small, grey house with a half- progress through this disorienting place, you hear a
destroyed roof. Inside, you find the skeleton of a typical metallic ‘cling’ from several feet ahead. You walk
household: a dining room, furniture, family pictures, forward through more darkness, and find a silver ring,
all covered by a thin layer of ash and dust. Something still bouncing on the floor as if someone had just
shiny on a shelf attracts your attention. It’s a small tin thrown it from a high place. After a moment of
box. You open it and are initially shocked to see that hesitation, you pick it up and slide it onto your finger.
it's filled with pictures of you! Shuffling through a few, The darkness around you seems to collapse, giving
you realize it’s a collection of your most traumatic way to a wide, featureless road. You feel the ring has
experiences in life, frozen forever as photographs. taken something from you, though.
Horrible, repressed memories resurface, leaving you
shaking and vulnerable as waves of emotional agony For the remainder of the session any barrier
hit you one after another. automatically collapses at the behest of the ring, but
you cannot perform critical successes.

104
18 – A GLIMPSE OF THINGS TO COME
During your solitary, directionless wandering there
suddenly appears a figure walking in front of you. It
stops abruptly, and as it turns you realize it's you, only
older! Your older self seems equally surprised to see
you, and although you see them talking, you cannot
hear a word. After a few minutes of frustration, you
seem to give up, and continue walking in front of
yourself. A second later though, your older self stops
again, turns towards you, and places a hand on your
forehead, smiling. You feel a rush of experiences flood
your essence in a torrent of images and sensations. You
grab at what you can, your mind racing. By the time
you open your eyes, the other you is gone.

For the rest of this session, double the chances of


performing a critical success during combat (20% of
your skill, instead of the standard 10%).

19 – THE SPHERE
You walk within a grotto full of underground rivers,
and come across what you can only describe as a
conscious sphere of oil. As you look at it, it shifts and
changes, somehow reacting to your presence. You are
unable to find a pattern to its unsettling movements,
and as interesting as this is, you decide to move along.
The second you turn your back, you see out of the
corner of your eye an oily formless appendage shoot
out of it, stabbing you before you can react. You feel
your Vril being drained from you, but there's nothing
you can do!

Lose 20 VP as the sphere takes what it wants, before


dissolving into the ground.

20 – THE RECORD PLAYER


A subtle melody fills the air, simultaneously invading
you with nostalgia and adrenaline. It sounds like a
mashup of every song you’ve loved in your life, but it
somehow works. You follow the music through the
corridors of an abandoned hotel until reaching a room
decorated in the style of the 60's. You see that the
music is coming from an old vinyl record player, but as
you approach it, the volume gets higher and higher,
reaching an unbearable volume. You rush towards the
player to make it stop, lifting the needle from the
record, but as you do you, the needle somehow
manages to pierce your finger! The music stops, but
you suddenly feel very weakened.

Lose D20 SP.

Q Liber 5 Q 105 Q Playing the Game Q


Liber
Liber61

C e
Omphalos.
.
The Omphalos. The literal underground meeting point for most ‘legal’ registered
magicians practicing in the UK. Presiding over this huge ancient facility is its namesake; a
large white onyx stone, the Omphalos itself. Legend says that Zeus, wanting to determine
the center of the Earth, sent two eagles to fly at the same speed from each of the world's
ends. The eagles were found in Delphi. To indicate this ‘center’, a white marble stone was
placed in the temple of Apollo, in Delphi, the center of the Greek world. Unfortunately for
the Greeks, their knowledge of Astral geography wasn't very good, and it turns out the real
center of the Earth is below the surface of London, UK.
The Omphalos, as an organization supervising and more or less regulating the
activities of magicians in the UK, was established in the seventeenth century following the
Great Fire of London. Officially this disaster was the result of a simple accident caused by a
distracted baker, but in reality it was the culmination of the all-out war between the Sons
of Lugh and the Praetorian Guard. The two most prominent British magical groups at the
time, they had been fighting over control of the Omphalos for centuries due to the
convergence of ley lines that gives the place its power. Witnessing the horror their petty
dispute had caused, a cease-fire was declared between the two groups, followed by the
signing of the Omphalos Treaty of 1667. The sudden peace in the region attracted
magicians and adepts from all over the world, making London the first true hub of occult
sciences in the world since the days of Thebes. There are others, such as Prague (City of
Alchemists) or Jakarta (Home of Master Sorcerers), but the power and influence the
Omphalos holds over both the occult and mundane worlds is undeniable. Many attribute
the resurgence of natural philosophy (or science, as it is now known) to the existence of the
Omphalos, since distinguished philosophers and scientists such as Isaac Newton (one of its
founder fathers, as a matter of fact) and Charles Darwin were members. As for the
Omphalos stone, some say it acts as a plug, holding back the release of energies that would
otherwise wash over the planet, creating chaos and destruction. This sacred place is under
the protection of Omphale, goddess of the Omphalos. According to some researchers,
Omphale is a manifestation of that controlled energy, a kind of egregore created by the
world itself to guard over its power.
Nowadays the Omphalos works as a loose organization that simply tries to ensure no
sect or magic Order gathers too much power for its own good, and works to contain any
threats to the secrecy of the occult. Most are welcome there, as long as they register
themselves and pledge to not endanger the status quo. It is the de facto meeting point for
adepts to meet and join occult organizations, who are always sending recruiters to find the
most promising rising stars to join their organizations. Peace is strictly enforced but all are
free to come and trade information, rumors and goods.
You will soon discover that the Omphalos is the place to be for almost everything; here
is where you will come to buy and sell equipment, perform rituals and dabble in alchemy,
and gain the favor of magical Orders who can help you in your quest for knowledge and
power.
When visiting, roll a Daily Event, a Random Encounter, and determine which Orders
are present by rolling a D10 for each Order. A result of 7-10 indicates that Order has
representatives present to interact with, who may assign missions for completion that day.
If they are not there, you may always come back another day! There are plenty of other
things to do at the Omphalos.

107
DAILY EVENTS 4 – CALM DAY
Each time you visit the Omphalos, things will be Nothing seems to be going on today at the Omphalos.
different. Prices will vary, new NPCs will appear, and This likely makes you weary and more restless than
new opportunities will arise. The first thing to do the alternative.
when visiting the Omphalos is to roll on the Daily
Events table below.
5 – DISAPPOINTED MENTORS
D20 Daily Events The Order emissaries must have been gossiping, and
you somehow pissed them off. Earn half Favor for
1 Anonymous Benefactor
any Mission you complete today.
2 Attack!
3 Bad Blood
6 – EZRA THE MIND MENDER
4 Calm Day
Ezra is in town, and he's offering his services.
5 Disappointed Mentors
Through a combination of hypnosis, psychology and
6 Ezra the Mind Mender magic, he can heal your mind. For 100ø you may
7 Free Services regain 10 Sanity points. This only works once a
8 Hectic Day month, so if you've already been healed by Ezra,
ignore this event.
9 Help Needed
10 Higher Prices
11 Inside Information 7 – FREE SERVICES
12 Low Stock Any services that the Omphalos offers, such as Ritual
chambers or Alchemy Labs, are free to use today.
13 Lower Prices
14 Omphale Festival
15 Order Dispute 8 – HECTIC DAY
16 Representatives Meeting Today is one of those days when everything seems to
be happening at once. Roll twice on this table.
17 Store Closed
18 Tapping a Ley Line
19 The Omphalos at Work 9 – HELP NEEDED
20 Wounded A fellow adept needs help powering some Vas, and
they are willing to pay for it. Earn 10ø for each 10 VP
you are willing to spend helping them.
1 – ANONYMOUS BENEFACTOR
Someone is a fan of your work. Receive 50ø.
10 – HIGHER PRICES
Supplies are running low, so prices are up. All prices
2 – ATTACK! today are +10ø.
You've been followed; somebody assaults you before
you can enter the safety of the Omphalos! Roll an
enemy from the table corresponding with your most 11 – INSIDE INFORMATION
recent Mission. A spy from a friendly Order informs you of the
opposition you'll be facing soon. On your next
Mission, increase all Defensive skills by +10.
3 – BAD BLOOD
An old enemy is looking for you, and you are not
ready for a confrontation. You must give up your day 12 – LOW STOCK
and come back tomorrow. Some items are hard to find, but the Omphalos
usually comes through. Not today though. Each time
you want to purchase an item, roll a D6: 1-3 the item
is available, 4-6 the item is completely out of stock.

108
13 – LOWER PRICES
RANDOM
Things have been calm around here lately, so there
are supplies available for everybody. All prices today ENCOUNTERS
are -10ø. The Omphalos welcomes all sorts of people, from all
walks of life. The large variety of people crammed
into a contained space never fails to result in
14 – OMPHALE FESTIVAL interesting situations. Roll on the Random
Today is the day to celebrate Omphale, the goddess Encounters table each time you visit the Omphalos.
of the Omphalos. Any mission you accept today
grants double Favor. D10 Random Encounters
1 Fight
15 – ORDER DISPUTE 2 Pickpocket
There's been some bad blood between the Orders, 3 A Man in Need
and none of their representatives are available today. 4 A Celebrity
Come back tomorrow! 5 Rumors
6 Problem-solving
16 – REPRESENTATIVES MEETING 7 Taking O�ence
Instead of rolling to determine which Order 8 Suspicious Figure
representatives are present today, choose any you want. 9 Chimera
10 Ceremony
17 – STORE CLOSED
1 – FIGHT
Due to some devotional schedule that was poorly
explained to you at some point, no sales are allowed A fight erupts in front of you, and you quickly find
today. You may not purchase or sell any items. yourself between arguing antagonists. In the swirling
melee you get a swift kick somewhere soft and
a broken nose.
18 – TAPPING A LEY LINE
Thanks to the energy flowing through the Omphalos, If you go on a mission, start with D20 fewer HP.
gain 100 ‘free’ VP to use today.
2 – PICKPOCKET
19 – THE OMPHALOS AT WORK Someone bumps into you, quickly apologizes and
There is a reason why they call this place the Center leaves in a hurry. Minutes later you realize that they
of the World. Due to an astrological phenomenon, must have robbed you!
you are able to perform any summoning as if it were
the spirit's required day and moon phase. Lose D100ø.

20 – WOUNDED 3 – A MAN IN NEED


Entering the Omphalos right after you is an old A man rushes to you as you tend to your business, and
acquaintance back from a mission. He stumbles onto tells you that he urgently needs an athame to perform
you, bleeding! You need to help quickly or he'll die. a ritual. He seems quite desperate!
Perform a First Aid check. If you succeed, you manage
to stabilize him and in thanks he gives you some loot He is willing to buy yours for 200ø, but if you sell it
from his mission. Roll on the Valuables table. you'll need to consecrate a new one for your own use.

Q Liber 6 Q 109 Q The Omphalos Q


4 – A CELEBRITY 8 – SUSPICIOUS FIGURE
Ahead of you in the middle of an excited crowd is a very Among the crowd inside the Omphalos' main hall, you
well known adept (one may say a celebrity) who is notice a suspicious figure trying to blend in with the
visiting the Omphalos, and they are currently mass of people. Your instincts tell you to follow, and
surrounded by fawning sycophants. minutes later you find yourself behind some
bookshelves, eavesdropping on a furtive conversation.
If you approach the celebrity to engage them in Apparently they are planning some sort of attack!
conversation, perform a CHA test. If you pass, the
celebrity is impressed with you, and so is the crowd. If you intervene and alert the guards, gain 50 Favor
Earn 50 Favor with an Order of your choice. among all Orders, but not before the person you
followed gets a good look at you. A random sect
becomes your Antagonist. If you don't alert the
5 – RUMORS guards, the Omphalos is attacked and goes into lock-
While sitting and sharing some drinks with an down mode for the whole next week.
acquaintance, she lets you know there are some
rumors about you flying around.
9 – CHIMERA
You should really get on top of those rumors. One of Causa Scientiae's experiments has broken loose!
Perform a CHA test to spread tales of your power and A part deer, part eagle, part worm creature stands in
mystical feats. If you fail, you are caught red-handed your way, and it doesn't look friendly.
trying to create your legend. Lose 50 Favor with all
Orders. Use the Failed Chimera enemy profile as the
monstrosity attacks!

6 – PROBLEM-SOLVING
An acquaintance arrives asking for magical help with 10 – CEREMONY
a personal and time-sensitive matter. A member of one of the Orders has requested you
personally attend a ceremony.
Perform an Occult Knowledge check. If you pass,
earn 50 favor with an Order of your choice as you The ritual goes on for several hours, but you feel like
help them solve this problem in a discreet way. If you you've learned a lot from it. Perform an INT test. If
fail, word of your ineptitude spreads and you lose 50 you succeed, increase Magical Liturgy by 1.
Favor with a random Order.

7 – TAKING OFFENCE
While you're gathered around a table sharing drinks
and gossip, a friend of a friend who is also sitting at the
table seems to have been offended by some of your
views, and they begin trying to outwit you.

Perform an INT test. If you pass, your opponent


admits defeat and is impressed enough to allow you
to use their private facilities for free the next time
you need to perform a ritual or use an Alchemy Lab.

110
GEAR &
SERVICES

A primary reason to visit the Omphalos is to buy new Coming here for the first time represents a clean
gear, ingredients and components, and to use the slate for almost all, as fortune and respect can be
facilities. For commercial interactions, the official earned by anyone who plays their cards correctly.
currency of the Omphalos is the Obol (ø). Mundane The following lists show what you can buy and
currency has no value here; no matter how rich or sell on a regular day. Remember, you may sell items
poor you are in the outside world things have a for half the listed price, but the item may be sold for
different value at the Omphalos, to the point that it its full price if you successfully pass an Appraisal
could be considered a different world altogether. check for each item or batch of ingredients.

Armor
Absorb 5 damage from
Light Kevlar Occupies 4 GS 1,000ø
each attack
Absorb 10 damage from
Military Gear Occupies 6 GS 2,000ø
each attack, -1 DEX
Reduce ranged damage by the listed amount, and reduce melee damage by half the listed amount.

Melee Weapons
One-Handed D10+15 damage Occupies 1 GS 200ø
D10+20 damage
Two-Handed Occupies 2 GS 500ø
at -20 to hit

Ranged Weapons
2D20+20 damage
Grenade (requires winning the Occupies 1 GS 500ø
Engagement Turn)
2D10+10 damage
Pistol Occupies 1 GS 800ø
at +10 to hit
3D10 damage
1,200ø
Carbine Burst Fire Mode 3D10+10 Occupies 2 GS
damage at -20 to hit
3D10+10 damage
at -20 to hit
Rifle Automatic Fire Mode Occupies 2 GS 2,000ø
4D10+15 damage
at -40 to hit

Q Liber 6 Q 111 Q The Omphalos Q


Q Gear & Services Q

Reagents & Ingredients (per dose) Incense (per dose)


Measure of Alchemical Supplies 50ø Frankincense Fire 100ø
Ritual Vetivert Earth 100ø
Umbra salts 1,000ø
reagent
Jasmine Water 100ø
Spell
Aloe 200ø
reagent Peppermint Air 100ø
Spell
Ambergris 200ø
reagent
Ritual Tools
Spell
Beetle husks 200ø Athame Fire 100ø
reagent
Spell Pentacle Earth 100ø
Belladonna 200ø
reagent
Spell Chalice Water 100ø
Black salt 200ø
reagent Wand Air 100ø
Spell
Corpse dust 200ø Ritual Robes 200ø
reagent
Spell
Dry moss 200ø
reagent Other Gear & Equipment
Spell See clearly in the
Firefly wings 200ø Night-Vision
reagent dark and ignore 1,000ø
Goggles
Spell darkness penalties
Komodo dragon scale 200ø
reagent Imbibe to step into
Spell the Astral without
Monarch powder 200ø passing a
reagent Potion of
Spell Meditation check, 500ø
Myrtle 200ø Astral Travel
reagent but reduce VP by
50% for that Astral
Spell Session
Owl feather 200ø
reagent
Basic tools required
Spell Lockpicks to use the Lock 500ø
Pearl 200ø
reagent Picking skill
Spell
Pyrite dust 200ø
reagent
Services
Spell
Red coral dust 200ø
reagent Private Alchemy Lab per day 100ø
Spell Private Ritual Chamber per day 100ø
Spider silk 200ø
reagent
Tattoo of a spirit's name or sigil
Spell 1,000ø
Wormwood 200ø for the Ritual of Meldin
reagent
required
Identify Relic 200ø
for use

112
113
ORDERS

As long as humanity has existed, groups have ranks. This is highly desirable because each rank grants
organized to work towards common goals, access to exclusive abilities and powers called Talents.
sometimes in competition with, or opposed by other You will sometimes also be granted access to unique
groups. The occult world is no different; there are equipment, rituals, recipes and other occult knowledge.
more Orders, sects and organizations active than Progressing to the next rank in an Order requires the
anyone could possibly imagine. All magic orders following amount of Favor:
pursue their own agendas and compete for power
and influence. The few who know the power of Order Favor
cooperation are official supporters of the Omphalos,
actively working with them to, in a way, police and Rank I Apprentice 600 Favor
control magic activity in the region. In addition,
when an Order affiliates itself with the Omphalos Rank II Scion 1,800 Favor
they gain access to a wide array of potential
candidates to join their organization. Rank III Evocatus 3,200 Favor

Rank IV Elect 4,800 Favor


JOINING A MAGICAL Rank V Master 6,400 Favor
ORDER
Gaining membership with an Order doesn't require Note that Favor is cumulative; you do not lose Favor
much; all Orders are in need of foot soldiers to do when reaching a new rank. Achieving Rank V
their dirty work and unfortunately the number of requires 80 in Occult Knowledge, in addition to
members that advance through the ranks is low. pledging exclusivity to that Order while you work
Consequently, almost no magic Order demands your way from Rank IV to Rank V.
exclusivity at lower ranks. Only when you prepare to Each Rank grants a choice between two different
begin progressing to the highest rank will you need Talents; you must choose one, and ignore the
to pledge yourself to them, which means you will not other one.
be able to accept any missions from other
organizations until you have reached Rank V with
EXTREME LOSS OF FAVOR
that specific Order. You are free to move on
afterwards and continue working with other groups, Instead of having good standing with an Order, you
though. As a high ranking member, your decisions may find yourself in very bad standing with them by
will be respected and you will not lose membership failing or rejecting too many Missions. If for any
due to that. You have proven your worth and fidelity! reason you reach -500 Favor with an Order, any
Favor earned with that Order is reduced by half until
reaching 0 Favor. For example, earning 100 Favor
GOING UP THE RANKS with that Order only increases Favor by 50.
Joining an Order allows you to accept missions from If you ever reach -1,000 Favor with an Order,
them. Each time you complete a Mission, you earn Favor you become persona non grata, and will not be able
with the Order who assigned it, advancing through their to complete missions for them any longer.

114
THE ORDERS
There are several Orders working with the Omphalos. Listed here are the most prominent and influential
ones, as well as the benefits they offer as you progress through their Ranks. More orders will be described in
future releases.

skills. May be toggled on or off before


CAUSA SCIENTIAE
entering combat, but not during.
Causa Scientiae (Latin for ‘for the sake of
knowledge’) is a unique kind of organization. They g Rank III:
care not for politics or inter-order struggles; their ◦ Aim: Relinquish your turn to aim
goal is to understand the nature of reality. More with a ranged weapon, and double
specifically, the nature of supernatural reality. Each the damage of your next attack.
member is a weird fusion of tough monster hunter
or
bad-ass, and geeky, lab-oriented arcanoscientist.
They appreciate how the Omphalos provides ◦ Rapid Fire: Fire a ranged weapon
structure and new recruits, since their expeditions twice on the same turn, with a
often result in lots of dead adepts. Their role in penalty of -40 to the second shot.
culling supernatural threats makes them very g Rank IV:
respected and valued among the community, and
any adept joining them will surely learn a few tricks ◦ Mental Discipline: Each Sanity loss
to help with their survival. is reduced by 5 points.
or
Alignment: Order
◦ Dexterity Mastery: For all DEX tests,
Talents: roll 2 dice and use the higher result.
g Rank I: g Rank V:
◦ Increase DEX by 1. ◦ Point-Blank Shot: Gain a new
Combat Skill (starting value: DEX +
or 10) called Point-Blank Shot that
◦ Salamander's Gift: Learn the allows you to shoot a ranged weapon
Salamander's Gift formula (page 45). in melee range. Requires 50 with the
current weapon (e.g. using Point
g Rank II:
Blank Shot with a Glock requires 50+
◦ Beastslayer: Gain +5 damage against in Pistols).
non-human combatants by drawing or
upon your knowledge of monstrous
anatomy to strike with precision. ◦ Sample Collector: Use your speculum
to extract a sample from each non-
or
human enemy you kill. These samples
◦ Aggressive Stance: Gain +20 to are highly valued by the Order and
Offensive skills, but -20 to Defensive can be sold for 50ø each.

Q Liber 6 Q 115 Q The Omphalos Q


Q Orders Q

KADMONITES g Rank II:


The Kadmonites are an ancient organization founded ◦ Re-roll:Once per mission, repeat a
on Kabbalistic principles and ideas. They seek to roll and keep the second result.
return the world to the state of Primordial Man,
before the Original Sin. As an old group, they are or
fairly conservative and skeptical of the new ways but ◦ Embrace Kinship: Earn 10% more
are happy to support the kind of structure the Favor from each Kadmonite mission.
Omphalos provides since their ultimate goal is
g Rank III:
harmony and order, at any cost. According to their
leaders, modern changes to the occult community ◦ Brace For It: Use your turn to reduce
have only brought chaos and dissent, making the the next incoming attack to its
Kadmonites’ job of bringing the world closer to God minimum possible damage.
more difficult. They are happy to work with anyone
or
willing to do some dirty work for them. They are
seeking one who can prove themselves worthy of ◦ Willpower of Gevurah: For the
becoming an avatar of Adam Kadmon, to bring order duration of a mission, temporarily
back to creation. increase Attributes or Skills by
allocating 5 Attribute points or 20
Alignment: Order Skill points however you choose.
g Rank IV:
Talents:
◦ Intelligence Mastery: For all INT
g Rank I: tests, roll 2 dice and use the higher
◦ Increase INT by 1. result.
or or
◦ Defensive Stance: Gain +20 to ◦ Create Golem Ritual: Learn the
Defensive skills, but -20 to Offensive Create Golem ritual (page 41).
skills. May be toggled on or off before g Rank V:
entering combat, but not during.
◦ Free access to a private Sanctum.
or
◦ Order Resources: Get one advanced
alchemical ingredient for free, every day.

116
MESU-BETESH ◦ Charge: Immediately force a ranged
The Mesu-Betesh are the Children of Rebellion of opponent into melee at the beginning
ancient Egyptian themes. They oppose creation, of a fight, causing them to lose their
often putting them in conflict with Kadmonites, free shot during the engagement turn.
whom they view as pawns of the demiurgic will. The g Rank III:
Mesu Betesh claim to fight for ultimate spiritual
freedom and liberation from the circle of Samsara by ◦ Anticosmic Essence: Gain an
joining Seth's Seven Stars. Many have questioned alternating +2/-2 to all Attribute
why an organization as anarchic as the Mesu-Betesh tests. This means the first Attribute
would want to work with the Omphalos, but the test of a mission is performed with +2
elders of this group haven’t been forthcoming with to the attribute, the second with a -2,
explanations. For now, they are happy to send new and so on.
members into the fray, spreading chaos and or
unraveling creation one spell at a time.
◦ Retreat: Roll above the enemy’s DEX
to retreat from combat, but suffer an
Alignment: Chaos
automatic hit.
Talents: g Rank IV:
g Rank I: ◦ Willpower Mastery: For all WIL
tests, roll 2 dice and use the higher
◦ Increase WIL by 1.
result.
or
or
◦ Dual Wielding (Melee): You may
◦ Devouring Plague: Learn the Devouring
perform a bonus off-hand attack
Plague Astral Spell (page 47).
every turn, with a -40 applied to the
second attack. g Rank V:
g Rank II: ◦ Qliphotic Soul: All Sanity loss is
reduced by half.
◦ Flame of Isfet: A ruby which, while
being held, reduces the cost of spells or
by 10 VP. Requires a free hand.
◦ Controlled Fall: Each time you “die”
or in the Astral, choose which Attribute
is reduced.

Q Liber 6 Q 117 Q The Omphalos Q


Q Orders Q

THE SIDDHA operations, allowing you to repeat a


The Siddha is a rather isolationist Order from the Far failed Alchemy roll. This stacks with
East which has only recently sent emissaries to the other similar effects.
Omphalos to establish a link and cement relations or
between the two groups. Siddha are masters of their
◦ Prapti Siddhi: Once a week, manifest
own destiny, controlling their Vril in ways only
a desired object in your hand. Choose
dreamed of by others, achieving a high degree of
any item from the Reagents or
physical and spiritual perfection or enlightenment.
Ingredients table.
This mastery manifests through Siddhi powers:
techniques and accumulated that allow an adept to g Rank III (Requires Meditation 50):
execute feats which typically require the assistance
◦ Dhanvantari's Gift: Once per Site,
of a spirit. Things like remote knowledge, battle
heal HP equal to ½ CON.
powers and even cheating death are all within the
reach of those who join this ancient Order. Despite or
what some say, these are not supernatural abilities, ◦ Rabhasa: Concentrate your Vril on
not ‘spells’ or miracles any more than the discovery your palm chakra, then project it
of and amazing uses for technology are miraculous. forwards to blast anyone in front of
The Siddha claim to have realized the potential of you, dealing D20 damage that ignores
consciousness far beyond the material, and it is thus armor. This effect doesn't benefit
that they bend Vril to their will. from Omphale's Embrace.
Although some sectors of the Omphalos resisted
their entry, arguing this Order grants power to those g Rank IV (Requires Meditation 60):
who are not ready for it, their effectiveness in dealing ◦ Remote Sight: See what or who is
with threats and their appeal to younger magicians inside a nearby room. Three times
rapidly earned them a place in the Omphalos’s per Site, roll for any Location’s
charter of Orders. Enemy, Event and Discovery before
entering the chosen Location.
Alignment: Neutrality
or
Attaining the Siddhis: Each new ability learned ◦ Centered Mind: Shield your mind
under the tutelage of the Siddha requires the student from the horrors of the world. Reduce
to progress in their own spiritual development like each Sanity Loss by 2.
no other Order does. In addition to the standard
Favor requirements, access to talents also requires g Rank V (Requires Meditation 80):
the adept improve their mastery of Meditation. ◦ Death Meditation: If you are
physically killed in any circumstance,
Talents: seek refuge in the Astral while your
g Rank I (Requires Meditation 30): body recovers. If this happens during
a mission, the mission is failed. Death
◦ Increase WIL by 1. Meditation incapacitates the character
or for one week and reduces CON by 1,
due to the enormous amount of
◦ Kanakdhara Siddhi: Double all energy it requires to maintain the link
Obols found, as your inner balance is between body and soul.
manifested through wealth in the
material world. or

g Rank II (Requires Meditation 40): ◦ Mind Over Body: Ignore the effects
of all Conditions.
◦ Surya Vigyan: Use this sacred Solar
Science to excel at alchemical

118
119
RUNNING MISSIONS
Q Orders Q

D20 Order Missions


FOR THE ORDERS 1 Clean Up
As mentioned before, each time you arrive at the 2 Collect a Debt
Omphalos you will roll a D10 for each Order, and on 3 Dangerous Ruins
a 7-10 their representatives are there, ready to
assign you a new Mission. After deciding which 4 Defend the Sanctum
Order you are going to work with that day, roll on the 5 Dirty Fighting
Order Missions table to determine which task they 6 Elimination
require you to perform. Successfully completing a
7 Get the Thief
Mission for an Order grants 150 Favor and 500ø, and
the mission must be completed that day. If the player 8 Go Ratting
cannot complete a Mission (e.g. they cannot bypass a 9 Haunted House
locked door) the Mission is failed. Failed Missions
10 Kidnap
may not be replayed; return to the Omphalos later
for a new Mission and lose 50 Favor. You may refuse 11 Occult Terrorists
Missions, but refusing 3 in a row from the same 12 Recover
Order lowers your Favor with them by 200. 13 Rescue
Remember that once you complete a Mission,
you still need to find your way back to the Site's 14 Revenge
entrance. For each cleared Location you pass 15 Sabotage
through, roll a D10: 1-2 indicates an enemy. Roll on 16 Search
the Physical Encounters Table (page 126) with
17 Set it Ablaze
normal Site restrictions.
18 Spirit Pact
SEARCH MISSIONS 19 Teach Them a Lesson
Some Missions are completed by searching a Site for 20 Wounded Pride
a randomly placed goal. Each Location, roll D10+X
where X is the number of locations searched and 1 – CLEAN UP
check the result against the Mission’s target number.
The Order has discovered an old abandoned sanctum,
Matching or exceeding that number, or exploring the
full of things nobody should find. Go clean it up.
final Location will result in finding the goal.
This takes place at a Sect's Sanctum. Each time you
encounter an enemy, roll a D4: 1 – Failed Chimera, 2
– Vodou Zombie, 3 – Golem, 4 – Hunter (looting, or
doing the same thing you're doing. Oh well). Your
goal is to eliminate all enemies. After you clear all
Locations, perform a cleansing ritual by passing a
Meditation and Magical Liturgy check. This grants 10
Order points as you have cleared the area of spiritual
energy, and results in a safe trip to the entrance.

2 – COLLECT A DEBT
This is less official Order business and more a personal
favor for the representative, but either way you'll get
on their good side if you do what they ask. Search
Mission: Goal 16.

This takes place at a randomly determined Site (page


58), and your goal is to find the debtor. Once you find
them, generate a random NPC (page 140) and either
persuade the NPC to give you the money, or simply

120
kill them and earn 10 Chaos points. If you try talking, close for comfort. Infiltrate the Site and eliminate the
roll on the NPC Reaction Table (page 140) to see if magician in charge of the place.
they're willing to cooperate. If you succeed
peacefully, earn 10 Order points. This takes place at a Sect's Sanctum. Roll on the Sect
Variants table (page 132) to determine which sect
you'll be facing. All enemies will be members of that
3 – DANGEROUS RUINS sect, including The Magister who is found in the
The rumors of well preserved Roman ruins discovered Inner Sanctum, placed furthest from the entrance.
by an Order archaeologist were true. The problem is, Ignore any enemies, events or discoveries in the
the place is very well protected and so far nobody has Inner Sanctum, you will only face the Magister, who
come back alive. Go there and report back. will always be a Veteran.

This takes place in Ancient Ruins. Your job is to


explore the dig-site and come back alive. The 7 – GET THE THIEF
problem is, almost every Location is protected by a An ex-member of this Order managed to use some old
trap! Roll a D10 each time you enter a new Location; access codes to steal something valuable from the
on 7+, you've triggered a trap! Pass a DEX test or lose Order's HQ. Your mission is first and foremost to
D10 HP. All enemies here are Cursed Corpses; they retrieve the item, and to bring the thief back for justice
are like Vodou Zombies, but every time they hit you, if possible. Search Mission: 16.
your max HP is reduced by 1. This can only be cured
by leaving the ruins. If you clear the Site, earn 10 This takes place at a randomly determined Site (page
Order points. 58). Your goal is to find the thief, who has the stolen
item. Once you find them, generate a random NPC
(page 140). You may kill them, or attempt to
4 – DEFEND THE SANCTUM persuade them to return to the Omphalos for trial by
One of the Order's sanctums is being attacked! If you performing a CHA test. If you're successful, roll on
go there as fast as you can and defend the place, they’ll the NPC Reaction Table (page 140) to see if they're
throw in an extra 50 Favor. willing to cooperate. If you manage to persuade the
NPC to return with you, earn 15 Order points. If you
This takes place at a special Site; there are no decide to kill them, earn 10 Chaos points.
Locations to explore, you must simply stand your
ground and hold against the D4 waves of enemies,
followed by 1 Veteran, followed by 3 waves, 8 – GO RATTING
followed by another Veteran. All enemies are Agents Those pesky underground mages are causing trouble
of the Pact. again, and the Omphalos is tired of having to cover up
for them. It's time to remind them who is in charge.

5 – DIRTY FIGHTING This Mission takes place in the Sewers & City
This Order has received intel on a promising new Tunnels. Your goal is to eliminate D4+5 enemies.
adept rising through the ranks of another Earn 1 Order per enemy killed.
organization who needs some roughing up. The details
they give you are sparse, and this sounds more like
inter-order politics than anything else. Search Mission: 9 – HAUNTED HOUSE
Goal 14. A local house is making the papers too often with
stories about ghosts and violent psychic activity. Go
This takes place at a House. Generate a random there and put an end to it.
Veteran NPC to locate and defeat, thereby giving
them something to think about. Earn 10 Chaos points This takes place at a House with 5 locations, and all
for completing this Mission. enemies are Street Toughs. Your goal is to go there,
clear the Site and enter the Astral. This section of the
Astral has D6+5 Stages, and in the last one you will
6 – ELIMINATION face an Ancient Fae. Earn 10 Order for completing
One of the most dangerous cults opposing the this mission.
Omphalos has set up a new sanctum in an area too

Q Liber 6 Q 121 Q The Omphalos Q


10 – KIDNAP This takes place at an Abandoned Complex. Your goal
Q Orders Q

This Order has received information about a key is to find the prisoner, escape alive with her and then
researcher working for an enemy organization. You persuade her to join the Order. Once you find her,
must find them and bring them back no matter the generate a random NPC (page 140) and escape
cost. Search Mission: 16. together toward the entrance. If you manage to
escape with her, earn 10 Order points and roll a
This takes place at a randomly determined Site (page Persuasion check. If you pass, she is interested in
58). Once you’ve found the researcher, generate a joining the Order. If you escape with her but do not to
random NPC (page 140) and roll on the NPC Reaction convince her to join, earn half the Favor for this
Table (page 140) to see if they are willing to mission.
cooperate. If you persuade them, they willingly go
with you; otherwise you'll need to take them out of
action by reducing their health to 10 HP or less, by 14 – REVENGE
Stunning them, or by using a spell that will An important member of the Order was assassinated.
immobilize or knock them out. Earn 10 Chaos points This cannot go unpunished, so you must find the killer
for completing this mission. and deal with them.

This takes place at a randomly determined Site (page


11 – OCCULT TERRORISTS 58). Your goal is to find an NPC and kill them; for this
There are many occult groups that are not happy with you will need to clear the whole place. Generate a
the status quo, and are willing to violently shake Veteran NPC (page 140) who wil be in the last
things up. This Order has found a cell of one such Location. Earn 5 Order points for completing this
group, and it's your job to go and get rid of them. mission.

This takes place at an Abandoned Complex, and all


enemies will be Rogue Mages. Your goal is to clear 15 – SABOTAGE
every location and eliminate all opposition. Whether it looks like it or not, conflict between the
different groups is a war and sometimes in war sabotaging
enemy supplies is as important as killing them.
12 – RECOVER
Somehow, an ancient relic belonging to this Order This takes place at an Abandoned Complex. Your goal
ended up in the hands of a museum's curator. You need is to find and destroy D4 stashes of Alchemical and
to go and, as stealthily as possible, recover the item Ritual supplies. Each time you clear a Location, roll a
without causing a scene. Search Mission: 16. D10: 8+ indicates you’ve found supplies to destroy. If
you finished clearing the Site and you haven't found
This takes place at a Museum, and all enemies will be all the supplies yet, you fail the Mission as they caught
Guards. Orderly players will want to avoid combat on and moved the supplies before you got to them.
because for each guard killed, you earn 5 Chaos
points and 5 fewer Favor. Earn 20 Order points if you
manage to complete the mission without a single 16 – SEARCH
death. You are tasked with finding a suitcase, the contents of
which have not been specified. This suitcase has been
hidden by enemies of the Order, so it will not be easy to
13 – RESCUE retrieve.
This Order has received information concerning a
valuable prisoner being held at a nearby facility. She This takes place at a randomly determined Site, with
has remained neutral so far but if you manage to the exception of a Museum or Ancient Ruins (page
extract her from the building, the Order leadership 58). Re-roll if necessary. The suitcase will be found in
believes you may convince her to join their ranks. the Location furthest from the entrance.
Search Mission: 16. Unfortunately for you, the suitcase is locked behind
an electronic lock, requiring a Technology check to

122
access. Once retrieved, you may either turn it in to
succeed the mission, or choose to declare it lost and
keep the contents, failing the mission but earning
100ø and a roll on the Valuables table.

17 – SET IT ABLAZE
The Order wants to send a strong message. They have
asked you to go to an enemy's warehouse and burn
it down.

This takes place at an Abandoned Complex. You must


go room by room through every Location to pour gas
all over the place. Each time you clear a Location, roll
a D10 while you're emptying another canister. On a
result of 1-2 you have attracted extra attention and
must face another enemy. This mission grants 15
Chaos points.

18 – SPIRIT PACT
The Order tasks you with making a pact with a specific
spirit in their name. Time for some Astral travelling.

This Mission takes place in the Astral, and the Order


provides a Potion of Astral Travel if needed. As usual,
the entity is found in the last Stage; roll on the Astral
Encounters table to determine which spirit you must
find. Once you find it, perform a Persuasion check. If
you pass, you’ve made a pact with it. If you fail, you
will need to force it by facing the spirit in combat.
Earn 10 Order if you complete this mission.

19 – TEACH THEM A LESSON


A group of juvenile street mages has stolen some
valuable property from this Order. Inaction would be a
sign of weakness. You know what to do.

This takes place at a House, and all enemies will be


Rogue Mages. You must go there and eliminate all
opposition. Earn 1 Order per enemy killed.

20 – WOUNDED PRIDE
It appears one of the Order leaders has had their
reputation tarnished, and they will not have it. You
must teach their enemies a lesson they'll never forget.

This takes place in the Sewers & City Tunnels. Your


goal is to eliminate anyone hiding here. Earn 1 Chaos
point per enemy killed, and an extra 50 Favor for
completing it.

Q Liber 6 Q 123
Liber71
Liber

Foes &
Adversaries
Combat is one of the primary pillars of Seekers Beyond the Shroud. This chapter contains
some reminders about combat, and details the most common threats an adept will face
during their travels within the Physical world and Astral planes, as well as rules on NPC
generation. When the rules dictate you encounter an enemy, roll to determine the enemy
and keep in mind some Sites exclude some results. Next, determine if you are facing a more
difficult version of that enemy (Veteran in the Physical, Ancient in the Astral) and note how
its stats will be modified. Finally, locate the monster and begin combat.
Some enemies are vulnerable to a specific element; to be precise, vulnerability
towards specific elemental magics. You may not destroy an Earth elemental by blowing on
it, unfortunately. Vulnerable creatures receive double damage from the specified element
and Immune creatures take none.

ENEMIES WITH
MULTIPLE WEAPONS OR SPELLS
Your opponents are smart enough to always use the item appropriate for the situation (i.e.
gun at ranged, knife in melee), or the one that deals the most damage. Often enemies have
multiple attacks available such as a weapon, spell, or Unique Skill. In these cases, assign
equal chance to each and randomly determine which is used at the beginning of each turn
(for example, D10: 1-5 punch, 6-10 cast a spell). If they run out of VP or can't perform a
typical attack, they will use any available attack (even punching). Apply specific
instructions for abilities and spells over these rules.

ANTAGONISTS
After successfully completing a Mission against an enemy faction or sect (for example the
Children of Erlik), roll D10: 1-2 indicates they become your Antagonist. When facing an
enemy belonging to an Antagonist faction, roll 1D10: on 1-2 you face double the number of
enemies. After successfully completing a mission against an Antagonist faction, roll D10:
on 8-10 they have had enough of you for now and are no longer your Antagonists. If you
fail a Mission against an Antagonist faction, you are captured. Play the Captured scenario
(page 62).
If you have your own Sanctum, there is a chance an Antagonist will attack you there.
Each time you visit your Sanctum, roll a D20. On 1-5, you’re being attacked! Play the
“Defend Your Sanctum” Scenario.

SEASONED CHARACTERS
As you become more powerful and experienced, your enemies will also grow in power.
Once you reach a value of 60 or more in two combat skills (attack or defense), you will face
greater threats: apply the Seasoned Bonuses listed in each description.

125
PHYSICAL
ENCOUNTERS

VETERAN D20 Veteran Traits


ENEMIES 1
Armored. Protection (physical or mystical) reduces each
Not all enemies are equally capable incoming attack by 5 damage.
or experienced. It is unfortunately Berserker. Below 75% health (rounding up), its attacks deal 5
2
common to encounter a more extra damage, but its Defense is reduced by 10.
experienced foe during one of your 3 Bloodless. Immune to Bleeding.
Missions. Even more, most Missions
Brumal. Being in combat with this enemy applies the Chilled
are completed by facing a more 4
powerful version of a common condition.
enemy. These experienced enemies Disarming. Once per turn, pass a DEX test or be disarmed.
5
are called Veterans. All enemies have Recovering a weapon takes one turn.
a Veteran version; simply modify 6 Hephaestian. Immune to Chilled.
their normal profile with the details
Hideous. Lose 2 Sanity per turn as the presence of this being,
below, then roll on the Veteran Traits 7
twisted beyond recognition, tears a hole in your mind.
table to see what special power or
skill they acquired during their life. 8 Incombustible. Immune to Burning.
To determine if the enemy you Nocturnal. Possesses night vision, and su�ers no penalty for
9
are about to face is a Veteran, roll a D6: fighting in the dark.
1-4 indicates a normal enemy, but 5-6
Repellant. A constant field deflects all projectiles, making
is a Veteran. You must perform this 10
this Veteran immune to ranged attacks.
check each time you face an enemy
Scorching. Each of its attacks have a 50% chance of causing
(unless it's specified that it’s a 11
Veteran). If it is not a Veteran, locate its Burning due to special equipment or mystical abilities.
normal stats below. Shrouded. It is surrounded by a permanent cloud of
12
darkness, and you su�er penalties as fighting in the dark.
VETERAN PROFILE 13 Snake Blooded. Immune to Poisoned.
MODIFIERS
14 Souleater. Deals SP damage instead of HP damage.
g CON +5
Vril Sapper. All damage caused by this enemy burns the
g DEX +2 15
same amount of Vril.
g STR +5 Spinous. In melee, perform a DEX test every turn or su�er
16
g WIL +4 D10 damage.
Terrifying. Pass a WIL test every turn or take -20 to all skills
g INT +3 17
the next turn.
g Awareness: +10
18 Thick Skulled. Immune to Stunned.
g Initiative: +5 Toxic. All damage inflicted by this Veteran has a 50% chance
g Defense: +10 19 (roll with each attack) to cause the Poisoned condition, due
to special equipment or mystical abilities.
g Offense: +10
20 Unyielding. Ignore fatal damage. Only works once.

126
Attacks:
D20 Physical Encounters
g Baton (D10+10 damage)
1 Agent of the Pact
2 Ancient g Walther PPK (2D10+10 damage)
3 Bhuta Gear:
4 Curator g The Body of Christ (Sacred host that heals
5 Daeva 2D10 HP when consumed, used at 50% HP).
6 Failed Chimera
7 Golem 2 – ANCIENT
8 Guard Some magicians venture beyond the coil of mortality
9 Guard Dog by perfecting their magical discipline. It's easy to
10 Hinn identify an Ancient as they are completely covered in
tattoos, each one detailing a spirit they've melded
11 Hunter
with. This process leaves their psyche fractured and
12 Ichorite their behavior erratic, and they are rarely seen
13 Oshira Agent working with other magicians as they pursue their
own arcane agendas. Above all, they are dangerous
14 Rogue Mage
and most adepts simply try to stay out of their way.
15 Sect Adept
16 Street Tough
STR DEX CON WIL INT CHA
17 Vessel
10 10 15 20 20 16
18 Vlukodlak
19 Vodou Zombie
HP VP Awareness Initiative
20 Yokai 150 ??? 10 8

Seasoned Bonus: Defense 10 / Offense 10


1 – AGENT OF THE PACT
Unique Skill: Infinite Vril.
September 13, 1983. Representatives for several
Numerous pacts, artifacts and
Christian faiths meet in secret at the Basilica di San
occult secrets grant Ancients
Francesco, Italy. After a week of heated deliberation,
unlimited Vril.
a declaration is made: occult forces are very much
active and their influence over people's souls is too
Spells:
strong. They made, by all intents and purposes, a
declaration of war. In an unprecedented act of g Enfeeblement
collaboration, the different faiths created an (cast on
organization to counteract Satan's agents: The Pact Engagement
of Saint Francis (or simply The Pact), a neo- Turn)
inquisition that seeks to eliminate all threats to the g Shock Mind
Christian hegemony over humanity's soul.
g Harm

STR DEX CON WIL INT CHA g Heal Wound

12 12 12 18 16 10
HP VP Awareness Initiative
120 140 40 14

Seasoned Bonus: Defense 15 / Offense 15

Unique Skill: Deus Vult! Ignores 1 fatal blow.

Q Liber 8 Q 127
3 – BHUTA Seasoned Bonus: Defense 10 / Offense 10
Q Physical Encounters Q

Occasionally, a Vestige will manage to possess a


psychologically vulnerable person, or an adept will Weapons and Attacks:
invoke an entity too powerful to control. Under these g Combat Knife (D10+15 damage)
circumstances the Ibbur becomes a Bhuta, a raging
g Beretta 96 (2D10+10 damage)
creature full of hate for the living. They feed on
corpses, roam burial grounds and cemeteries, and
nest anywhere out of sight or far from civilization. Gear:
g Military Armor
STR DEX CON WIL INT CHA g Night Vision Goggles
12 10 14 10 10 5 g Combat Stim (heals 2D10 HP, used at 50% HP)
HP VP Awareness Initiative
140 100 10 14
5 – DAEVA
Daevas are ancient Zoroastrian divinities that promote
Vulnerable: Fire chaos and disorder. Their manifestations on Earth can
be classified as Avatars, since they must use humans as
Seasoned Bonus: Defense 5 / Offense 40 conduits. The difference is that Avatars usually agree
to house the Deity, but Daevas force themselves upon
Unique Skill: Rotten Blood. Bhutas are immune to unexpected victims, similar to how modern media
poisons of any kind. depicts demonic possession. Their goals are
unfathomable to humans, and they show little regard
Attacks: for their vessels, often throwing themselves into
combat without weapons or protection.
g Pummel (D10+5 damage)

STR DEX CON WIL INT CHA


4 – CURATOR 13 15 15 14 18 12
The American government has always had files on HP VP Awareness Initiative
ESP occurrences and occult phenomenology, but
after the Texas City Disaster of April 16, 1947 in the 150 140 20 12
port of Texas City (caused by a failed Children of
Erlik plot to make the biggest Vas in history), Seasoned Bonus: Defense 15 / Offense 15
government agencies scrambled to create a task
force: The Curators. This new department was Unique Skill: Vril Choke. The Daeva's target is lifted
tasked with researching the occult and, more into the air, choked by an invisible force. The target
importantly, learning how that power can be used loses its next turn and takes D20 damage (costs 35
for the glory of the American people (without the VP to cast).
knowledge of the American people). This most secret
of secret agencies is openly hostile to all magic users, Attacks:
even though they have managed to recruit a few into g Pummel (D10+10 damage)
their ranks. Their considerable resources make them
formidable opponents, a risk that all adepts must
take into account at all times.



STR DEX CON WIL INT CHA

apple
14 10 15 12 12 10
HP VP Awareness Initiative
150 120 20 8

128 Á ⋲
6 – FAILED CHIMERA
Unscrupulous magicians who experiment in the
junction between magic and science are always
willing to see how far their control over the natural
world goes. All too frequently, combinations of gene
therapy and ancient alchemy result in unearthly
abominations.

STR DEX CON WIL INT CHA


16 16 18 12 10 10
HP VP Awareness Initiative
180 120 20 14

Seasoned Bonus: Defense 15 / Offense 15

Unique Skill: Corrosive Saliva. Chimera attacks


ignore and destroy any armor. 8 – GUARD
Wherever there is something of value, there will be
Attacks: guards. These hired security men and women are a
g Vicious Gnaw (D10+20 damage) common sight at museums or other facilities that
attract people such as yourself, who the owners want
to keep away. They will not hesitate to use violence
against intruders, so be prepared!
7 – GOLEM
Anthropomorphic animated servants, usually made
from clay or mud. Magicians have used them for STR DEX CON WIL INT CHA
centuries as guardians, as they excel at following 14 15 15 12 12 12
simple, direct orders. They are usually found in
ancient ruins or abandoned sanctums, still following HP VP Awareness Initiative
the last orders given by their long-dead masters. 150 120 20 12

STR DEX CON WIL INT CHA Seasoned Bonus: Defense 20 / Offense 15
18 10 18 16 8 5 Unique Skill: Call Backup! When a Guard drops
HP VP Awareness Initiative below 75% HP, roll a D10. 1-4 indicates a second
Guard joins the fray! Only the first Guard can call for
180 160 5 5 backup.

Vulnerable: Air Attacks:


g Baton (D10+10 damage)
Seasoned Bonus: Defense 15 / Offense 15
g Beretta 92 (2D10+10 damage)
Unique Skill: Son of the Earth. Golems are immune
to all conditions. Gear:


Attacks: g Light Kevlar
g Swipe (D10+20) g Flashlight

√ Q Liber 8 Q 129 Q Foes & Adversaries Q


9 – GUARD DOG and ill-equipped, but one must not dismiss their
Q Physical Encounters Q

Dogs are versatile companions used all over the tenacity and perseverance. They are dangerous and
world to secure areas and keep intruders at bay. As will not hesitate to kill any adept of the occult, or
you work to gain power in the complex world of ‘witches’ as they call them.
occult politics, you will grow accustomed to facing
these zealous beasts. STR DEX CON WIL INT CHA
12 12 16 14 10 10
STR DEX CON WIL INT CHA
HP VP Awareness Initiative
16 16 12 12 10 10
160 140 20 13
HP VP Awareness Initiative
120 120 60 18 Seasoned Bonus: Defense 20 / Offense 20

Seasoned Bonus: Defense 15 / Offense 30 Attacks:


g Hunter's Knife (D10+15 damage, and 5 VP
Attacks: damage)
g Maul (D20+5 damage) g Glock 17 (2D10+10 damage)

Gear:
10 – HINN
g Light Kevlar
Born in a pre-Adamitic age these ancient, undying
creatures roam the earth to pursue goals only they g 20-year old rye whiskey (heals 2D10 HP,
understand. Hinn appear human except for the fact used at 50% HP)
that their eyes are completely hollow, forcing them
to wear obscuring eye-wear at all times.
12 – ICHORITE
STR DEX CON WIL INT CHA Many cultures have legends about vampires, the
undead creatures that feed on the blood of the living.
13 15 13 20 18 16
These legends likely have their origin in Ichorites.
HP VP Awareness Initiative These black-magic practitioners feed on psychic
130 200 20 10 energy derived from pain (or ichor, the blood of the
Gods in Greek mythology). They have perfected and
honed their powers to cast some spells without Vril,
Vulnerable: Earth making them terrifying opponents.
Seasoned Bonus: Defense 15 / Offense 15
STR DEX CON WIL INT CHA
Unique Skill: Aura of Vril Suppression. While engaged 10 15 10 20 18 12
in combat with a Hinn, the player cannot cast any spells.
HP VP Awareness Initiative
Attacks: 100 200 10 8
g Combat Knife (D10+15 damage)
Vulnerable: Air
g Beretta 96 (2D10+10 damage)
Seasoned Bonus: Defense 15 / Offense 15

11 – HUNTER Unique Skill: Vampiric Soul. Ichorites heal 50% of all


Generally a lone wolf, this is someone who has been damage they deal.
the victim of occult-related phenomena and decides
to make eradicating all ‘spawn of evil’ their life Attacks:
mission. They are, generally speaking, disorganized g Ritual Dagger (D10+15 damage)

130
14 – ROGUE MAGE
Even though the whole occult world could be
considered an underworld, there is a further
marginal underworld populated by adepts and
magicians working independently, without
organization or order. These rogue mages,
unaffiliated adepts and street magicians are
contemptuously referred to as ‘Rats’ by members of
official magical Orders. They work independently,
constructing haphazard research labs in forgotten
city tunnels, old apartment complexes and
abandoned houses. Infrequently, they create small,
temporary covens to exchange ideas and obtain
mutual protection.
13 – ORISHA AGENT
The Orisha is an organization focused on following STR DEX CON WIL INT CHA
the path of Olodumare. They see themselves as 12 12 13 16 14 13
guardians of virtue and morality, and since all
knowledge comes from Olodumare (especially occult
HP VP Awareness Initiative
knowledge), it is their duty to determine who is 130 160 * 20 12
worthy of it. Since nearly every adept is judged to be *100VP reserved for casting spells
unworthy of the knowledge, they are not very
popular among magicians of any type. Unfortunately, Seasoned Bonus: Defense 15 / Offense 15
Oshira Agents are sophisticated warriors, well
versed in the art of infiltration and sabotage, and Unique Skill: Soul Shield. Rogue mages can innately
they do not hesitate to use brute force when subtlety control the flow of their Vril to protect their body,
and finesse are insufficient. They are not afraid to use each dedicating 60 VP to absorb damage. In combat,
arcane objects or deal with the spiritual world, they 60 damage must be dealt to their Vril protection
just consider themselves the only ones who have the before damage reduces HP.
right to do so.
Unique Skill: Embrace Chaos. When rolling damage
STR DEX CON WIL INT CHA dealt by a Rogue Mage's melee attack, roll twice and
keep the second result.
14 12 14 14 13 16
HP VP Awareness Initiative Spells:
140 140 20 14 g Censure (cast if the player casts a buff on
themselves)
Seasoned Bonus: Defense 10 / Offense 10
Attacks:
Attacks:
g Sai (D10+15 damage)
g Combat Knife (D10+15 damage)
g Glock 17 (2D10+10 damage)
g Beretta 96 (2D10+10 damage)
Gear:
Gear:
g Antidote (uses if poisoned)
g Light Kevlar
g Combat Stim (heals 2D10 HP, used at 50% HP)
g Yoruba Pendant (grants immunity to
spells) which is destroyed when touched
by someone who is not the designated
owner

Q Liber 8 Q 131 Q Foes & Adversaries Q


15 – SECT ADEPT claim to be directly serve the will of their master
Q Physical Encounters Q

There are as many cults and sects as individuals Erlik, God of Death, and will do whatever it takes to
willing to join them. These groups are always lead by become one of their nine sons; gods of darkness,
a powerful adept who claims to be in possession of chaos and disaster. These nine sons are the acting
an ultimate power or truth, something that is rarely head of the cult, and speak in the name of Erlik. The
the case. Most are kept at bay by internal struggle or other members are called daughters of Erlik
conflict between other groups with opposing goals (regardless of sex), and are kept in line by the sons
and ideologies, but there are a few sects that pose a with gruesome rituals and arcane practices.
threat to almost everybody, due to their destructive
worldview or limitless ambition. STR DEX CON WIL INT CHA
Listed here is the basic profile for a Sect adept.
13 11 14 16 15 11
When facing an Adept, modify the template with one
of the variations, adding the new gear, spells and HP VP Awareness Initiative
abilities to the basic profile below. 140 160 10 10

STR DEX CON WIL INT CHA Seasoned Bonus: Defense 15 / Offense 15
12 12 13 16 16 11
Spells:
HP VP Awareness Initiative
g Shock Mind (will not cast twice in a row)
130 160 15 12

Attacks:
Seasoned Bonus: Defense 15 / Offense 10
g Sword (D10+20 damage, replaces Dagger)
Spells:
g Censure (cast if the player buffs COVENANT OF THE GLORIOUS DAWN
themselves)
ƒ Talk of ‘sects’ or ‘cults’ usually brings to
mind images of brainwashed people dressed
in white tunics dancing and ultimately killing
Attacks:
themselves in dramatic ways. The Covenants, as they
g Dagger (D10+15 damage) are usually called, would certainly fit this description,
g P226 Pistol (2D10+10 damage) although they have the advantage of being controlled
by a power-hungry entity that needs its followers to
spread its influence. Followers of the Covenant of the
Gear: Glorious Dawn will go to any extreme necessary to
g Healing Concoction (heals 2D10 HP, used convert new adepts, sometimes rewarding faith and
at 50% HP) spiritual progression with ‘gifts’ of manifesting occult
powers. Covenants are relentless, and their ultimate
goal is to convert the whole world, even if they have
D4 Sect Variants to go through a few million people to get there.
1 The Children of Erlik
Covenant of the
STR DEX CON WIL INT CHA
2
Glorious Dawn 12 12 10 14 16 16
3 Cult of the Dying Sun HP VP Awareness Initiative
4 True Sons of Yaldabaoth 100 140 25 14

Seasoned Bonus: Defense 15 / Offense 40

ƒ
THE CHILDREN OF ERLIK
This cult has appeared and disappeared Spells:
several times in different forms since its
inception in the Mongolia steppe centuries ago. They g Harm

132
CULT OF THE DYING SUN 16 – STREET TOUGH
ƒ This relatively unknown group appeared out
of nowhere in Portland, USA during the
Muggers, thieves, even beggars and gang members,
this designation gathers all individuals that live and
1990's. Little is known about their practices, only work outside society, often in dangerous ways. You
that they will attack on sight anyone even slightly will encounter them in most locations in one form or
suspicious, and that they have a suicide spell fail-safe another.
that activates upon capture, even when unconscious.
Their secrecy makes the elders at the Omphalos think
they are up to no good, especially as all attempts at STR DEX CON WIL INT CHA
dialogue have been met with open hostility. 12 13 14 14 12 12
HP VP Awareness Initiative
STR DEX CON WIL INT CHA
140 140 10 8
12 12 13 18 14 11
HP VP Awareness Initiative Seasoned Bonus: Defense 15 / Offense 15
130 160 15 12
Attacks:
Vulnerable: Water g Knife (D10+15 damage)
g Glock 17 (2D10+10 damage)
Immune: Fire

Seasoned Bonus: Defense 20 / Offense 10


17 – VESSEL
Spells: Sometimes you will come across an adept that has
made a pact with a spirit (you thought only you could
g Heat Blade (cast on Engagement Turn)
do that?), the same way any other magician can.
These are always particularly dangerous due to their
TRUE SONS OF YALDABAOTH access to spells and sometimes unpredictable
ƒ This weird Gnostic group appears to have
taken the teachings of other Gnostic groups
behavior.

such as the Ophites and reversed or even perverted


STR DEX CON WIL INT CHA
them, claiming that humanity is not ready (and never
will be) to embrace its divinity, and that the Demiurge 12 12 13 16 14 13
or Yaldabaoth (a god-like figure that created the HP VP Awareness Initiative
material world and trapped us within it) is the only
thing between us and certain destruction. They are, by 130 160 15 12
definition, against all occult organizations and seek to
Seasoned Bonus: Defense 15 / Offense 10
STR DEX CON WIL INT CHA
Spells:
12 12 13 16 16 11
g Heal Wound (cast at 50% HP)
HP VP Awareness Initiative
g Shock Mind (will not cast twice in a row)
130 160 15 12
destroy all magic users. Attacks:
g Knife (D10+15 damage)
Seasoned Bonus: Defense 15 / Offense 10 g Beretta 92 (2D10+10 damage)

Spells:
Gear:
g Heal Wound (cast at 50% HP)
g Light Kevlar

Q Liber 8 Q 133 Q Foes & Adversaries Q


18 – VLUKODLAK To prevent asphyxiation, the bokor must dig up the
Q Physical Encounters Q

"Even a man who is pure of heart and who says his body within eight hours of the burial. A day or two later,
prayers every night, may become a wolf when the the bokor uses another powder mixture to revive their
wolfbane blooms and the autumn moon is bright." now-zombie. This hallucinogenic concoction is used
Vlukodlak is the ancient Slavonic name for a periodically to keep the victim in a state of submissive
wolf-man. These are adepts that lost their humanity confusion. Essentially, a zombie is a soulless body.
after projecting into the Astral, possessing the
physical body of a wolf for too long, and developing STR DEX CON WIL INT CHA
beast-like behavior and even features upon
14 10 10 8 8 5
returning to their human bodies. They are the origin
of all werewolf stories, but in reality they are little HP VP Awareness Initiative
more than deranged, bestial men. Generally solitary,
100 80 5 5
but one may encounter groups on occasion as they
hunt for new prey.
Vulnerable: Fire

STR DEX CON WIL INT CHA Seasoned Bonus: Defense 0 / Offense 60
16 16 18 12 10 10
Unique Skill: Undead. Zombies cannot be Stunned or
HP VP Awareness Initiative gain the Bleeding condition.
180 120 30 18
Attacks:
Vulnerable: Earth g Pummel (D10+5 damage)

Seasoned Bonus: Defense 15 / Offense 25


20 – YOKAI
Unique Skill: Double Attack. Performs a second
attack with 0 Offense. In Japanese folklore, the Yōkai are supernatural
beings that range anywhere from malevolent to
Attacks: mischievous. Their actions are difficult to
understand as their intelligence is completely alien
g Pummel (D10+10 damage) to humans. Most adepts’ encounters with a Yokai will
be short and violent, since they have a natural
aversion towards practitioners of the occult. They
19 – VODOU ZOMBIE generally work in the Physical plane via the
The history of zombies existing in Haiti began when possession of an animal, slightly deforming them in
the first slaves were brought over from Africa by the process.
French colonialists. The
process of zombification STR DEX CON WIL INT CHA
begins when a bokor (a
14 16 13 12 15 12
Vodou witch) selects a
victim and administers HP VP Awareness Initiative
zombie powder to them. 130 120 15 14
Once the powder takes
effect, the victim enters a
conscious state of death- Vulnerable: Fire
like paralysis in which
they are pronounced Seasoned Bonus: Defense 20 /
dead and bear witness Offense 20
to their own burial.
Unique Skill: Vril Immunity.
Yokai are immune to spells.

Attacks:
g Maul (D20+5 damage)

134
135
ASTRAL FOES

The number of different entities one can encounter


in the Astral planes is, by all accounts, infinite. In the
D10 Ancient Traits
following pages though, we have grouped the ones Aspatial. It exists across several dimensions,
you will encounter most often, in an average form for 1 making it very di�cult to target. Each
each entity since variations of spirits or fae for attack, pass a WIL test or deal no damage.
example are, again, endless. Atemporal. At 50% SP, it jumps back in time
When an entity is defeated in the Astral it is not 2 to its former self, removing all damage
truly dead, it has simply been pushed away from that received. Only works once.
region of the Astral.
Impenetrable. Its fortified mind allows it to
3
ignore 5 damage per attack received.
Maddened. At 75% SP (rounding up) it
ANCIENT ASTRAL FOES 4 deals 5 extra damage per attack, but
Astral enemies also vary in abilities and aptitude, receives -10 to its Defense.
some reaching terrifying levels of power. These Mind-Shattering. The mere presence of this
ancient beings are more powerful than their normal 5 Ancient tears a hole into your mind. Lose 2
counterparts, making them a threat to even the most Sanity each turn you fight against it.
experienced Astral traveler. All enemies may have an
Ancient version; simply modify their stats as Soulburn. Each attack has a 50% chance to
begin inflicting D10 SP damage each turn
described below and roll on the Ancient Traits table 6
to see what special powers or skills they have for D4 turns. One soulburn e�ect can be
acquired during their existence. active at a time.
To determine if the enemy you are about to face is Vril Sapper. All damage caused by this
7
Ancient, roll a D6: 1-4 is a normal enemy, but on 5-6 enemy burns the same amount of Vril.
it’s an Ancient. Perform this check each time you face Spinous. Pass a WIL test every turn or su�er
an enemy (unless it's already specified it’s an Ancient). 8
D10 damage.
If it is not an Ancient, find its normal stats below.
Terrifying. Each turn, pass a WIL test or
9
ANCIENT PROFILE MODIFIERS reduce all skills by -20 the next turn.
Unyielding. Ignores fatal damage. Only
g WIL +4 10
works once.
g INT +3
g Initiative: +5
g Defense: +10
g Offense: +10

136
Egregores; once their existence has been established
D8 Astral Encounters for centuries their power and influence become
1 Deity irrefutable. Thanks to modern technology and how
2 Egregore easy it is to spread ideas, more Egregores are being
created now than ever before, so the Astral has
3 Elemental
become an even weirder place. You haven't really lived
4 Fae until you face a living meme trying to eat your soul.
5 Illuh
6 Lost WIL INT CHA
7 Spirit 14 10 18
8 Vestige SP VP Initiative
120 140 15
1 – DEITY
Seasoned Bonus: Defense 15 / Offense 10
The ultimate beings, masters of creation and
uncreation. It is rare to cross paths with a Deity, Unique Skill: Feedback. Each time you cast a spell
generally happening when an adept unknowingly near an Egregore, suffer D20 damage.
wanders into its Astral domain. Most will ignore the
adept but some are cruel by nature and will harm Attack:
anything that crosses their path. Each time you
encounter a Deity in the Astral (unless you are g Psychic Burst (1D10+20 damage)
intentionally seeking it out), roll a D10: 1-7 It casts
you out, far from its domain; 8-10 This vile God
wants to make an example out of your insolence.
Defend yourself!

WIL INT CHA


D20+10 D20+10 D20+10
SP VP Initiative
300 ??? N/A

Seasoned Bonus: Defense 40 / Offense 40

Unique Skill: Omnipotence. All Deities are Ancient. 3 – ELEMENTAL


Roll on the Ancient Traits table, but do not apply stat
modifiers. These are the animated and conscious
manifestations of the elements. They are broadly
Unique Skill: Omnipresence. A Deity always wins classified by their elemental affinity: Sylph for air,
Initiative. Gnome for earth, Undine for water and Salamander
for fire. These wild, highly emotional entities abound
Attack: in the Astral, and they have been used as guardians
and servitors since Ancient Egypt. It is unfortunately
g Smite (2D20 damage) easy to accidentally disturb them, causing them to
attack for no apparent reason.

2 – EGREGORE
WIL INT CHA
An autonomous psychic entity can be created by
collective human thought. Essentially, they are 14 12 12
thought-forms that have been fed so much psychic SP VP Initiative
energy by groups and cultures that they end up
actually existing. Many gods start their existence as 130 140 13

Q Liber 8 Q 137 Q Foes & Adversaries Q


Immune: 5 – ILLUH
Q Astral Foes Q

g Sylphs - Air The Illuh are a race of alien beings (as in not from
Earth) that, similar to humans, wander the Astral for
g Gnomes - Earth
their own reasons. Unfortunately, all attempts at
g Salamanders - Fire communication have failed since they seem to
g Undines - Water consider us little more than psychic parasites that
must be exterminated. They generally attack on
sight, so adepts are advised to do the same and not
Vulnerable: attempt negotiation.
g Sylphs - Earth
g Gnomes - Air WIL INT CHA
g Salamanders - Water 14 18 6
g Undines - Fire SP VP Initiative
160 140 13
Seasoned Bonus: Defense 15 / Offense 15
Seasoned Bonus: Defense 10 / Offense 10
Unique Skill: Mind Into Matter. Each time the
elemental suffers damage, roll a D10: 7-10, the Unique Skill: Consume Strength. Each successful
elemental draws power from its affinity with the attack alternates reducing the defender’s Offensive
material plane, deflecting 50% of the damage received. Skills by 5, then their Defensive Skills by 5. These
points are recovered upon defeating the Illuh.
Attack:
g Elemental Blast (1D10+20 damage of the Attack:
appropriate element) g Overwhelm Mind (2D6 + 10 damage)

4 – FAE 6 – LOST
The Fae have been part of human culture and myths It is not uncommon to become trapped in the Astral
since time immemorial, thanks to their ability to for one reason or another. Perhaps a dreamer is
easily slip into the Physical plane. However, their stuck there while their body remains in a deep
true home is the Astral. There, it is quite common to comma, or maybe an Astral traveler's body died
encounter these alien beings where their strange and during an out of body experience and cannot return.
unknowable goals and behaviors often lead to direct These poor souls end up resenting the living, and
confrontation. when they feel the presence of a soul still attached to
its body they tend to become quite hostile.

WIL INT CHA WIL INT CHA


14 13 16 12 15 12
SP VP Initiative SP VP Initiative
135 140 14 135 120 12

Seasoned Bonus: Defense 10 / Offense 10 Seasoned Bonus: Defense 10 / Offense 15

Unique Skill: Slip Between. Fae ignore every third Unique Skill: Snap the Silver Cord. The Lost targets the
attack, as moving from one plane to another is as connection between the Astral body and the Physical
natural to them as breathing is to us. body, in an attempt to sever it. Take D20 SP damage.

Attack: Attack:
g Barrage (2D10+15 damage) g Rage Blast (2D10+10 damage)

138
7 – SPIRIT Seasoned Bonus: Defense 10 / Offense 10
This includes any higher level entities, generally
referred to as Angels and Demons. Adepts Unique Skill: Possession. The Vestige will attempt to
interactions with them are generally via rituals but disrupt the character's concentration by assaulting
occasionally they will need to face one directly, or its physical body with an attempted possession. Roll
may simply encounter one while exploring. Violent D10+WIL and do the same for the Vestige. If your
encounters usually indicate a Demon; Angels are result is lower, you are stunned for D4 turns.
capable of frightful destruction and violence too, but
it's never done randomly. Demons do as they please, Attack:
when they please. According to general reports and g Spectral Fury (3D6 damage)
investigations carried out by the Omphalos
leadership, over 90% of all attacks in the Astral are
caused by demons.

WIL INT CHA


18 18 16
SP VP Initiative
180 180 15

Seasoned Bonus: Defense 15 / Offense 15

Unique Skill: Primordial Essence. Angels and demons


have always been, and therefore they are difficult to
harm. Each incoming attack is reduced by 5 damage.

Attack:
g Celestial/Infernal strike (D20 + 10 damage)

8 – VESTIGE
More commonly known as ghosts, these are human
souls that have not moved on. These souls wander
the Astral plane as close as possible to the Physical
plane. They may occasionally manifest in the
Physical, but their true power can only be felt when
confronted in the Astral. Some of them are friendly or
even helpful, but the majority are consumed by anger
and despair.

WIL INT CHA


14 12 12
SP VP Initiative
130 140 12

Q Liber 8 Q 139 Q Foes & Adversaries Q


RANDOM NPC
ENCOUNTERS
Occasionally, you will face an NPC that is not an increased variety, you may even take this a step
enemy (at least not initially). Many events during Site further and create a random NPC each time you face
exploration include these ‘unscripted’ characters for a character of any kind, friend or foe.
which you will use the following rules to create a Begin with the template below, modifying stats
living, breathing NPC with motivations and abilities in when prompted.
a matter of seconds.
When confronting a non-enemy NPC, you can STR DEX CON WIL INT CHA
react in several ways:
14 14 14 14 14 14
g You may attack, even if they are not initially
aggressive, and gain 5 Chaos points. HP VP Awareness Initiative
g You may ignore them. 140 140 20 10
g You may ask for help. An answer may
include a mission-related objective Seasoned Bonus: Defense 30 / Offense 30
(increasing a Search Mission counter by 1),
or they may warn you about danger (ignore Roll for First Impressions, Background and
the next negative event, such as a trap). Motivation. Each random element affects the NPC's
stats, skills, gear or combat capabilities. Primary
g Lastly, you may ask for a piece of their gear. Attribute changes logically affect the corresponding
Roll below to determine the NPC’s reaction. Secondary Attributes.
As with other enemies, roll to determine if they
D10 NPC Reactions are more powerful than usual. D6: 1-4 normal, 5-6
Veteran. Modify the NPC’s stats accordingly.
Hostile: The NPC becomes
1-2
hostile and attacks.
ADDING MORE VARIETY
Stubborn: The NPC refuses
Optionally, you may also roll on the NPC Traits table;
3-5* to cooperate regardless of
to add a personal touch to an NPC you encounter,
o�ers or threats.
friend or foe.
Impartial: The NPC agrees
6-8 on a successful Persuasion D10 NPC Traits
check.
1 Strong: +1 STR, +5 O�ense
Friendly: The NPC agrees to
9-10 2 Weak: -1 STR, -5 O�ense
do what you need.
3 Fast: Always wins initiative
* With CHA 15+, treat all rolls of 3-5 as 6-8.
4 Slow: Always loses initiative
5 Fragile: +2 damage from attacks
CREATING RANDOM 6 Sturdy: -2 damage from attacks
NPCS 7 Brutal: +2 damage per attack
When an NPC is not directly described by the game, 8 Cautious: -10 O�ense
generate one on the fly using the tables below. For 9 Bold: -5 Defense, +5 O�ense
Fearful: +10 Defense, flees at 75%
10
HP (considered defeated)

140
D20 First Impressions D20 Motivations
1 Apathetic (-1 DEX, +1 INT) 1 Adventure (+5 O�ense, +2 Initiative)
2 Chain Smoker (-1 WIL) 2 Beauty (+5 Initiative, +5 Awareness)
Confident and Proud 3 Chaos (+5 O�ense, -5 Awareness)
3
(+1 WIL, +1 STR) 4 Control (-20 Player's Persuasion)
4 Dangerous (+2 STR, +1 CON) 5 Escape (+5 Initiative, +5 Defense)
5 Distracted (-1 INT) 6 Faith (+5 Defense, +5 O�ense)
Educated and Polite 7 Fame (-10 Awareness, +10 Defense)
6
(+2 INT, +1 CHA)
8 Glory (+5 O�ense, +5 Defense)
7 Elegant (+2 CHA)
9 Knowledge (+10 Awareness, -10 O�ense)
8 Erratic (-2 WIL)
10 Loyalty (-10 Player's Persuasion, +5 Defense)
9 Frightened (-2 WIL, +1 DEX)
11 Order (-5 Initiative, +10 O�ense)
10 Ingratiating (-1 CHA, +1 INT)
12 Pain (+15 O�ense, -15 Defense)
11 Naïve (-1 WIL)
12 Painfully Plain (-2 CHA) 13 Power (+5 Initiative, +5 Awareness)
13 Painfully Thin (-2 CON) Redemption (+10 Awareness, +10 Player's
14
Persuasion)
14 Professional (+1 INT)
15 Revenge (+15 O�ense, -10 Awareness)
15 Smart Ass (+1 INT, -1 CHA)
16 Romance (+5 Initiative)
16 Sophisticated (+1 CHA, +1 INT)
Social Status (+ 5 O�ense, +5 Player's
17 Twitchy (+2 DEX) 17
Persuasion)
18 Uneasy (-1 WIL) 18 Survival (+5 Awareness, +10 Defense)
19 Unkempt (-2 CHA)
19 Truth (-20 Player's Persuasion)
20 Weary (+1 WIL)
20 Wealth (-10 Awareness, +2 Initiative)

D20 Backgrounds
1 Artist: Life is Su�ering (immune to all conditions), Ornate Dagger (2D20 damage)
2 Beggar: Nothing to Lose (ignores 5 damage/attack), Pocket Knife (D20 damage)
3 Blue Collar Worker: Crowbar (D8+20 damage)
4 Circus Freak: Psychotic Frenzy (-1 Sanity/attack), Ball Hammer (2D10+5 damage)
5 Drifter: Pocket Knife (D20 damage), Amphetamines (ignores 5 damage/attack)
Eco-Terrorist: Molotov Cocktail (D20 damage + Burning, 3 uses), Taser (D10 damage +
6
Stunned)
7 Ex-Hippy: Baseball Bat (D10+15 damage), Spell: Heal Wound
8 Expert Corporate Lawyer: Glock 17 (2D10+10 damage), Speed (always wins initiative)
9 Failed Politician: Taser (D10 damage + Stunned), Beretta 96 (2D10+10 damage)
10 Gang Member: Baseball Bat (D10+15 damage), Glock 17 (2D10+10 damage)
11 Gym Manager: Brass Knuckles (D10+25 damage), Energy Drink (always wins initiative)
12 Internal Security Director: Glock 17 (2D10+10 damage), Baton (D10+10 damage)
13 Military Brat: Baton (D10+10 damage), Walther PPK (2D10+10 damage)
14 Monk: Broomstick (D20 damage), Spell: Enfeeblement
15 Novelist: Walther PPK (2D10+10 damage), Spell: Steal Power
16 Old Money Aristocracy: Beretta 96 (2D10+10 damage), Letter Opener (D10+15 damage)
17 Private Eye: Beretta 96 (2D10+10 damage), Knife (D10+15 damage)
18 Religious Cultist: Dagger (D10+15 damage), Spell: Shock Mind
19 Researcher: Syringe (inflicts Poisoned), Beretta 96 (2D10+10 damage)
Sexual O�ender: Rope (STR test every turn, 3 consecutive failures indicates you are tied up
20
and brutally killed)
141
Liber81
Liber

Spirit
Compendium
I
The number of entities one can find wandering the Astral planes or interacting with the
mortal world is literally infinite. Humans have cataloged these beings since the beginning
of time, resulting in countless grimoires full of descriptions of Spirits, Angels and Demons,
and how to deal with them. Especially now in this age of progress and discovery, new
grimoires come out constantly, adding to the ever-growing menagerie of spirits. Detailed
here is a small grimoire of sorts, listing entities regularly associated with the Omphalos—a
starting point for you to begin gathering spiritual wealth and allies.
Each entity is mechanically described
with the following characteristics: D100 Spirits
g Spirit Rank measures the Vestige
entity’s power, and ranges from
1-5 Alfonso Pereira
10 to 50.
6-10 Eumelia
g Alignment the entity’s tendency
towards Order or Chaos. 11-15 Franz Bardon
16-20 Lazar Arbutina
g Astrological Associations include
the entity's preferred day of the 21-25 Magnus Abilgaard
week and phase of the moon 26-30 Remedios Varo
(learned along with the spirit's 31-35 Taavi
name and sigil/heirloom). Entities
may only be summoned on their 36-39 Will Hickory
preferred day of the week and Spirit
moon phase.
40-42 Al Ahmar
g Ritual indicates the type of ritual 43-45 Astaroth
used to summon the entity.
46-48 Buer
g Boon lists the benefit granted
49-51 Cassiel
after the first pact.
52-54 Elemiah
g Servitor Effect details the
benefits of Scacul binding 55-57 Focalor
through Evocation. 58-60 Forcas
g Invocation Effects describes the 61-63 Haagenti
advantages and disadvantages 64-66 Haniel
inflicted by invoking this entity.
67-69 Lelahel
Remember, these effects become
permanent if you meld with it! 70-72 Mahash
g Spells are the spells the entity 73-75 Mahashiah
allows you to cast through 76-78 Malphas
invocation or melding. 79-81 Pahaliah
When you discover a being’s name or sigil 82-84 Valac
by reading a Grimoire or trading with the 85-87 Yelael
Omphalos, roll below on the Spirit Table
to determine which entity you have begun Deity
to identify. If you roll an entity you are 88-90 Mafdet
already familiar with, use the next highest 91-93 Oba
result; as you continue to increase your
magical knowledge, you become more 94-96 Thunor
likely to encounter obscure and powerful 97-99 Trophonios
information. 100 Vanth

143
VESTIGES

Some of these Vestiges are those whose remains, Invocation Effects: Increase every Ritual
personal items and names have been passed down Experience improvement by +5 / -1 CON
through generations of magicians and adepts so that
communion may continue through time. Others may Folk Spells: Arcane Senses, Decipher
be powerful mages who are kept from moving on to
the afterlife, so that their powers may be used by
future generations.
To summon a Vestige you must have their name 6–10 – EUMELIA
and an heirloom or body part, because they don't Not much is known about Eumelia other than that
have personal sigils. Remember, unless otherwise she was an initiate of Orphic Mysteries when
specified all the spells a Vestige has are categorized Alexander the Great was conquering half of the
as Folk Magic—each spell is half as effective as its known world. Her remains were dug up by German
non-Folk magic counterpart. archaeologists in the 1800s. Boris Fischer, an
aspiring adept and student assisting at the dig site,
recognized the bones’ power and managed to sneak
1–5 – AFONSO PEREIRA out a chunk of Eumelia's hip that has been passed
A nineteenth century Portugeuse magician, Afonso down ever since.
quickly rose through the ranks of the local chapter of
the Ordo Templi Orientis. He then moved to London, Rank: 30
becoming a researcher for the Omphalos. He
voluntarily had his remains preserved for the benefit Alignment: Order
of future generations of magicians.
Astrological Associations: Wednesday, Full Moon
Rank: 20
Ritual: Basic Summoning Ritual
Alignment: Order
Heirloom: A piece of hip bone
Astrological Associations: Friday, First Quarter
Boon: Full Effect – +40 VP / Partial Effect – +20 VP
Ritual: Basic Summoning Ritual
Servitor Effect: Re-roll a Physical Encounter and
Heirloom: Patch of Skin keep the second result

Boon: Full Effect – +20 Magical Liturgy / Partial Invocation Effects: Re-roll which attribute you
Effect – +10 Magical Liturgy decrease after dying in the Astral / -1 DEX

Servitor Effect: Once per Site, roll the Challenges Folk Spells: Shield, Allure
for a Location before entering

144
11–15 – FRANZ BARDON Astrological Associations: Thursday, Third
Born in Austria in 1909, Bardon was imprisoned in a Quarter
Nazi concentration camp during World War II for
refusing to lend his knowledge and powers to the Ritual: Basic Summoning Ritual
Fürer’s cause. He was liberated by the Soviets and
spent the rest of his life working on the advancement Heirloom: Phalanx
of the Hermetic sciences. Today he is considered one
of the spiritual fathers of the Omphalos, thanks to the Boon: Full Effect – Ignore all damage in the
lifelong support and direction he granted the London Engagement Turn / Partial Effect – Ignore half
organization. He is universally known for his works damage in the Engagement Turn
on Hermetic magic, and his teachings are still used in
many magic Orders today. Servitor Effect: Astral Companion (use Vestige stats)

Rank: 40 Invocation Effects: +20 SP / Slow (Enemies gain +5


Initiative)
Alignment: Order
Folk Spells: Heal Wound, Pacify
Astrological Associations: Saturday, New Moon
21–25 – MAGNUS ABILGAARD
Ritual: Basic Summoning Ritual
The apprentice of a Völva, a type of viking witch,
Heirloom: A gold pen Magnus learned what he could before denouncing
Boon: Full Effect – +10 Occult Knowledge / Partial his teacher to the Christians taking over the region.
Effect – +5 Occult Knowledge She was immediately killed by a peasant horde, but
not before she cursed Magnus. He spent the
Servitor Effect: Magical Liturgy skill-ups increase following years fleeing a particularly zealous
by 2% instead of 1% missionary who identified him as the Völva's
apprentice. Apparently, the Völva's curse marked
Invocation Effects: Gain Astral Vision for the entire him in a way that any true follower of Christ could
Invocation / -1 CON see, twisting his appearance each time the
missionary was present. Magnus ended up dead
Folk Spells: Enfeeblement, Protection from hypothermia, hiding from the missionary and
his cronies in a barn during a long winter night. His
skull was collected and passed down first as a
16–20 – LAZAR ARBUTINA drinking cup and then as an heirloom.
A promising Serbian magician who lived through the
tumultuous days of the First and Second World Wars, Rank: 10
Lazar dedicated his life to service. He managed to get
by during the First by helping locals in his native Alignment: Chaos
Croatia escape the horrors of war. When the Second
came and Nazi collaborators of the Croatian Astrological Associations: Wednesday, Full Moon
government started sending people to concentration
camps, he risked his life by sneaking into the camps Ritual: Basic Summoning Ritual
and busting people out. He was eventually tracked
down by a German sorcerer who killed him and Heirloom: Skull
severed one of his fingers to torment him even in the
afterlife. Later, Allied soldiers raided the Nazi base Boon: Full Effect – +20 Sneaking / Partial Effect –
and Lazar's phalanx ended up in the hands of a +10 Sneaking
British officer working for the Omphalos.
Servitor Effect: Re-roll a Defense Skill once per
Rank: 20 mission

Alignment: Order Invocation Effects: +1 CON / -1 WIL

Folk Spells: Arcane Senses, Mind Cloak

Q Liber 8 Q 145 Q Spirit Compendium Q


26–30 – REMEDIOS VARO Astrological Associations: Sunday, New Moon
Q Vestiges Q

A respected twentieth century surrealist artist from


Spain, Varo’s works served as gateways to the Astral Ritual: Basic Summoning Ritual
planes and the occult wisdom of ancient times. Those
that met her recognized her as a force to be reckoned Heirloom: Femur
with whose strong sense of right pushed her away
from her native Spain during the rise of Fascism. Boon: Full Effect – Immunity to Fire / Partial Effect
During her time in France, she came into contact with – Half Damage from Fire
local Rosicrucians and through them the wider
occult world. Officially, she died of a heart attack in Servitor Effect: Instantly pass any Linguistics check
1963, and was later known as the ‘Sorcerer Who Left
Too Soon’. Her favorite brush was kept as an Invocation Effect: Burning only removes 1 HP/turn,
heirloom for those wishing to commune with this -1 CHA
inspired, wise spirit.
Folk Spells: Heat Blade, Cauterize
Rank: 40
36–39 – WILL HICKORY
Alignment: Order
A member of Causa Scientiae who was expelled due
Astrological Associations: Tuesday, First Quarter to his morally ambiguous experimentation methods,
Will moved to the U.S. in 1865 to a small frontier
Ritual: Basic Summoning Ritual town, where the locals had no problems with him
testing his theories on native prisoners. Eventually
Heirloom: A painter's brush tales of what was going on in his basement reached
the marshals, who were forced to intervene. When
Boon: Full Effect – +20 Appraisal / Partial Effect – they arrived, he unleashed Chimeric horrors that
+10 Appraisal almost overwhelmed them, but eventually Hickory
was captured and promptly hung. His signature tin
Servitor Effect: Astral Companion (use Vestige glasses were found by a collector years later and
stats) have been in circulation ever since.

Invocation Effects: +1 CHA / -20 Sanity Maximum Rank: 30

Folk Spells: Cripple, Reverse Damage Alignment: Chaos

Astrological Associations: Monday, First Quarter


31–35 – TAAVI
A priest of the pre-Columbian Yucatec Maya, or an Ah Ritual: Basic Summoning Ritual
Kin (Mayan: ‘He of the Sun’), best known historically
for performing ritual sacrifices on victims whose Heirloom: Tin glasses
hearts were offered to the Mayan gods. In life, Taavi
was was the chief priest (Ah Kin Mai) and served as Boon: Full Effect – +20 Alchemy / Partial Effect –
an administrator, teacher, healer, astronomer, +10 Alchemy
diviner and advisor to the Halach Uinik. Since his
death at the hands of settling enemies, his name and Servitor Effect: Re-roll any mission given by Causa
remains have been passed down due to his wisdom Scientiae and keep the second result
and power.
Invocation Effects: -1 to Trauma rolls / -20 Sanity
Rank: 10 Maximum

Alignment: Order Folk Spells: Drain Vitality, Beast Mastery

146
Q Liber 8 Q 147 Q Spirit Compendium Q
SPIRITS

A spirit is any entity that exists independently of the Invocation Effects: +1 STR / +1 WIL / -1 CHA /
material world. They may interact with the Physical -1 DEX
planes but their true home is in the Astral. Here,
Spirit refers to Angels, Demons and Elemental Spells: Censure, Shroud
Forces, beings that humans have been learning from
since time immemorial. Spirits are, generally
speaking, more powerful than Vestiges but less 43–45 – ASTAROTH (DEMON)
powerful than Deities. They are also closely linked to Uniquely balanced in nature, Astaroth may help
the laws of creation and as such have a strong adepts reach a balanced representation of their self.
preference towards either Order or Chaos. This translates into a supreme understanding of
reality, and control over one's spirit by allowing the
transformation of vulnerabilities into strengths.
40–42 – AL AHMAR (JINN)
Their name translates to The Red One in Arabic, but
they are also known as the Red King, Al Ahmar is
strongly associated with the planet Mars and the
element of Fire. As such they have dominion over
war, trauma and their effects over the human mind.
They are usually depicted from the front with
multiple heads, and never depicted without a sword
in hand.

Rank: 40

Rank: 30 Alignment: Chaos

Alignment: Chaos Astrological Associations: Wednesday, Full Moon

Astrological Associations: Tuesday, First Quarter Ritual: Demonic Summoning Ritual

Ritual: Djinn Summoning Ritual (Angelic Ritual + 1 Boon: Full Effect – Immune to combat critical fails /
x Primal Fire) Partial Effect – Half damage from combat critical fails

Boon: Full Effect – Ignore Sanity loss from enemies / Servitor Effect: Regain all HP once per Mission
Partial Effect – Ignore half Sanity loss from enemies
Invocation Effects: Your critical hits ignore all
Servitor Effect: Absorb all fire-related damage from armor / -1 STR
one source once per combat
Spells: Decipher, Heat Blade

148
46–48 – BUER (DEMON)
First appearing in the 16th century grimoire
Pseudomonarchia Daemonum and its derivatives,
Buer is described as a Great President of Hell
commanding fifty legions of demons. They teach Rank: 10
Natural and Moral Philosophy, Logic and the virtues
of all herbs and plants. They also heal all infirmities, Alignment: Order
especially of the mind.
Astrological Associations: Saturday, Full Moon

Ritual: Angelic Summoning Ritual

Boon: Full Effect – Absorb 2 damage per attack /


Partial Effect – Absorb 1 damage per attack

Servitor Effect: An invisible barrier reduces


incoming ranged damage by 50%

Invocation Effects: +1 DEX / +10 HP / -20 One-


Handed Weapons / -1 WIL

Rank: 10 Spells: Dampen Harm, Extinguish Flame

Alignment: Chaos

Astrological Associations: Thursday, First Quarter

Ritual: Demonic Summoning Ritual

Boon: Full Effect – If you make a second attack in a


turn, it deals an extra 10 damage / Partial Effect –
Your second attack per turn deals an extra 5 damage

Servitor Effect: Restore 50 VP if you reach 0 VP


during a Mission

Invocation Effects: Temporarily increase your HP


Maximum +10 for every 10 Sanity you fall below
your Sanity Maximum / -2 CHA

Spells: Enfeeblement, Mind Cloak

49–51 – CASSIEL (ANGEL)


A member of the order of archangels, and the ruling
prince of the Seventh Heaven (an Astral plane
identified by early Christian eschatologists). Cassiel
is the patron angel of all manner of overlooked
people and those in weakened states. They take
watch over orphan children, the enslaved, the poor
and downtrodden, the unjustly persecuted and the
oppressed.

Q Liber 8 Q 149
52–54 – ELEMIAH (ANGEL) Ritual: Demonic Summoning Ritual
Q Spirits Q

A Seraph of the sefirah of Kether, under the


governing of Archangel Metatron. They represent Boon: Full Effect – Heal 2 HP per 10 damage dealt /
the element of Fire and offer great force of will in the Partial Effect – Heal 1 HP per 10 damage dealt
areas of creation and transformation.
Servitor Effect: Ensnare an enemy, negating their
attack bonuses

Invocation Effects: Regenerate 2 HP per turn / -2 CON

Spells: Banish Spirit, Drain Vitality

Rank: 20
58–60 – FORCAS (DEMON)
Alignment: Order A knight and high president of Hell, controlling 29
legions of Demons, Forcas appears as a man with a
Astrological Associations: Friday, Third Quarter long beard and white hair, astride a horse and
carrying a pointed dart. They teach the virtues of
Ritual: Angelic Summoning Ritual herbs and precious stones, logic, esthetics,
chiromancy, pyromancy and rhetoric.
Boon: Full Effect – +20 Sneaking / Partial Effect –
+10 Sneaking

Servitor Effect: Knock out any one enemy each


Mission

Invocation Effects: +2 DEX / -2 STR

Spells: Arcane Senses, Reverse Damage

55–57 – FOCALOR (DEMON)


A vicious demon and Duke of Hell who appears as a
human with gryphon wings. As an entity strongly Rank: 10
associated with Water, they benefit adepts who
working with them by granting miraculous self- Alignment: Chaos
healing capabilities.
Astrological Associations: Sunday, Third Quarter

Ritual: Demonic Summoning Ritual

Boon: Full Effect – At full VP add +10 damage to


each attack / Partial Effect – At full VP add +5
damage to each attack

Servitor Effect: Disarm an enemy as a free action.


Only works once on the same enemy

Invocation Effects: Deal 10 free damage on the


Rank: 40 Engagement Turn / -20 Sanity Max / -1 WIL

Alignment: Chaos Spells: Reverse Damage, Shroud

Astrological Associations: Friday, Third Quarter

150
61–63 – HAAGENTI (DEMON) 64–66 – HANIEL (ANGEL)
A President of Hell according to ancient Also known as Anael, Hanael or Aniel, they are an
classification, who appears in the form of a Mighty angel in Jewish lore and angelology often listed as
Bull with Gryphon wings. They are a master of one of the seven archangels. Haniel is associated with
spiritual transmutation or, in practical terms, they the planet Venus, serving as an archangel of the
can make a good situation out of a bad one. sephirah Netzach. They are a master of persuasion
who helps adepts find deeper meaning hidden in
plain sight.

Rank: 40

Rank: 30 Alignment: Order

Alignment: Chaos Astrological Associations: Friday, Third Quarter

Astrological Associations: Sunday, First Quarter Ritual: Angelic Summoning Ritual

Ritual: Demonic Summoning Ritual Boon: Full Effect – +20 Persuasion / Partial Effect –
+10 Persuasion
Boon: Full Effect – +1 damage per 10 HP an enemy
has left / Partial Effect – +1 damage per 20 HP an Servitor Effect: When learning an entity’s name or
enemy has left sigil, pass an Occult Knowledge check to learn both

Servitor Effect: Apply Bleeding to an enemy once Invocation Effects: +2 CHA / You may not use
per combat ranged weapons

Invocation Effects: Armor (absorb 1 damage per Spells: Allure, Focus


attack) / -1 STR

Spells: Heal Wound, Unlock 67–69 – LELAHEL (ANGEL)


A Seraph, part of the sefirah of Kether governed by
Archangel Metatron. Lalahel represents the element
of Fire as their planetary energies emanate from
Venus. They symbolize health and healing and hold
perfect knowledge of the Physical world, and
consequently knowledge of Alchemy.

Rank: 10

Alignment: Order

Astrological Associations: Friday, New Moon

Ritual: Angelic Summoning Ritual

151 Q Spirit Compendium Q


Boon: Full Effect – Immunity to Poison / Partial Rank: 40
Q Spirits Q

Effect – Reduce Poison damage by half


Alignment: Order
Servitor Effect: Craft any Formulae requiring less
than 50 in Alchemy without a skill check Astrological Associations: Monday, Full Moon

Invocation Effects: HP +20 / -1 CHA / -1 INT Ritual: Angelic Summoning Ritual

Spells: Razor Barrier, Dampen Light Boon: Full Effect – +1 INT / Partial Effect – +1 INT,
-1 CON

70–72 – MAHASH (ANGEL) Servitor Effect: Astral Companion (use the Spirit
Little is known about this Angel who was first stats)
mentioned in the writings of Rabbi Akiba. They
always manifest as a cloud of mist, hiding their true Invocation Effects: Skill-Up requires 4 rolls instead
nature. They have absolute control over the of 5 / -3 STR
capabilities of the human mind, something that is
utilized by those adepts looking to understand the Spells: Steal Power, Unleash Inner Beast
world through logic and reason.
76–78 – MALPHAS (DEMON)
A grand-president of Hell governing 40 legions,
Malphas appears as a raven or in human form with a
raucous voice. In the ancient grimoires it is said that
they build citadels and impregnable towers, break
down enemy barricades, find good workers, give
Rank: 30 familiars and will receive sacrifices but deceive the
sacrificers.
Alignment: Order

Astrological Associations: Tuesday, Full Moon

Ritual: Angelic Summoning Ritual

Boon: Full Effect – +2 INT / Partial Effect – +1 INT

Servitor Effect: Automatically persuade an NPC to


collaborate with you once per mission

Invocation Effects: +2 INT / -1 WIL / -1 CHA

Spells: Banish Spirit, Decipher Rank: 20

Alignment: Chaos
73–75 – MAHASHIAH (ANGEL)
First described in Kabbalistic texts, it is said they are Astrological Associations: Wednesday, New Moon
one of the few Angels who correspond to the
emanations of the 72 names of God. They can help an Ritual: Demonic Summoning Ritual
adept improve quickly, but only if they are willing to
work for self-improvement. Boon: Full Effect – Ignore 5 damage each incoming
attack / Partial Effect – Ignore 2 damage each
incoming attack

Servitor Effect: Astral Companion (use Spirit stats)

152
Invocation Effects: +1 STR / -1 CON Rank: 20

Spells: Focus, Shock Mind Alignment: Chaos

Astrological Associations: Thursday, Full Moon


79–81 – PAHALIAH (ANGEL)
In the angel hierarchy Pahaliah is a Throne, part of Ritual: Demonic Summoning Ritual
the sefirah of Binah under the governing of
Archangel Zaphkiel. Their planetary association is Boon: Full Effect – +10 damage to critical hits /
Mars and they represent the element Water. They Partial Effect – +5 damage to critical hits
provide one with awareness of the laws governing
the world. This may lead to a spiritual awakening Servitor Effect: Apply the Poisoned condition to an
and the discovery of an Earthly calling. enemy once per combat

Invocation Effects: +20 HP / -1 INT

Spells: Pacify, Shield

Rank: 20
85–87 – YELAEL (ANGEL)
Alignment: Order A Seraph whose name is said to be inscribed on the
Tree of Life. As a Seraphim they are part of the very
Astrological Associations: Tuesday, New Moon highest of the angelic choirs, burning with the
reflected glory of creation. They do not normally
Ritual: Angelic Summoning Ritual associate with such base creatures as humans unless
under obligation when called upon correctly and
Boon: Full Effect – Each action granting Order appropriately by a worthy adept.
points increases by +2 / Partial Effect – Each action
granting Order points increases by +1

Servitor Effect: Any Site layout rolls may be re-


rolled once, keeping the second result
Rank: 30
Invocation Effects: +2 INT / -20 SP / -1 STR
Alignment: Order
Spells: Censure, Wither Mind
Astrological Associations: Sunday, New Moon

82–84 – VALAC (DEMON) Ritual: Angelic Summoning Ritual


High-President of Hell and commander of 30 legions,
Valac appears as a child with feathered wings riding Boon: Full Effect – +30 Persuasion on Sundays /
on a two-headed dragon. They tell of the positions of Partial Effect – +15 Persuasion on Sundays
planets and where to find serpents. They’re also
known for being quite strong and not opposed to Servitor Effect: Re-roll a Veteran's unique skill
sharing that strength with those who are worthy.
Invocation Effects: +2 CHA / -1 STR / -1 DEX

Spells: Beast Mastery, Blessing

Q Liber 8 Q 153 Q Spirit Compendium Q


DEITIES

Given the opportunity, Deities are the most powerful 91–93 – OBA (DEITY)
entities a magician will interact with. Although some An African goddess of rivers, and sometimes
are the result of the collective belief of a group or marriage. They represent not just the literal rivers,
culture, most are older than mankind itself. They but also the rivers and waters of life. In some stories,
have always been and will always be. The more the goddess is represented as a jealous wife who
philosophical adepts will ask why they choose to brings punishment upon those who betray their
interact with mortals, but for the majority it is loved ones.
enough to know that they are powerful and willing to
share that power with a select few. Rank: 50

Alignment: Order
88–90 – MAFDET (DEITY)
The Ancient Egyptian personification of legal justice Astrological Associations: Monday, Full Moon
and capital punishment, Mafdet is associated with
the protection of the king's chambers and other Ritual: Oba Divine Summoning Ritual
sacred places. They are known for being merciless
towards any who transgress against the natural Boon: Full Effect – Increase all healing effects by 20 HP
order of the universe. / Partial Effect – Increase all healing effects by 10 HP

Rank: 50 Servitor Effect: Any enemy that attacks the adept


becomes Chilled
Alignment: Order
Invocation Effects: Roll CHA tests with 2 dice and
Astrological Associations: Friday, Third Quarter choose the better result / -1 STR

Ritual: Mafdet Divine Summoning Ritual Spells: Banish Spirit, Decipher

Boon: Full Effect – Deal 200% damage the first turn


of combat / Partial Effect – Deal 150% damage the 94–96 – THUNOR (DEITY)
first turn of combat The Anglo-Saxon god of weather, particularly
thunder and lightning, and of the Forge. They are
Servitor Effect: A critical success with either Parry given particular reverence by blacksmiths. Their
or Dodge grants you the benefits of both symbol is the hammer, representing strength of will
and spirit, which makes them a formidable ally for
Invocation Effects: Any Folk Spell learned also any adept.
grants the complete version / -2 CHA
Rank: 50
Spells: Allure, Harm, Razor Barrier

154
Alignment: Order

Astrological Associations: Thursday, New Moon

Ritual: Thunor Divine Summoning Ritual

Boon: Full Effect – +5 Initiative / Partial Effect – +3


Initiative

Servitor Effect: Intimidate an enemy into retreating


by passing a WIL test

Invocation Effects: Rolling doubles on an attack,


even above your skill, causes a critical hit / -2 DEX
/ -1 CON

Spells: Astral Vision, Heat Blade, Unleash Inner Beast


100 – VANTH (DEITY)
An Etruscan goddess who serves as psychopomp and
97–99 – TROPHONIOS (DEITY) herald of death. They appear at scenes of death,
An Ancient Greek demigod, the result of Apollo’s especially murder and other violent deaths, as a
union with a mortal. In the past, they had a dedicated youthful, winged and bare-breasted huntress
cult following and many important personalities of wearing boots, a leather battle skirt and crossed
the ancient world visited their oracle to receive baldrics. However, their role is benevolent, guiding
wisdom through visions of horror. Their domain the dead to their proper place in the underworld.
over the Astral allows adepts to better face the
threats lurking there. Rank: 50

Rank: 50 Alignment: Chaos

Alignment: Chaos Astrological Associations: Sunday, New Moon

Astrological Associations: Tuesday, Third Quarter Ritual: Vanth Divine Summoning Ritual

Ritual: Trophonios Divine Summoning Ritual Boon: Full Effect – Each successful attack reduces
the enemy's Defense by 2 / Partial Effect – Each
Boon: Full Effect – +40 SP / Partial effect – +20 SP successful attack reduces the enemy's Defense by 1

Servitor Effect: Avoid combat without a check, after Servitor Effect: Heal D10 (HP/SP) after killing an
winning the Engagement Turn enemy

Invocation Effects: If you roll doubles on an attack, Invocation Effects: If you roll doubles on an attack,
make a free attack / -1 WIL ignore all armor / -1 DEX

Spells: Arcane Senses, Astral Vision, Soul Cocoon Spells: Drain Vitality, Energy Blast, Shroud

Q Liber 8 Q 155 Q Spirit Compendium Q


Liber91
Liber

Loot) &
Rewards
While exploring and completing Missions, you will uncover valuable items that can help
you in your quest for ultimate power and transcendental knowledge. Many items and
ingredients necessary to further your goals are found via Mission discoveries, so keep your
eyes open and don't miss a chance to find something useful!

TRACKING WEIGHT
There are limits to how many things you can carry at once. A character has a number of
Gear Slots (GS) equal to their STR. Each number above your maximum results in a
cumulative -1 to any DEX tests. Each item description includes how many Gear Slots it
occupies, reflecting its weight. Luckily, small items such as reagents, trinkets and potions
do not occupy Gear Slots.

IDENTIFYING MAGIC RELICS


Sometimes when you get lucky you will obtain a magic relic of some kind! These rare and
complex artifacts require study before use. To learn an item’s secrets and access its powers,
perform an Occult Knowledge check. If you fail you must take it to the Omphalos for
identification; this service costs 100ø. Until you identify the item, it's just an exotic piece of art.

LOOTING HUMAN ENEMIES


Upon defeating a human opponent, you may take any gear that was not broken during
combat. Typically this just includes weapons and armor, but occasionally you may find a
potion or other interesting trinket. In addition, each human is carrying a trinket; roll on the
Personal Effects table on the next page. Most of it is rubbish but sometimes you will find
something of value.

ALCHEMICAL TREATISES
AND GRIMOIRES
During Missions and expeditions you will find alchemical and occult texts, both ancient and
modern. You can choose to keep them for study, or take them to the Omphalos for trade.
Alchemical Treatises function as tokens you can trade for Alchemy-related wares and
formulae, while Grimoires may be traded for the spiritual knowledge of the Omphalos. You
may also sell a Treatise or Grimoire for 500ø. If kept for study, Treatises increase Alchemy
by 2, up to a max of 40, and Grimoires increase Occult Knowledge by 2. Each Treatise or
Grimoire occupies 1 GS. If the player decides to study one, they will only be able to do so after
the Mission, meaning skill improvements do not take place until they’re back to safety.
Alchemical texts are valuable for the accumulation and cross-referencing of knowledge,
so the Omphalos will trade any Alchemical Treatise for one of the following items:
g One Basic Alchemical Ingredient recipe of your choice
g One Advanced Alchemical Ingredient recipe of your choice
g One Alchemical Formula of your choice
g One dose of any of the following ingredients:
Mandrake, Shadow Oil, Primal Fire, Primal Air, Primal Water, Primal Earth,
Lightblood, Aether Seed, Lodestone
Similarly, powerful grimoires like the Tractatus de Nigromantia, or The Book of Soyga, or
even the infamous Magia Naturalis et Innaturalis are invaluable for the Omphalos to make
available to adepts new and old alike. You may donate one to the Omphalos in exchange for:
g A Ritual of your choice
g An Astral spell of your choice
g Any Spirit's name
g Any Spirit's Sigil
g Any Vestige's Heirloom
157
D100 Personal Effects D100 Personal Effects (cont.)
Metal cigarette lighter engraved with “Fuck
1 Handful of coins and small bills 28
You”. Classy
Leather belt with an inverted pentagram Empty matchbook for Chimera, a local night
2 29
buckle club
This looks valuable. Roll on the Valuables
3 Screw top metal pill box 30
Table
Gold pocket compass engraved with the sigil
4 31 Open pack of cigarettes. Only one left
of the Saturnian Kin
Antique gun. You probably shouldn't fire it, it Funny-smelling flask. Roll on the Potions &
5 32
would most likely explode Tinctures Table
Ancient device that appears to be a pocket
6 Charcoal leather braided keychain 33
size astrolabe
White package of sleek ‘male
7 Thislooksvaluable.RollontheValuablesTable 34
contraceptives’. Condoms
Functional pepper spray keychain. Small
8 Vintage Optical Glass Monocle 35
and lightweight
9 Broken hair comb 36 D100ø
Travel size mini perfume; smells absolutely
10 Round Victorian-era Steampunk sunglasses 37
heavenly
Healthy dessert alternative packed with
11 Rusty Fehu rune pendant 38
nuts, dates and a hint of cinnamon
Lip gloss with the tagline, ‘Love's baby soft,
12 Waxing moon necklace 39
because innocence is sexier than you think’
This looks valuable. Roll on the Valuables
13 Obsidian bracelet with a cross charm 40
Table
Edwardian gold signet ring with the initials Mini LED flashlight with a surprisingly
14 41
E.A.P. engraved on it strong light
15 Handmade gold earrings 42 “A Christian's Pocket Guide to Sodomy”
16 Thislooksvaluable.RollontheValuablesTable 43 Old photo of a pet dog
A cassette tape! Who even has a cassette
17 Vintage solid wood calligraphy dip pen 44
player anymore?
Suspicious flask. Roll on the Potions &
18 Mobile phone with a broken screen 45
Tinctures Table
MP3 player filled with goregrind bands
19 Solid brass money clip 46
covering Taylor Swift songs
Small gray leather wallet. It's full of lovely Knight chess piece beautifully carved in solid
20 47
family pictures pine wood
Exotic bird feather. Probably linked to the
21 D100ø 48
spiritual world somehow
Glossy laminated business card for Je�erson Breath spray. You never know who you might
22 49
and Co. have to kiss...
23 Small pocket-sized notebook 50 Metal matte black credit card
Very romantic handwritten love letter. Did
24 51 Cute blue and white polka dot scrunchie
you just kill a poet?
Half a meter of jute rope with coarse, strong
25 Used cloth handkerchief. Very used 52
threads
26 Rusty key 53 D100ø
27 Bronze shackle padlock 54 Ski mask

158
D100 Personal Effects (cont.) D100 Personal Effects (cont.)
55 Tooth. Looks like a molar 78 Very lush wig
56 Old baseball cards 79 Old “Super Mario Land” Gameboy cartridge
57 Measuring Tape 80 Bunch of dog tags
Child’s sock but no family photos. That’s
58 Old movie tickets 81
creepy, you're glad you killed this fucker
59 Action figure. Is that He-Man? 82 D100ø
60 Compact binoculars 83 Pair of very filthy earphones. Very filthy
61 Handcu�s 84 Rick & Morty branded tampon
This looks valuable. Roll on the Valuables
62 85 Ancient coin. Chinese, probably?
Table
63 Antique sterling silver pocket watch 86 BDSM ball gag
64 Chewed-up pacifier 87 Turquoise and Silver Navajo Charm
Barlow folding pocket knife. Too loose to be
65 88 Tiny glass flask filled with sand
used safely, though
Flask carved with a generic sigil. Roll on the
66 Small pouch of...psychedelic mushrooms? 89
Potions & Tinctures table
67 Zip bag containing nail clippings and hair 90 Bag full of pistachio shells
68 Brooch made in the latest fashion trend 91 A “Love Me” Hoodoo condition oil flask
Decorative handbag tassel. What's the point
69 92 Pouch filled with aromatic herbs
of this?
8oz. hip flask filled with barrel-aged whiskey.
70 93 Ancient Iberian fibula
The perfect 'gift' for tough situations
Two pieces of exquisitely crafted wooden
71 94 Altar cloth covered in pentacles
dice with rounded corners
Hand-made pendant with the sigil of
72 Flask. Roll on the Potions & Tinctures Table 95
Astaroth
Grimoire filled with made-up sigils. Looks
73 96 Bullets with pentacles carved into them
cool, though
Very used copy of “The Satanic Bible”.
74 97 Tarot deck missing The Magician
What a loser...
75 Bunch of keys 98 Altar o�ering bowl carved out of a skull
This looks valuable. Roll on the Valuables Old theater program for the play “Unsilent
76 99
Table Storms in the North Abyss”
This looks valuable. Roll on the Valuables
77 Guitar pick 100
Table

D10 Valuables D20 Potions & Tinctures D20 Potions & Tinctures
You thought you'd found 1 Salamander's Gift 11 Infusion of Rapidity
1 something, but it isn’t 2 Elixir of Spiritual Might 12 Distillation of Fire
valuable after all.
3 FlaskofHerculeanStrength 13 Distillation of Air
2-3 4D20ø
4 Arrach's Blood 14 Distillation of Water
4-6 Alchemical Treatise
5 Tincture of Thick Blood 15 Distillation of Earth
7-9 Grimoire
6 Bile of Proteus 16 Potion of the Aghori
Roll on the Magic Relics
10 7 Will of Karna 17 Spirited Flask of Clarity
Table
8 Mephisto's Cunning 18 Antidote
9 Siren's Charm 19 Stoneskin
10 Draupadi's Halo 20 Preparation of the East

Q Liber 9 Q 159 Q Loot & Rewards Q


D20 Magic Relics
Reroll any unique items already in your possession.
Domitian's Brooch. A Scacul that does not require allocating Vril. Belonged to Emperor
1
Domitian. Unique.
2 Rechargeable Vas. A Vril battery in which you may store up to 200 VP.
Ring of Spatial Comprehension. Grants insight into how to rearrange gear with hyper-
3
e�ciency. Gain +10 GS. Unique.
4 Ring of Free Access. Allows the user to cast the Unlock spell. Five uses.
5 Cloak of Mundanity. Negate the Awareness of all enemies. Unique.
Joan D'arc's Phalanx. A bone that supposedly belonged to Joan D'arc. Doubles critical success
6
chance for all attacks performed by the owner. Unique.
Nebra's Ankh. An ancient relic in which part of a pharaoh's Vril still lingers. Reduce critical
7
failure chance to only 98+ during combat. Unique.
Golden Feathers of Sunita. These valued Buddhist relics imbue the holder’s Astral form with
8 elemental power. Attacks performed in the Astral deal elemental damage of the associated
type. Roll D4 when you find one: 1 Water, 2 Fire, 3 Earth, 4 Air. Four unique Golden Feathers
Solomon's Ring. This powerful relic belonged to king Solomon, the master magician of
9 ancient times and one of the originators of Western magical thinking. Grants the bearer +1 to
their Ritual Level. Unique.
Aztec Sacrificial Dagger. The obsidian artifact of Achcauhtli, an Aztec priest who used it to
10
ritually sacrifice thousands. Deals 2D10+10 damage, applies the Bleeding condition. Unique.
The Wheiley Diary. Appears to be a blank notebook, but careful inspection reveals the initials
‘A.W.’ on the inside of the leather cover. Each time the owner of this notebook su�ers a
11
traumatic event, the diary pages fill themselves with a detailed description of what
happened. Absorbs the next 200 points of Sanity loss. Unique.
Earrings of Lucid Dreaming. These extravagant golden earrings were a gift from Salvador
12 Dalí to his wife Gala, so that she could accompany him during his Astral excursions. The
wearer can step into the Astral immediately, no Meditation check required. Unique.
The Moon and Sun. Pair of leather bracelets, one decorated with a silver moon and the other
13
a gold sun. The wearer can ignore one Alignment increase each week. Unique.
Sash of Astral Fall. This discolored sash has seen better days; it's rumored to have belonged to
14 Ghiyath ud-Din, a fifteenth-century Persian Sultan. If the wearer is killed in the Astral, instead
of reducing one Attribute randomly, choose which is reduced. Unique.
Signed Copy of Idolatry and The Spirit World. Richard Stern's personal copy, still imbued with
15
some of his power. Pacting with spirits the Sternian way requires no extra rolls. Unique.
16 Ring of Magical Warding. Ignore up to 10 magical damage per attack. Unique.
Vadakkunnathan Temple Wax. A small, uninteresting wooden box that contains 10 pieces of
17
wax. It can replace any ingredient, be it for a ritual, alchemical formula or spell.
Warding Chalk. A tactilely unpleasant, waxy stick of chalk. When used in any summoning
18
ritual, gain +10 to Magical Liturgy. Enough chalk for 5 rituals.
Dee's Tarot Deck. This beautifully crafted deck allows its owner to exert control over their
19
destiny. Re-roll any Order Mission and keep the new result. Unique.
Arcane Puzzle Box. This Ebony and Onyx marble box would be worth a fortune based on its
exquisite craftsmanship alone. It is an ancient piece though, and judging by its smooth
20 corners it has seen a lot of use. Before a Mission, perform an INT test. If you pass, you solve the
puzzle and are immune to being Stunned for this Mission. The puzzle unravels afterwards,
ready to be solved again. Unique.

160
161
C Liber
Liber101

.
.

Scenarios
IN SEARCH OF
THE MIRACULOUS

Note: This scenario is the introductory adventure for Seekers Beyond the
Shroud, intended to be played after you have created your first character and
read the rules. You may skip this scenario if you have already played it with a
previous character; just assume your character has received Omphale's
Embrace and you are working with the Omphalos.

After the events of your background, you dove headfirst into the search for hidden
knowledge and occult power. You've been doing all you can by yourself, bought dozens of
books online, joined several Facebook groups and even met with some individuals here
and there. But none of that is enough; you're a single person trying to find a diamond in a
gleaming desert where each grain of sand looks and feels like a diamond until you get a
closer look. No, you need guidance, you need help.
You’ve attempted to join various groups and even attending a few meetings, but
something about them put you off. Whether it was the typical guru obviously more
interested in getting laid than helping anyone, or edgelords claiming to possess the true
power of Lucifer, you really haven't come across any organization you felt you could trust.
They all seem to be cults of personality following a person who says they have all the
answers, not about searching for true meaning and transcendence. That's without even
mentioning the more mainstream groups like the Temple of Satan, the Freemasons or the
myriad of Eastern-inspired gurus that call your city their home. No, you skipped over those
and went directly to groups that, in theory, don't let simply anyone join. Most recently, you
invested two good months trying to attend a meeting of the Sons of Loki, only to realize
they weren't much better than a bunch of cosplayers pretending to have access to secret
knowledge.
You were starting to lose hope. Then you found online an old forum from the early 90's,
still active even after all these years. In it, there were a series of posts signed by someone
called Hannah Courtoy. These posts weren't like anything you had seen before; they didn't
claim access to secret knowledge, or give advice about how to get back with your boyfriend
and curse his new girlfriend. There was no fluff, simply shared knowledge. The type of
knowledge you need for yourself. You knew this person knew more than most when you
read paragraphs like this:


The value placed on the correct mix of herbs, powders, magical words and sigils has led
to an obsession with technique and the creation of patterns of questionable value
beyond their theatrical content. There are occultists who would not consider
performing a ritual without first taking a ceremonial bath (something that has
always amused me), or anointing themselves with oil. These distractions are not even
a blind to conceal something deeper, but dressings that support the work of the
unimaginative while concealing the true nature of magick. Even the oil described in
the Abramelin has no use beyond putting you in the mood for believing in magick. If

163
you doubt me, know that some of its greatest some other, sinister origin. You tried to find her
proponents were pouring that oil over their house but it had long since been demolished, and
heads in rituals while using the wrong recipe none of her belongings had survived.
their entire lives. They hadn’t read the Except one. Today, the thought enters your head
modern and accurate translation provided by that this may be just another dead end when you
Dehn. The oil, so valued by Crowley and receive an email from one of your contacts. It says
others, was fake. they’ve found one of Hannah's diaries. Not thinking
twice, you rush to the antiquarian's store that found
This paragraph hit you more than any other because it. There, an old man takes you to the back of his
you recently had an argument with a so-called store, a little room filled to the ceiling with mostly
‘Secret Master’ about the importance of ritual and useless garbage that probably has no value
form over essence. This paragraph speaks of a whatsoever. With a grunt, he points to a small
person who is intimately familiar with the essence of notebook on a table. “That's it, the last diary of
magic, who knows what parts are true and what is Hannah Courtoy”. You approach it and open it almost
just there to entertain the public. Yes, this ‘Hannah reverently. The writing is hard to read but you think
Courtoy’ really knew more than most. that if you get a few days with it you'll be able to
You decided to find out who this person really make sense of it. “How much?” you ask. The
was. The username gave you nothing, and even after antiquarian sizes you up, and tells you a price much
contacting the forum administrator (which took a lower than you expected. You promptly pay him and
couple of weeks, and a few expensive calls to the U.S.) rush back home.
you had no real information other than most of Over the next two days, you read the diary. It’s
Hannah's posts were from the late 90's, and that the mostly stories about her daughters, but there's a
account was associated to an old mixmail email section at the end where she speaks of something
account. Truly a dead end. Out of desperation, you called The Omphalos. You are confused as to what
googled the name Hannah Courtoy and to your exactly this is, because sometimes she seems to
surprise you found that, in fact, it matched a real speak of it as a place, while in others it sounds more
person. like a person, or group of people. Whatever it is, she
Born around 1784, Hannah Courtoy (born clearly thought it was behind many major events of
Hannah Peters) fled an abusive father at a young age her time, almost sounding like a proto-conspiracy
and found work as a housekeeper and tavern theorist. Just as your faith begins to falter, you reach
employee. In 1800, a friend introduced her to John a peculiar passage:
Courtoy, a 70-year-old former wigmaker in poor


health who had made a fortune in the lending (...) and despite all my efforts, all my obsession
business. Peters was shortly in his employ as a with anything even remotely related to the
housekeeper. Within the year, she had given birth to mystical land of Khem, it appears that my
the first of three daughters. When Mr. Courtoy died work has been for naught. Omphale awaits,
in 1818, the contents of the will were disputed and and tonight I shall be content for her
the legal arguments dragged on through 1827, at embrace.
which point Hannah and her daughters had received
most of Courtoy’s money. Like many Victorians of the Following this paragraph is a series of notes,
era, Hannah was intrigued by Egyptian iconography, describing in detail how to perform some kind of
particularly hieroglyphics. She believed Egyptians ritual or summoning. The ritual itself seems easy
had a deep understanding of astrology and their enough; you don't need anything more than a
place in the universe, so she invited Egyptologist moonless night, some candles and some incense. It
Joseph Bonomi over for regular visits. Bonomi would also refers to a chamber somewhere here in London,
spend hours discussing Egyptian lore with Hannah, but unfortunately doesn’t give details.
who hoped to one day fund Bonomi’s expeditions to Your mind turns to the last clue you have left;
Egypt so he could study their history. When Hannah Hannah Courtoy's tomb. It’s an object of modern
died in 1849, her remains were placed in an legend, some people going so far as to claim it's a
expensive, elaborate mausoleum in Brompton. time-traveling device. Your first visit to the tomb in
Some extra digging with some even weirder Brompton Cemetery certainly peaks your interest; in
contacts led you to discover that the circumstances the middle of the grounds and shrouded by trees it
of her death were unusual. Old testimonies which stands an imposing six meters tall with a pyramid
claimed she never aged, or that her daughters peak. It looks to be made from granite, with a heavy
weren't really Courtoy's daughters at all but had bronze door secured by a keyhole. Decorative

164
accents line the front, furthering the air of mystery.
The door’s margins display a rectangular band of
Egyptian hieroglyphs. To attempt a translation,
Perform a Linguistics check. If you pass, you discover
it mostly mimics the style of texts found in Ancient
Egyptian pyramids, with the story of the pharaoh
traveling through the underworld and facing the
horrors found there in order to re-emerge
triumphant and take his rightful place as one of the
gods. Except here, the approach is more humble, and
speaks of an apprentice (or adept?), instead of a
pharaoh. Clearly on the brink of a breakthrough, you
decide to return on a night of New Moon with tools to
open the tomb.

ENTERING HANNAH COURTOY'S TOMB


After sneaking inside Brompton Cemetery on this
moonless night, the imposing tomb's door stands
before you. Breaking in was actually easier than you
thought it would be, the main gate wasn't even
locked. Tomb robbing must be out of vogue. The
tomb's door though, is another story. You have a
lock-picking kit you bought online and a crowbar in
case you (most likely) don't manage to pick the lock. towards the statue. It could be an idealized version of
Upon closer inspection, it doesn't look like the tools Hannah Courtoy, but most likely it's some kind of
you’ve brought with you will work on a keyhole of patron goddess. The three animals below could be an
that style, but it's worth a try: Perform a Lockpicking indication of her attributes? You do a quick search on
(-10) check. If it doesn't work, you will have to use your phone (reception sucks inside a tomb), and find
brute force: perform a STR test. Roll a D10 for each nothing about a goddess associated with a serpent,
failed attempt: on a 1 your noise has attracted a an owl and a butterfly. But that butterfly… You
Guard (use Guard stats)! Perform a DEX test; if you approach and touch it, and as you do you accidentally
succeed, you are fast enough to gather your tools and cut yourself on the paper-thin wing. Sharp marble? Is
hide, avoiding them finding you and kicking you out. that even possible? The blood slides down the
Alternatively, you may choose to fight or run and butterfly's wing, painting it red. Your vision blurs
come back tomorrow for one more chance. If you and you are startled as the butterfly begins to move;
fight and kill a Guard, gain 5 Chaos points. is it alive? Seconds later you feel silly; the butterfly is
Once the door is open (one way or another), a moving because the statue and its base are moving!
wave of moldy air engulfs you on its way into the cold You feel a rumble below your feet and jump out of
night. You peek inside, illuminating the area with the tomb moments before the floor disappears. Now
your flashlight only to discover there’s nothing outside, you scramble to your feet, and choke on the
inside but a single statue of a goddess you don't cloud of dust which billows out from the tomb. The
recognize. Cut from white marble, it stands wearing noise has stopped, so you shake the dust and dirt
a shawl of sheep skin, with the sheep's head resting from your clothes and wave your hand to clear the
over the goddess' delicate features. At its feet, a air as you peek inside the tomb. To your surprise,
fantastically carved butterfly rests between a snake where there once was a solid stone floor now lies a
and an owl. On second thought, all three animals are set of stairs that descend into darkness. Without a
astonishingly realistic, but for some reason your second thought, you gather your things and step into
attention was immediately pulled towards the the unknown.
butterfly. Its delicate wings appear poised to flutter,
as if it were about to lift gently from the statue’s
foundation. You look around the tomb and find THE VESTIBULE
nothing but a thick layer of dust and a dead mouse. The last step down the stairs leads you to a small
Not ready to give up, you turn your attention room where each wall appears to be an individual

Q Liber 10 Q 165 Q Scenarios Q


block of stone. A thick layer of dust and dirt covers only to release it as slowly as possible. You repeat
the stone floor; it's evident that no one has been this seven times, and then you open your eyes. You
down here in years. You see torch stands on the sides stand, and chant:
of the room, indicating this place predates electricity.


A single corridor leads deeper into this place. Using Goddess revered, engendering all things and
your phone as a torch, you decide to move along. re-engendering them from the same womb
as thou likewise renewest the day and dost
banish night. Thee who dost supply every
THE HALLWAY OF REMEMBRANCE creature with living force, thou divine
You move through the corridor and soon notice a controller of sky and sea and of all things,
series of bas-reliefs along the left wall. You stop to thee through whom nature is hushed by the
admire them and their exquisite craftsmanship. They laying hold of sleep. Thou coverest Pluto's
tell the story of a great fire that consumed a city in shades and chaos immeasurably: winds,
the midst of a war or battle. Further down the rains and tempests thou dost detain and at
corridor, two individuals from the two sides of the thy will let loose, and likewise dost thou
war stand together and make some kind of deal, convulse the sea, banish sunshine, stir gales
surrounded by a hooded congregation. The next to fury, and when thou wilt thou speedest
carving reveals both leaders and their followers as
they gather in a huge hall, surrounded by books and
strange artifacts. You're not really sure what any of
this means, but the stonework is beautifully
preserved. Entranced by the carvings, you see the
end of the corridor ahead.

OMPHALE'S SANCTUM
As you enter the room, you immediately notice a
difference in the air; there's a fresh current coming
from ahead. A few steps away from the hallway, you
realize this is a bigger room; the whole place is white
marble that has somehow remained pristine. At the
center of the room, you see another statue of the
same goddess you saw upstairs, only this one is
probably the most realistic representation of a
goddess you've ever seen. You hold your breath,
almost expecting this giant beauty to step down from
its pedestal to greet you. Above the statue, almost
twenty meters away, you notice a hole through
which you can see the sky. Instantly you know that
the moon is right above you but completely invisible
on this moonless night.
After circling the statue a couple of times, you
notice a distinct set of symbols carved into the stone
in front of the statue. You recognize them as the
circles and sigils described in Hannah's diary. This is
a ritual area, missing only the final steps described
by Hannah. Immediately you prepare for the
ceremony. You set the candles as described, light a
brazier and burn the incense, all while you chant the
appropriate words. After just a few minutes, the
ritual is complete. You take off your shoes and sit
comfortably inside the circle, facing the statue. You
close your eyes and inhale deeply, letting the air and
incense fill your lungs to the point of almost bursting,

166
forth the joyous day. Thou dost bestow life's
nourishment with unconditional faithfulness,
THE TRIAL OF
and, when our breath has gone, in thee we OMPHALE
find our refuge. Whatsoever thou bestowest, This test consists of a series of ever-changing rooms
all falls back to thee. Deservedly thou art and tunnels containing different threats and
called Mighty Mother of Gods, as in duteous challenges. Advancing into a room closes the door
service thou hast surpassed the divinities of behind you, impeding your retreat. The only way out
heaven, and thou art that true parent of living of this place is forward.
species and of gods, without which no thing
may be ripened or born. Thou art the Mighty
Being and thou art queen of divinities, ROOM I
O Goddess!
Leaving the statue room, you immediately sense
there's something different here. You can almost feel
You pour a bottle of wine over the flames, causing a
the psychic energies pulsating around you.
huge cloud of vapor to engulf both you and the
statue. Seconds later, the smoke twists and turns
Perform an Occult Knowledge check. If you pass, gain
around the statue as if it were alive. Pulsating with a
2 points in Occult Knowledge as images of ancient
secret heartbeat, the smoke lingers unnaturally
rituals invade your mind.
around it as a white veil. “Welcome, my child,” you
hear a voice say. Shaken by it, you know that you are
ROOM II
not imagining it, you heard it in your head as clear as
The door shuts behind you and you find yourself facing
you see the veil of smoke spin around the statue. This
a creature you couldn't have imagined in your most
is it, this is why you're here.
fevered dreams. This abhorrent thing looks like a
“Hello, eh, mother.” you say, stumbling through
weasel composed of viscera, with backwards feet and
the words. “I sense confusion, have you not
scythe-like claws. It hisses at you and attacks!
summoned me?” the voice asks. “Yes! I summoned
you, but to be honest I didn't really know what I was
Omphalian Horror
expecting. Certainly not this.”
There's a pause, as if the goddess were thinking. “I
see. So you are not yet prepared, and as before, it falls STR DEX CON WIL INT CHA
to me to prepare you.” Confused and disappointed 16 16 10 12 10 –
with yourself, you remain silent. A rumble on the
other side of the room startles you; you look past the HP VP Awareness Initiative
statue and see a section of the wall move, revealing 100 120 20 14
another passage.
“If you seek my embrace and to enter the navel
Attacks:
of the world you must first pass my trial. Be
forewarned, many aspirants have perished in this g Maul (D20+5 damage)
process. Past this sanctuary, your fate is your own.”
The goddess falls silent, awaiting your answer. “I
have come a long way to find you, to understand the ROOM III
world and my place in it. I will not give up now that
I'm finally here,” you answer, staring at the cloud in No creatures are here, but something's not right; what
front of you. starts as a buzzing in your ears quickly becomes a
“Very well, my child. I will see you soon, one way deafening pounding that shakes your very core.
or another.”
With those last words, the cloud dissipates Perform a WIL test. If you fail, lose D10 Sanity and
through the hole in the ceiling. You let out a big sigh, D10 HP from the psychic assault.
not realizing you were holding your breath this
whole time. You definitely feel a presence has left the
room, and you are truly alone. It's time to act.

Q Liber 10 Q 167 Q Scenarios Q


ROOM IV ROOM X
As you enter this room, an unshakable sense of dread The door to this room opens and a swarm of rats rush
invades you. Your end is near! out! They seem to be out of their minds, gnawing at
each other and trampling their brethren without any
Perform a WIL test. If you fail, lose D20 Sanity. consideration.

There are too many rats to attack, so you simply


ROOM V brace yourself and let them wash over you. Perform
Another one of those terrible creatures awaits you here! a WIL test. If you succeed, you keep your inner peace
and the rats ignore you. If you fail, they bite and
Defeat another Omphalian Horror as it slinks out of scratch at you, dealing 2D20 damage.
the darkness and attacks.

ROOM XI
ROOM VI As you enter, you see a woman resting against a wall.
A tripwire crosses this room's threshold. Will you see it She seems to be asleep, but she doesn’t react to your
in time? presence, or your attempts to wake her up. You also
notice she’s wearing strange clothes. Is she dressed as
Perform a Perception check. If you pass, you see the if she were from the 1920's?
trap's trigger just in time to avoid it. If you fail, a
metal bolt strikes you in the back! Lose 2D10 HP. As you wonder what to do about the sleeping
woman, you notice she has a pouch beside her. You
open it to find 10 bandages and a knife that looks like
ROOM VII it’s carved from ivory. Pass an Occult Knowledge
A fountain stands in the middle of this room, an inviting check to realize this is no ordinary dagger.
stream of water pouring from the mouths of small g Ivory Dagger of Bocchus (2D20 Earth
stone birds and other animals. Do you dare drink it? damage)

If you decide to take a sip, perform a CHA test. If you You may take the woman's belongings or simply
pass, the fountain’s spirit likes you and heals you for move on as the next door opens while you deliberate.
2D20 HP. If you fail, the water turns into mud the
second you sip it, and you spit it out immediately.
ROOM XII
This room is filled to the brim with supplies of all kinds.
ROOM VIII Perhaps the Goddess is granting you gifts?
At the back of this room you find a marble pedestal
with a leather journal on in. It tells a tale of travels in Perform a Perception check. If you pass, you find
the desert. something of value among the diverse collection of
items stashed here. Roll on the Valuables table.
Perform an INT (-2) test. If you pass, increase Occult
Knowledge by 5 and recover 5 Sanity, as the world
makes better sense to you. If you fail, lose 20 Sanity ROOM XIII
as you fail to understand the insane ramblings Another of those terrible creatures awaits you here!
scrawled into the pages of the journal.
How are these things surviving down here? No time
to think, here it comes!
ROOM IX
Another of those terrible creatures awaits you here!
ROOM XIV
No wonder they’re called Omphalian Horrors, the There is a child standing in the middle of this room.
Goddess seems to keep them as pets. Defend yourself! Startled as you are, you quickly realize the child is you!

168
You don’t appear older than ten years old. The child
looks at you, smiles, then rushes towards the wall,
violently hitting their head. Taken completely by
surprise, you rush towards the kid, who stands up with
their face covered in blood. Still smiling, the child slips
from your arms, pushes you away and rushes against understand the privileges and responsibilities this
the opposite wall, again head-first. You hear a loud brings. Now go and join your brethren.”
crack and the kid plummets to the ground, blood The voice in your head quiets as a fourth passage
pooling around them quickly. Filled with horror, you opens on the last wall. You follow it, walking a few
approach the kid. They are dead. hundred meters through a tunnel illuminated with
candles until you reach a golden door with an
Lose D20 Sanity. inscription on a plaque that reads:


And Zeus, wanting to determine the center
ROOM XV of the Earth, sent two eagles to fly at the
This room is different than all the previous ones. same speed from the ends of the earth. At
Rather than the rocky walls of uniform shape and size, the point of meeting of these two eagles, the
this room is elongated, with columns lining the walls to sacred Onyx Stone was placed. This is the
each side. As you enter, you feel a sudden wind pushing Omphalos, the Navel of the World.
you back. The wind slowly picks up in intensity,
making your advance more and more difficult. With the last of your strength, you pull open the
golden door, and you find yourself inside a wide
You must successfully pass an Attribute test for each dome, carved entirely from stone. You are
Attribute, one by one. If you fail one, you must re- underground, but the light here seems natural and
attempt the previous one. For each 6 attempts, the air fresh. Different people come and go, busy and
successful or not, you lose D20 HP. Each successful minding their own business. Within this enormous
Attribute test gets you closer to the exit, and as soon dome you can see designated areas. Some look like
as you pass all 6 you may exit the room. storage, one like a cafeteria full of people chatting
and sipping their tea. Of all the things you imagined,
Exhausted and injured, you cross the final threshold. the last thing you expected was an underground
You find yourself inside a wide room, all done in shopping mall. In the center of it all, a huge white
marble, with a statue in the center of it. You're in the pillar towers overhead. Is this the famous Omphalos?
first room again! You enter the room from the While you're staring at it all, a young man
opposite side and approach the statue. Barely approaches you. He's dressed in jeans and a leather
standing straight, and half voluntarily, half due to jacket, with a long mane of blue hair floating behind
how tired you are, you kneel before it. A voice speaks him. He has a couple of ugly face tattoos on his
inside your head. annoyed expression. “You, newbie, follow me,” he
“Well done, my child. You've prevailed and yells as he walks right past you, without even
proven yourself worthy of my blessing.” bothering to check if you're following him. You chase
You feel warmth in your chest, a burning after him, and a minute later you’re going downstairs
sensation that increases exponentially. Your flesh is to a different floor of this underground complex. This
being seared! You tear your shirt, only to see the floor is much more luxurious, with golden lamps
image of an obelisk seared into your chest. The pain illuminating dark, rich wooden mahogany walls.
leaves quickly but you feel a fire coursing through From the looks of it, and judging by the people
your veins. You’re more alive than ever before. coming and going with paperwork under their arms,
this is some kind of administrative area. Your guide
g Omphale's Embrace: Add +25 damage to stops at a door, knocks twice, and tells you to go in
every successful attack, but your soul is before disappearing back down the hallway.
pledged forever to the service of Omphale You open the door timidly, and find a smiling
and her agents at the Omphalos. woman sitting behind a desk. “Ah! You made it!” She
“You are now numbered among my children, and stands up to shake your hand. “Congratulations, and
your soul is pledged to my service. In time you will welcome to the Omphalos!”

Q Liber 10 Q 169 Q Scenarios Q


BACKGROUND
SCENARIOS
Note: The following scenarios provide an example of narrative gameplay. They conclude the
stories started in the character backgrounds, and become available once the character reaches
Ritual Level 2. This indicates the player is familiar with the game systems and has a character who
is starting to become a personality within the Omphalos’ occult community. While they provide
resolution, they are not urgent or required; you may postpone your background scenario until you
feel ready to tackle it, or want to try something new.

1 BAD TRIP: SOULCATCHER

Sitting beside Jodie's bed in the hospital, you reflect After a few hours and after a short trip to Paris, you
over the past few months. To be able to pay for stand outside an old apartment block in Rue des
Jodie's hospital bills, you've gotten yourself clean, Violettes. It's nighttime, but you see a light shining
you have a new place and a new job. Meanwhile, you from within the old man's apartment. You head
researched and asked questions to anyone willing to inside, go up a couple of floors and knock on the door.
listen until after months of frustration and getting A few moments later, an old woman answers the
nowhere, you finally found the Omphalos. With their door and asks you something but you don't speak a
help (and immense libraries), you’ve learned so word of French, so you try to explain you're here to
much. For example, the thing attached to Jodie's soul see Monsieur Bisset. The woman shakes her head
is a Soulcatcher, one of the alien entities that inhabits and starts to close the door when in a panic you yell
the Astral planes. They are apparently very rare, and “Omphalos!”. She freezes, stares through the gap in
while not much is known about them, one thing is the door, then lets you in. She walks inside and
certain: nobody has ever managed to take a soul back signals for you to follow. She guides you through a
from one of them. labyrinth of bookshelves and stacks of old
You plan to change that. You stand up, kiss newspapers before approaching a dark, solid wood
Jodie's forehead, and head out. You have somewhere door. She knocks twice, opens it, pushes you inside
to be. After pulling all your favors at the Omphalos, and closes the door behind you. You find yourself in
you now have the address of an old magician who a prodigious study with shelves covering all four
has been living outside the occult community for walls and books occupying every inch of space. In the
decades. It is said he is the world's foremost expert center of it all, perplexed by your sudden appearance
on Astral species and encounters, a veritable is a huge man in his late seventies (at least) who sits
empyreanologist, as they were called back in the day. behind a tiny desk. Annoyed, he asks you something

170
in French. In English, you answer that you don't Pass a Meditation check or use a Potion of Astral
understand what he's saying. He dons a visibly Travel to enter the Astral. Follow the standard Astral
annoyed expression, “I said, who are you?” Surprised exploration rules until you reach the last Stage,
at his directness, you ask “May I sit?” before realizing where you find yourself in a field of red grass
there's no other chairs among the books. “Just caressed by a gentle breeze. The place is pleasant,
answer the question. Who are you, and what are you one of the most calm places you've seen in the Astral,
doing here?” With a sigh, you introduce yourself and actually. At the center of the field, you see movement;
explain why you're here. As you talk, Mr. Bisset a pulsating mountain of fiery foam becomes visible,
slowly relaxes, and by the end of your story he is searing the grass around it. This has to be the
nodding pensively. “Yes, yes. I am familiar with the Soulcatcher's node, you feel it in your soul. By the
capteur d'âme; I even encountered one myself, many looks of it, all its parts have already congregated. Are
years ago.” He stands to his full height, stretches his you too late? You rush towards it, prepared to fight
long arms and tries to pace around the packed room. for your friend's soul.
“What you ask has never been done before, you know
that, right?” You nod, letting him continue, “It just so Soulcatcher (Node)
happens that a few months ago I met this very nice
flûte bleue while I was in the Third Sphere that told
WIL INT CHA
me about how it had seen, in a certain location of the
Astral, a gathering of these capteur d'âme. They 14 18 6
seemed to coagulate into a single being, then melt SP VP Initiative
into separate individuals after a few days (or
perhaps minutes, time has no meaning that deep in 160 140 5
the Astral).” Mr. Bisset stops pacing to turn and look
at you. “My research says that these capteur d'âme Seasoned Bonus: Defense 20 / Offense 20
are in fact one being that sends parts of itself to
capture souls before they return to the source to, in a Unique Skill: Soulburn. Each attack has a 50% chance
manner of speaking, digest the souls. From what you to begin inflicting D10 SP damage each turn for D4
tell me it has been some time since your friend's soul turns. One Soulburn effect can be active at a time.
was taken, so while it may be possible hers hasn't
been devoured, I wouldn't hold my breath.” Attacks:
Upset, you demand he tell you what to do. g Manifold Barrage (2D10 + 10 damage)
“There's no reason to yell at me, I am trying to help,”
Mr. Bisset says, visibly hurt. “Have you entered the
Astral before, are you familiar with it? If so, I can If you defeat the Soulcatcher within 10 turns, you
imprint the location of the ‘nest’ into your psyche and manage to free Jodie's soul. Otherwise, you're too late.
you can go see how lucky you are. It's dangerous, but If you free Jodie's soul, increase both Sanity
you clearly care for this person. The only thing I can maximum and SP maximum by 20. If you are too late,
think of is for you to go there and kill any capteur reduce your Sanity max by 20 but earn 1 WIL.
d'âme you find. Maybe you get lucky and your
friend's soul is freed, or maybe it's too late. I'm sorry,
but I can't do much else.”
Without hesitation, you tell him to give you the
location. He nods, puts both hands around your head
(they are so big they surround your entire head), and
closes his eyes. You squint and brace for the psychic
impact. “It's done,” Already? You didn't feel anything.
“Are you sure?” you ask. “What were you expecting, a
burning sensation, a flash of light? I only placed an
Astral imprint into your psyche. Next time you enter
the Astral you'll know where to go, like an old
memory. Now go, but please do let me know how it
goes. I would love to hear your personal account.”
You thank him, and hunker down for the night at a
nearby hostel to do some Astral traveling.

Q Liber 10 Q 171 Q Scenarios Q


2 BOOKWORM: HUNTED

It's been a while since you moved to London after g Hallway (1) 60/20/–
running away from your old town. It has not been
g Ritual Chamber (see below) –/50/50
easy, but you have slowly built a network of contacts
and joined the Omphalos. There, you heard stories g Hallway (1) 60/20/–
about your old master; he is well known across the g Main Study (see below)
occult community for being a greedy collector who
doesn't play well with others. He used to be a
member of the Omphalos, but somehow he got out D4 Guarded House Encounters
and started his own path, but not before taking with 1 Guard
him as much knowledge and as many artifacts as he
could carry. 2 Guard Dog
Your own contacts told you that your old master 3 Living Statue (use Golem stats)
sent agents to the Omphalos to look for you. You Hired Adept
know he doesn't really need the desert rose you took 4
(use Rogue Mage stats)
from him, it's more about his reputation. To send a
clear message to anybody who would take from him.
He needs you dead, and soon.
You thought you would be safe with the RITUAL CHAMBER
protection of the Omphalos (despite efforts to This flamboyantly decorated room is decorated with
discredit you even before your arrival), until a week hanging tapestries and valuable relics. Standing in the
ago when you were attacked by a couple of hired rats middle of the room is a naked man. He glares at you
just outside your place. You escaped mostly past deeply disturbing beast-like features, and starts
unscathed, but now you know the only solution is to growling. Whoever this was, they are no longer
directly confront your old master. That’s why you human. You prepare for a fight.
now stand in front of his London house, building up
the necessary courage to go in and do what has to be Humanoid Yokai
done. You know he’s here. While you were staking
out the place earlier, he arrived escorted by a small
army. You know you have the Omphalos’ blessing,
STR DEX CON WIL INT CHA
and that nobody will miss this bastard. But you also 14 14 13 12 15 12
know this is going to be very difficult. HP VP Awareness Initiative
This takes place at a House with the modified Enemy 130 120 25 14
encounter table below. Lay out this Site with the
following locations in approximately this order: Vulnerable: Fire
g Entrance Hall (1) 80/50/20
Seasoned Bonus: Defense 20 / Offense 20
g Library (2) 50/40/70
g Dining Room (2) 50/50/50 Unique Skill: Vril Immunity. Yokai are immune to
spells.
g Kitchen (1) 50/30/40
g Hallway (3) 60/20/– Attacks:
g Living Room (2) 50/50/50 g Maul (D20+10 damage)
g Bedroom (5) 50/50/50

172
MAIN STUDY The Master's Daeva
A figure sits behind a desk, on a comfortable-looking
chair. Immediately you know it's not him, you'd STR DEX CON WIL INT CHA
recognize his bald head anywhere... Slowly and
13 15 20 15 18 15
dramatically, the figure turns the chair towards you. It
looks like an ordinary man, dressed impeccably in a HP VP Awareness Initiative
very old-fashioned looking suit. It’s hard to tell his age, 200 150 10 12
perhaps somewhere around forty? He smiles a sincere
smile, his pearl-white teeth shining in the dim light of
the room. His eyes, though... there is something Seasoned Bonus: Defense 15 / Offense 15
inhuman in them. A cold emptiness, like staring into
Ginnungagap. “Well well well, you made it!” it says, Unique Skill: Vril Choke. The Daeva's target is lifted
looking at you from behind the desk. “I suppose you are into the air, choked by an invisible force. The target
disappointed to see me here instead of our master, but loses its next turn and takes D20 damage (costs 35
you honestly could not have believed it would be this VP to cast).
easy.” He stands and a threatening look enters his eyes.
You see a fire flicker in them for a moment, but it's Attacks:
gone in an instant. “I don't see any point in talking any g Pummel (D10+10 damage)
longer, let's just get this over with.” Immediately after
finishing the sentence, he leaps over the table and
If you defeat the Daeva, you may search the room by
attacks you!
performing a Perception check. If you pass, you find
a hidden safe under the desk. Use your Lockpicking
skill to attempt to open it. Inside you find 500 obols,
1 Grimoire and an Arcane Puzzle Box (see the Magic
Relics table). Unfortunately, there are no clues as to
where your old benefactor has gone, but most likely
he's going underground for a while. This was not the
success you were hoping for, but at least you've sent
a clear message: you will not sit around and wait for
him to strike. London is your territory, and he will
not dare show his face around here anytime soon.

BORN INTO IT:


3 RETURN TO THE LIGHTHOUSE
It's been years since you escaped the clutches of tricks you've picked up along the way (and some
Brother Isaac's cult. Years you've spent learning firepower, just to be sure), you are ready to return.
about what you saw there, a path that took you to It takes a week of travel to arrive at the gates of
meet other like-minded people that work to stop that the Lighthouse, and you hesitate when the moment
kind of evil from spreading across the world. You comes to cross the rusty threshold. You push on
have already dealt with many cultists, twisted souls though, and follow the old path into the community
that would sell humanity's future for a taste of power. only to discover that it has all been abandoned; the
But somehow, despite the profound regret you streets are covered in leaves and the road is slowly
always felt for having abandoned your parents back being retaken by nature. Nobody has lived here in
at The Lighthouse, you never went back. You always years. You follow your first instinct to run to your old
knew you would return one day, and it is time. You house only to be greeted by a ruined facade and an
are ready now. Armed with knowledge and a few empty house. Where is everybody?

Q Liber 10 Q 173 Q Scenarios Q


You walk cautiously across the leftovers of the are all the same book:
town, passing houses and streets full of happy yet the book of Psalms
terrible childhood memories until you reach Brother used by the
Isaac's villa. The white of the house matches those community. Hundreds
memories, beautiful but corroded. You take a deep and hundreds of books
breath, and step in. stacked on each other,
some of them torn
This takes place at a House where all Enemy apart with pages stuck
encounters are Lighthouse Horrors. Lay out this Site to the walls with what
with the following locations in approximately this looks like dried blood.
order: Old memories of the
ritual you witnessed
g Entrance Hall (1) –/50/20
last time you were
g Library (1) 50/40/70 here mix with a new
g Dining Room (1) 50/50/50 sensation of growing
dread. You are not
g Kitchen (1) 50/30/40 alone down here,
g Hallway (2) 60/20/– someone is watching.
You reach the ritual
g Living Room (1) 50/50/50 area and below the
g Bedroom (7) 50/50/50 torn pages you can still
see the symbols drawn
g Hallway (1) 60/20/–
on the floor. Now though, armed with occult
g Study (1) 50/50/50 knowledge you recognize some of them form a
g Hallway (1) 60/20/– cuneiform scripture mixed with modern symbology
referencing the void and other anti-cosmic forces.
g Cellar (see below) There’s one more hallway leading out of this
room, one you didn't see last time. You follow it until
Lighthouse Horror you reach some kind of archive. You open a few filing
cabinets and read some of the files. Mrs. Baker, Mr.
Barker, Charlotte Brown, these are detailed
STR DEX CON WIL INT CHA documents about people, a file for each and every
16 16 18 12 10 10 member of the cult. You frantically search for your
family's name, and two minutes later you’re holding
HP VP Awareness Initiative them. There’s a file for you, with details about your
180 120 20 10 life even after you left the compound (they were
watching you all these years?), up to the point where
Seasoned Bonus: Defense 15 / Offense 15 you joined the Omphalos. There are files about your
parents as well, reporting your mother passed away
Unique Skill: Rapid Regrowth. These abominations five years ago, and a weirdly incomplete file for your
have little in common with anything natural, so father. You remove them all, about to investigate
damage doesn't really slow them down. They further when you hear a sound behind you. As you
naturally heal D10 HP every turn, and are immune to turn, you see another one of those abominations,
all Conditions. slowly pouring itself into itself as it advances
towards you. This one is different though; it begins to
Attacks: tower over you more and more as the chaos of its
form is slowly reigned in, giving way to a somewhat
g Vicious Gnaw (D10+20 damage) humanoid shape. Is that... Brother Patrick? He used
to read stories to all the children every evening, and
Finally you descend the stairs to the cellar and find he was always kind and loving. There's no love or
the floor covered in books. You kneel down and kindness in front of you, now. With a bubbling smile,
gather a couple from the ground only to realize they it attacks!

174
Brother Patrick, Bringer of Joy Unique Skill: Armored. The fluctuating skin is
harder than it looks, allowing Brother Patrick to
STR DEX CON WIL INT CHA ignore 5 damage per attack.

13 15 15 14 18 12 Attacks:
HP VP Awareness Initiative g Pummel (D10+10 damage)
150 140 20 12 -
Once you deal with Brother Patrick, you search the
Seasoned Bonus: Defense 15 / Offense 15 rest of the house for clues but find nothing. It looks
like Brother Isaac took as many members that would
Unique Skill: Tendril Choke. One of Brother Patrick's follow and left. Was your father among them? They
hands stretches out, a malleable appendage that fills are out there, and sooner or later you'll find them.
your nose and mouth. The target loses its next turn Permanently increase both your Sanity
and D20 HP. maximum and Occult Knowledge by 10, and earn 100
Favor with Causa Scientiae.

4 CURSED: BREAKING THE CURSE

During the past few months, your life has gone down Olodumare, one of the mayor deities in the Yoruba
a path you would have never imagined. Despite all pantheon. You also heard that they are generally not
the silly accidents, terrible luck and overall shitty very fond of the Omphalos and its agents... but you
situation, you are happy this happened to you. It have to try. After a lot of asking around and pulling
opened your eyes to a wider reality, and you've met favors, you hear of an agent of the Orisha that
very interesting people along the way. You are now frequents a local nightclub, the Blue Banshee. This is
working with the Omphalos to stop what's your last shot at getting rid of that damn curse.
happening to you from happening to others. Tonight, you head towards the Blue Banshee, a
Fortunately, with the help of some of the elders at the trendy nightclub in one of the best parts of town. You
Omphalos you've managed to contain the escalating pay a fortune to the bouncer to skip the line, and
curse that was placed on you. If it weren’t for them head in. While you expected the typical assault of
you would probably be dead by now. During your electronic music, you are surprised when you hear
free time, you’ve prioritized research into the nothing at all. A woman approaches you and hands
Quimbanda and all the syncretic cults that abound in you a pair of headphones. You give a quizzical look
South America. You discovered they have their but she simply smiles and leaves. You hesitate at first
spiritual roots in the slave trade, and the African but put the headphones on and there’s the electronic
traditions the enslaved peoples brought with them. music you were expecting. You enter the dance floor
The root of their power (aside from egregores and and see everybody here is wearing headphones and
borrowed traditions) lies within the heart of the dancing to music only they can hear. Is this a joke?
Yoruba deities. Experts in this subject tell you that You are getting old for these new hip things,
your only chance to break the curse is to kill the one obviously.
who put it on you, or to go to a higher authority and You remove your headphones and search for the
ask for help. You've been looking for Christobal man you've been told could help you. Sitting alone at
almost every single day, but he seems to have a table in the VIP area is a man that matches the
vanished without a trace. Your only option right now description you were given. Emmanuel Akintola. He
is a plea with a true agent of the Yoruba deities and is a tall, slim black man in his early 30's, impeccably
hope they help you. dressed in a white suit, accented only by his blood-
With the resources available you learned about red tie. He sits there simply, sipping on a drink and
the Orisha, an organization that works to serve watching the people dance. You approach but are

Q Liber 10 Q 175 Q Scenarios Q


held back by another bouncer guarding the VIP area. the eye. “Listen, I'll help you. The thing that has you
He looks at you and calmly says you are not allowed in its grasp is not one we want to grow in power, and
to be there. You open your mouth to argue, but right now, thanks to the containment spell it has on
Emmanuel interrupts you both, “Ah you finally made you, that is exactly what is happening. You need to
it! Come here, friend, don't just stand there!” He get rid of that thing before it takes a life of its own.”
waves his hand at the bouncer to let you pass, and With a sigh of relief, you thank him profusely. “Don't
points at a nearby chair. “Sit!” he says, a big smile on thank me just yet, you'll need to do something for me
his face. “How did you know I was coming?” you ask first.” Of course, nothing is ever free, why would it be
while taking a seat. “I didn't, but you seemed so out easy. “Go to the Victoria and Albert Museum here in
of place and came straight to where I am, it wasn't London. There is a piece there, a statue, that doesn't
hard to deduce you had business with me.” belong to them, it was stolen from my ancestors
After ordering a drink for yourself, you promptly along with most of the pieces there. We need it back.”
introduce yourself and explain why you're here. He With no real alternative, you agree. Fortunately, it's a
listens and nods while you talk, visibly amused. small museum so security should be almost non
When you finish, Emmanuel just stares at you, saying existent.
nothing. “So...” you say after a minute of awkward “Once you have the piece, bring it to this
silence, “can you help me?” address,” Emmanuel says, handing you a card. “The
“Oh yes, of course I can help you,” he says person there will take the piece and help you get rid
nodding his head. “The question is, why would I?” of your problem. Now go, I want to finish my drink in
Confused, you start to say something but Emmanuel peace.”
interrupts you, “You are an agent of the Omphalos,
correct? We don't generally see eye to eye, and I have This Search Mission (Goal: 16) takes place at a
lost many friends at the hands of your organization. Museum, where all enemies are Guards. Orderly
Maybe even at your hands.” He stares at you. While players will want to avoid combat, as each kill grants
you try to think what to say, he pulls a piece of green 5 Chaos points. Earn 20 Order points if you complete
glass from his pocket, and looks at you through it. the mission without a single death.
“Sssshhh, that's a bad one, alright!” he says, putting Upon finding your Goal, you finally find the
the glass back in his pocket. “You've been hit hard, wooden statue of a sitting man wearing a thick
and by one of the bad guys.” He shakes his head, necklace and a foreign headpiece, and you head
takes another sip of his drink and looks you right in straight away to the address Emmanuel gave you.
Half an hour later you arrive, and are surprised to
find that the place is a grocery store. You walk inside
and among the produce you see several customers,
most of them of African descent, perusing imported
goods. You walk up to a woman behind the counter,
and hand her the card Emmanuel gave you. She
stares at you for a long minute, then points you to an
office door behind you. You enter a dark corridor
that leads to a small well-lit living room. There’s an
old man here, watching TV. Confused, you simply
stand there looking at him. Visibly annoyed, the man
looks at you. “Okay, okay, let's do this. You're a friend
of Emmanuel, yes?” He says, with a strong Nigerian
accent. He takes your hand and guides you through
another corridor. A minute later you arrive in a
working ritual area with several small altars covered
in offerings, old candles, bowls with liquor (you can
smell it from where you stand) and lots of unfamiliar
occult paraphernalia.
The old man motions for you to remove your
shirt, and asks you to sit in front of an altar of a
woman. You do as you're told and he immediately
starts chanting while pouring fresh rum in a cup,
taking a sip and spraying it all over you. After a few
minutes of chanting and spinning around you, he

176
takes your hand and cuts it deeply. You bleed Cursed Self
profusely, but try to remain calm while he takes
another bowl and catches your blood in it. He uses WIL INT CHA
your blood to paint glyphs all over your arms and
face. Ten minutes later, he stops and looks at you, 18 18 10
nodding with satisfaction. “Good, good! You're ready. SP VP Initiative
Now, cross the veil and face your captor.” Before you
can say anything he leaves, closing the door with his 180 180 15
foot. Cross the veil? He must be talking about
entering the Astral. You concentrate and get ready Seasoned Bonus: Defense 15 / Offense 15
for a fight.
You enter the Astral and find yourself in the Unique Skill: Fragile. Receives 2 extra damage from
Shadow, a nearly identical spiritual version of the all attacks.
Physical plane. Not one detail is different here, which
means that room back in the Physical hasn't changed Unique Skill: Spinous. Pass a WIL test every turn or
in at least a hundred years. As you look around, you suffer D10 damage.
feel a presence coalesce behind you. You turn, and
find yourself staring at yourself. The only difference Attacks:
is this other you has no hair and completely black g Weight of Memories (D20 + 10 damage)
eyes. With a scream of primal rage, the other you
attacks!
Once defeated, you feel the weight of the curse
disappear, a weight you weren't really conscious of
until now. Gain 1 WIL permanently.

5 HAUNTED: BANISHING

Months of research and looking for help has led you More in tune with the spiritual world than you were
to strange people and the realization that the world before, you feel a force pushing you away the second
is a larger, weirder and scarier place than you could you cross the threshold. You ignore it and rush to the
have ever imagined. First you dug into the local living room to set up a work area. First, by passing a
history of your area, then researched hidden lore and Magical Liturgy check, you set up a protection circle
occult conspiracies which finally led you to the to make sure nothing happens to you while you're in
Omphalos. There, you found yourself wrapped in a the Astral. If you fail, your Offense and Defense skills
new life you never expected, your old life quickly are reduced by -10 due to having to split your
starting to pale in comparison with the world you concentration between the planes to keep your
discovered. You even briefly forgot about why you physical body safe.
started down this path in the first place. But now, You draw the necessary circles and sigils, light
armed with new knowledge and power, you are the candles and the frankincense and sit comfortably
ready to reclaim what is yours. Thanks to the in the middle of the circle. You perform a simple
Omphalos, you have heard and read of many cases Lesser Banishing Ritual of the Pentagram (more to
like yours: an entity (usually a Vestige) claims a settle yourself than anything else), and dive into the
house and doesn't leave until forced to do so. Astral by passing a Meditation check or using a
Colloquially, you have a poltergeist. Potion of Astral Travel.
You haven't stepped foot in your house for Moments later, you find yourself in the Shadow.
several months, and coming back there feels strange. After practicing dives into much deeper layers of the
It all seems smaller, dimmer than you remember. Astral, it’s almost difficult to stay so close to the

Q Liber 10 Q 177 Q Scenarios Q


Physical plane. You look around you, only to find a the guest room. It’s decorated in the style of the
terribly filthy version of your living room. There are 1960's, but everything is hardly visible past the
piles of old newspapers in the corners, trash layers of black mold. A pile of garbage in the center of
everywhere and some pieces of furniture which are the room begins to shake and grow in size, slowly
no longer in your version of the house. A black mold forming a humanoid shape! It turns towards you, a
covers most of the walls and ceilings and there's very pair of red eyes shining in the dim light. This is the
little light coming through the filthy windows, even entity behind all this mess? For some reason you are
though it's the middle of the day. You barely have not scared; you've dealt with worse since starting
time to take it all in, because a circle of shadows your journey. You concentrate, ready to fight.
begins to materialize around you. Each shadow
becomes distinguishably humanoid, but not much Mold Parasite
more. It appears there is more than one entity here,
and they are all angry. They attack!
WIL INT CHA
Angry Spirit 18 15 12
SP VP Initiative
WIL INT CHA 165 180 13
14 12 12
SP VP Initiative Immune: Earth

130 140 12 Seasoned Bonus: Defense 15 / Offense 15

Seasoned Bonus: Defense 10 / Offense 10 Attacks:


g Degradation Blast (1D10+20 SP damage
Attacks: and roll a D20: on a 1, lose 1 point from a
g Spectral Fury (3D6 damage) random Attribute).

Defeat D4+5 of them in a row. Once you do, the room When defeated, all the mold in the Astral version of
feels less oppressive than before; the darkness is the house dries away and disappears. The ominous
clearing out. You gather yourself and heal 50 SP. sensation hanging over the house is lifted. You have
You know your job here is not done though, succeeded, and the house is yours, once and for all.
there's still something else. Following a feeling, you If you choose, this house may be used as a
leave the room and head upstairs. The black mold on Sanctum for magical operations from now on.
the walls and ceiling thickens the closer you come to

178
179
INVOLUNTARY LUCID DREAMING:
6 SEEING CLEARLY

It's been a while since you began research on the Summon the Vestige of Emily Ainsley using the
place you used to call ‘The Dreamlands’. You now Basic Summoning Ritual.
know (thanks to some very interesting people, and
maybe a spirit or two) that you were simply Astral Astrological Associations: Thursday, Full Moon
traveling. You've even managed to return,
voluntarily, after you figured out what you were After summoning Emily, perform a Persuasion check
facing, and cleared up the psychic blockage. to convince her to help you.
With the help of the Omphalos, you're closer to If you pass, you learn the entity is a twisted kind
finding the ‘Blur’ than ever before, you’ve even made of Vestige, one that lingers in the Astral hoping to
some tentative attempts at finding it while exploring feed off the energy of the living to help it stay as close
the Astral. So far, you know the Blur is likely a as possible to the Physical plane. Your only options
parasitic spirit that feeds off the energies of Astral are to force it forward to its final destination or
sleepers. As a natural Astral explorer (or ‘Homo simply destroy it. If you fail the Persuasion check or
Astralis’, according to Causa Scientiae), it simply took any step of this process, you must try another
a personal interest in you, a veritable seven-course summoning another day.
meal in a sea of light snacking. You’re determined to She also tells you the Blur is energetically linked
take back what power it took from you, but to you giving it the ability to sense your presence in
unsurprisingly it sensed you coming into your power the Astral. This makes it impossible to catch unless it
and has avoided you ever since. Taking a different comes to you. Mrs. Ainsley suggests you enter the
approach, you searched the Omphalos library and Astral and make yourself as weak as possible to
discovered the diaries of a nineteenth century tempt the Blur to feed off you again.
woman named Emily Ainsley that apparently dealt To do this, step into the Astral and let go of your
with the same kind of entity during her lifetime. The spiritual fortitude, thereby reducing your SP by 50%.
diaries don't really say how to deal with it, so your When you do, the Blur appears. You have two
only option is to speak directly with Mrs. Ainsley. You options: Force it to move on with its journey, or
found a hair in the pages of one of the diaries, so simply annihilate it. If you choose to fight it, treat it as
hopefully it belonged to her. Otherwise, you can only an Ancient Vestige. If you choose to force it to move
hope she had a strong connection to her diaries. Only on, perform 3 WIL tests. Before each test, there is a
one way to find out! chance your weakened state attracts more attention.
Roll a D10: on a 1, you have company. Roll on the
Astral Encounters table. You may try to negotiate
with this new spirit as well, instead of fighting, and
convince it to leave you alone by passing a
Persuasion check. If you pass all three WIL tests, the
Blur enters into focus, revealing an old, fragile man
dressed as a priest. Before either of you can say
anything, he shimmers and disappears, a surprised
look in his eyes.
If you defeat the Blur one way or another, you
recover your stolen energy. Increase your max SP by 50.

180
NEAR-DEATH EXPERIENCE:
7 INCARNATED

It's been quite a while since you nearly died. Not a So here you are, camped in front of her house
single moment of your time has been wasted, though; ready to follow her wherever she decides to go. The
you started preparing for what's to come the clock on your phone shows it's 3 AM, and she exits
moment you left the hospital. You've aligned yourself the house for one of her night walks. You follow her
with some pretty powerful people, individuals that until she enters an abandoned building and you
are teaching you about what lies behind the Veil. follow her inside without hesitation.
Every day is a struggle. You've faced death several Inside the building, do your best to follow her
times now, and each time you return more steps through the darkness without raising any
determined than before. You've seen that same alarm by performing a Sneaking check. If you pass,
entity lurking around you in the Astral, only you hide successfully until the next step of her
appearing when you are at your weakest. For some outing. If you fail, Mrs. Baker looks suspiciously
reason, it has taken a liking to you. Research into the behind her, then runs. You may choose to not let her
subject revealed it's an entity with the ability to escape by performing a DEX test. If you pass you
occupy the bodies of those about to die, allowing it to catch up with her, and she attacks!
return to life inside the body by replacing the original
soul. Who knows how many of them roam the Mrs. Baker (Incarnated Spirit)
streets? And what do they want, a human life, or
something more sinister? You're not about to let a STR DEX CON WIL INT CHA
cabal of those things loose, that's for sure.
So over the past months, you've been 11 11 15 20 20 14
investigating. You've tracked down all near-death HP VP Awareness Initiative
cases at the local hospital and kept an eye on the
individuals. You've even interviewed close relatives, 150 ??? 14 10
to see if anything has changed too radically since
their return from the other side. Most of it has been Seasoned Bonus: Defense 10 / Offense 10
for naught. They each return to their lives without
any big changes aside from ‘eating healthier’ or Unique Skill: Shared Vril. An unearthly nature
‘spending more time doing what matters’. That is, allows her to share VP with nearby Incarnated
until you found Lisa Baker. In a freak accident, Mrs. Spirits, pooling Vril together for their needs.
Baker slipped on a bar of soap while showering and
cracked her head open. She was clinically dead for a Unique Skill: Negate Death. Ignores fatal damage.
few minutes, when the swelling of the brain became Only works once.
too severe. However, the doctors managed to relieve
the pressure and resuscitate her, and after a time in Spells:
an induced coma she woke up. g Enfeeblement (cast on Engagement Turn)
Mrs. Baker lived alone with her teenage son
Charles, who then started noticing strange behavior. g Shock Mind
She would stay all night up reading about ancient g Harm
history on the Internet. She hated foods she used to
love, and loved other foods that she previously found g Heal Wound
disgusting. She even forgot the names and faces of
relatives. Charles told you he attributed all this to After defeating her, you check the rest of the building
trauma and didn't really think it was serious until but find nothing. Whoever she was going to meet
Mrs. Baker started leaving in the middle of the night. with, they're gone.
He has no idea where she goes, and she’s never given If you manage to follow her without raising any
him a solid answer. alarm, you soon find yourself hiding behind some old

Q Liber 10 Q 181 Q Scenarios Q


furniture in an otherwise ample but empty room. At
the center of the room there is a table, illuminated by
candles. Three other individuals are already sitting
at the table, simply staring at each other. Mrs. Baker
pulls up the only empty chair left, and sits. “How are
the others?” she asks to nobody in particular. “They
are fine,” a man answers. He is well dressed, maybe
in his late forties, but you can't tell much more from
this distance especially as the only light source is a
few candles. “They are slowly adapting, and learning
about their new home,” he says. A little boy speaks
up, “Good. And the Watchers? Do they suspect
anything?” He can't be more than 8 years old. What is
he doing here? “The Watchers are watching, as mean you no harm. I don't know what you think you
always. As they are doing now.” The well-dressed know about our kind but I can assure you, none of it
man turns his head towards where you're hiding. is true. You see, in a way we are simply refugees. We
“Will you come out from behind there now, please?” take the bodies of those who can't use them
he asks, clearly talking to you. The others look in anymore, immediately after their link with this
your direction, some of them clearly surprised. What Physical plane is gone. We are the ultimate recyclers,
do you do? if you will.” he says with a smile.
What is he talking about? Refugees? Taking
You may choose to run away, in which case you'll bodies no longer needed? You sure needed your
face no opposition. If you return to the place, you'll body when that thing almost stole it from you!
find no trace of them whatsoever, and have lost your “What, you mean you just want to live a normal life in
only lead. the human world, you're not scheming anything?
You may choose to come out guns blazing, in You expect me to believe that?” Mrs. Baker opens her
which case you'll need to face the four Incarnates at mouth to answer you furiously, but Alphonse cuts
once using the stats below. If you survive, you find no her off. “My dear, let us not be rude, our guest needs
identifiable information about them or what they're to understand what is truly at stake here. It is normal
planning here. Earn 15 points in Occult Knowledge to harbor suspicion in a situation like this.” He looks
and return home feeling you rid the world of a few at you again with a polite smile. “So what do you
more abominations. need? Proof? I am afraid I have no proof for you,
Your third option is to come out and talk. If you aside from our desire to engage in a civil
do so, the four figures stand to face you, clearly conversation instead of simply killing you and
nervous. Mrs. Baker recognizes you from one of the getting rid of your body. No, we are better than that.
interviews you conducted. She looks furious. “Allow In any case, I suggest you leave now, we have matters
me to introduce myself,” says the well-dressed man. to discuss and whether you like it or not, we are here
“My name is Alphonse Watkins, and these are Timmy to stay. We have been here for as long as your
and Alice Blake. I believe you already know Mrs. civilizations have existed, and even before. We are
Baker,” he says with a smile. Having prepared your colleagues, your mothers, your teachers and
yourself for the worst, the sudden civility disconcerts leaders. What are you going to do, kill us all?” He
you. Are they screwing with you? “You can stop the waits for a response, then shakes his head. “No, I
charade,” you say, “I know what you are. You are think not. And you will say nothing about this, unless
body snatchers, glorified grave robbers and from you want to create a state of paranoia that will only
what I heard, there's more of you. Is this some kind of end in generalized bloodshed. So, Watcher, it is time
plot? Are you planning to take over humanity?” As for you to leave.” He points towards the room's
you speak, you tap on one of your weapons entrance, and waits.
nervously. With a dismissive laugh, Alphonse starts
to pace in front of the table. “Not at all! Not at all. You You may choose to leave, in which case you reduce
see, your kind (and by that I mean agents of the your Sanity max by 10 as paranoia slowly starts to
Omphalos, not humans) are quick to judge, especially take hold, but gain 20 points in Occult Knowledge.
anything that is, how you say, supernatural in origin. You may instead choose to fight them all. If you
You see something not of this world and all you can survive, increase both your Sanity maximum and
think of is how to kill it or how to use it.” He stops Occult Knowledge by 10 and roll once on the Magic
pacing, and stares at you intensely. “The truth is, we Relics table.

182
Alphonse Watkins (Incarnated Spirit) Alice Blake (Incarnated Spirit)

STR DEX CON WIL INT CHA STR DEX CON WIL INT CHA
12 12 12 20 20 18 12 12 12 20 20 15
HP VP Awareness Initiative HP VP Awareness Initiative
120 ??? 18 12 120 ??? 12 18

Seasoned Bonus: Defense 15 / Offense 15 Seasoned Bonus: Defense 15 / Offense 10

Unique Skill: Shared Vril. An unearthly nature Unique Skill: Shared Vril. An unearthly nature
allows him to share VP with nearby Incarnated allows her to share VP with nearby Incarnated
Spirits, pooling Vril together for their needs. Spirits, pooling Vril together for their needs.

Unique Skill: Negate Death. Ignores fatal damage. Unique Skill: Negate Death. Ignores fatal damage.
Only works once. Only works once.

Spells: Spells:
g Cripple (cast on Engagement Turn) g Shock Mind
g Shock Mind g Harm
g Harm g Heal Wound
g Heal Wound
You came here looking for answers and got some, but
not the ones you were looking for. How are you going
Timmy (Incarnated Spirit)
to live the rest of your life knowing that anyone can
be one of these things? And if they are one of them,
STR DEX CON WIL INT CHA are they harmless? What do they want? Who are
12 12 8 20 20 18 they, really?
HP VP Awareness Initiative
80 ??? 12 12

Seasoned Bonus: Defense 5 / Offense 5

Unique Skill: Shared Vril. An unearthly nature


allows him to share VP with nearby Incarnated
Spirits, pooling Vril together for their needs.

Unique Skill: Negate Death. Ignores fatal damage.


Only works once.

Spells:
g Shock Mind
g Harm
g Heal Wound

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8 PAST LIFE: PAST ENEMIES

The past few months have been a vortex of change Spells:


and discovery, mostly for the better. You've tried to g Censure (will cast it if the player casts a
balance your newly discovered destiny and the buff on themselves)
power that comes with it with your mundane daily
life. Your partner is the one who suffered the most Gear:
since this started, but you haven't had the guts to tell g Healing Concoction (heals 2D10 HP, used
them anything of what you've learned. If they knew at 50% health)
you've been working with demons, unlocking
thaumaturgical mysteries and fighting a secret war,
they’d think you had lost your mind, and likely leave After dealing with the assailant, you check their
you immediately. No, it's better they think you're pockets for clues. You soon find an envelope
traveling a lot because you're playing in different containing a photo of you and a note with this
venues, not banishing spirits and practicing rituals. building’s address. Who is this person, and who told
These are the thoughts that cross your mind as them you would be here? The only person that knew
you approach the abandoned brick factory your that was Bijan, the agent that sent you here... With a
agent told you about. There’s apparently a hidden sensation of dread rising inside of you, you search
safe in the foreman's office here holding old the building for the foreman's office. Once there, you
documents of importance to the Kadmonites. spend the next 30 minutes searching for a safe that is
As you enter the factory, perform a Perception not there.
check. If you pass, you notice there's something Was all this just a trap?
wrong: For an abandoned building, there sure are You return to the Omphalos, looking for Bijan.
lots of tracks and footsteps, and they look recent. He's not here, and some people tell you he left in a
Before you can react, someone jumps you! If you hurry. Fortunately, you have your sources and by
passed the Perception check, you win the initiative throwing around a meager 100ø you learn Bijan's
on the Engagement Turn. Otherwise, you're address. It's getting late, but if you wait until
ambushed, meaning you’re automatically hit during tomorrow you know the trail will go cold.
the first round. Bijan lives on the other side of town, meaning
you are currently on a 40 minute subway ride. The
Mysterious Assailant whole time, you feel that you will arrive too late, that
he's on the run and will not wait for you to appear at
his place. But why? Why would Bijan try to kill you?
STR DEX CON WIL INT CHA You know it can't be the Kadmonites, you've been
12 12 13 16 16 11 nothing but loyal and they are not the types to send
an adept to their death for no reason. No, this has to
HP VP Awareness Initiative be personal.
130 160 15 12 You approach the quiet building that Bijan calls
home and decide it's probably best to find an entry
Seasoned Bonus: Defense 15 / Offense 10 that is not the front door. You circle around the house
and easily jump the picket fence, but the door and
Unique Skill: Repellant. A constant field surrounds ground floor windows are all closed. You may
the mysterious assailant that deflects all projectiles. perform a Lockpicking check to open a door, or pass
They are immune to ranged attacks. a DEX test to climb to the second floor window,
which is open. Each time you fail the DEX test you
Attacks: slip, hit your head on a pipe and lose 20 HP.
Once inside the house, you quietly follow some
g Dagger (D10+15 damage) noise and find Bijan packing a suitcase in a hurry. He
g P226 Pistol (2D10+10 damage) looks at you, unsurprised and angry. “Why did you

184
have to be stubborn and not die? It was supposed to Children of Seth
be easy: I send you there, you die, I'm free.” Confused
by his sudden sincerity, you ask Bijan to slow down. STR DEX CON WIL INT CHA
“There are forces at play here that you don't
understand, and for some reason they want you 12 12 13 16 16 11
dead. Someone powerful enough to free me from HP VP Awareness Initiative
Omphale, imagine that!” Now you're even more
confused; free him from Omphale? What's going on 130 160 15 12
here? He continues, “You’re too young to understand
the consequences of your deal with Omphale, but Seasoned Bonus: Defense 15 / Offense 10
someday you will. It doesn't really matter though;
you survived and whoever is after you will come Attacks:
after me as well. I suggest you leave town, and soon.” g Dagger (D10+15 damage)
Leave town? How would that affect your life?
How would you explain that to your partner? Not an g P226 Pistol (2D10+10 damage)
option. “I’ll deal with all this myself. Who contacted
you?” you ask. Bijan, still packing his suitcase, stops Spells:
for a second and looks at you, “You might as well
know, if you're stupid enough to confront them g Shroud
maybe they'll forget about me. All I know is a man
approached me wanting me to send you to that Gear:
abandoned factory. He said if I did that and didn’t
report your death, I would be freed. At first I didn't g Healing Concoction (Heals 2D10 HP, used
believe it, but then I saw...” He interrupts himself, at 50% health)
confusion in his face. “It doesn't matter; I accepted
and sent you there. But now you're here, and we’re Generate the Site as usual. Once you clear the place of
both in danger! You are free to do whatever you enemies, you find no trace of the woman Bijan talked
want, I have nothing personal against you, but I have about. He was able to carefully take a photo of her,
to go immediately.” He takes his suitcase and heads and you haven't seen anyone matching the picture.
towards the door, but pauses, turns and hands you You do find a laptop, though. If you pass a
his phone. “A woman contacted me, I tracked her Technology check, you crack the password and find
down, you'll find her information in there. I'm sorry an interesting email:
for all this, but it wasn't personal.” He closes his


suitcase, runs to the street, stops a taxi and jumps in, Aahmas,
leaving you alone in the house. I hope this letter finds you well. We have
It’s too late in the day to pursue the taxi or to finally found he who Ahti warned us about.
follow up on the woman Bijan talked about, so you go Ashakhet is back, and coming into his
back home. The next day you inform your Kadomite power. We cannot allow this to happen
superiors about the whole situation. When you again, he must be stopped. I trust you know
mention Bijan talking about regaining his freedom, what to do.
the elder becomes visibly disturbed, shaking his
head. “You've done well coming to us with all this, Glory to Seth,
but our resources are stretched thin. You have an Khabawsokar
address, and based on recent events this is likely
some kind of Ophite cult gone wrong. I charge you It seems the Children of Seth (particularly this
with clearing the place. Maybe there, you’ll find the Khabawsokar) know about your past life and
answers you seek.” consider you a threat. Well, they have made an error
If you head to the address on Bijan's phone, you by showing you their hand and now you'll be
arrive at a Sect's Sanctum where all enemies are prepared. You'll be waiting.
Children of Seth: Earn 200 Favor with the Kadmonites and 10
points in Occult Knowledge.

Q Liber 10 Q 185 Q Scenarios Q


SEANCE GONE WRONG:
9 FACING YOUR FEARS

The past few months have been an exhausting vortex g Library (1) 50/40/70
of fear and feverish work. While following Daisy's
g Hallway (1) 60/20/–
orders, you've discovered a hidden layer of reality
beyond the world you knew. This path led you to the g Main Study (1) 50/50/50
Omphalos, and while you haven't really been able to
ask for help (you know Daisy would find out Gang Member
somehow), you have learned much. It is obvious that
Daisy is some type of discarnated spirit (called a
Vestige at the Omphalos), and a powerful one. You've STR DEX CON WIL INT CHA
done some research and suspect she was a powerful 15 14 15 12 12 12
witch, likely a rare correct guess among those
burned at the stake hundreds of years ago, who HP VP Awareness Initiative
sensed your latent abilities and decided to use you 150 120 20 12
for her own purposes. Although you think you could
get rid of Daisy with the help of the Omphalos, this is Seasoned Bonus: Defense 20 / Offense 15
personal. You want to help her manifest in the
Physical world so you can kick her ass and make sure Unique Skill: Call Backup! Once per combat, when a
there is nothing left afterwards. You have a plan to Gang Member's health drops below 50%, roll a D10.
execute your revenge. You've helped her by A 1-2 indicates a second Gang Member joins the fray!
gathering materials for some sort of resurrection Only the first Gang Member can call for backup.
ritual, and the only thing you're missing is an item
that belonged to her. A Grimoire, to be more precise. Attacks:
Unfortunately, it’s in the hands of a collector, so
you'll have to steal it somehow. The collector's house g Knife (D10+10 damage)
is a nice little mansion outside the city. Unfortunately g Beretta 92 (2D10+10 damage)
for you, this collector is also the leader of a local gang,
and security will be high.
When you find the 3rd clue, you also find the
This is a Search Mission (Goal: 16), that takes place at Grimoire. It’s a small diary-style book with worn
a House where all enemies are Gang Members. Lay leather covers, and it’s the last ingredient you needed
out this Site with the following Locations in to summon Daisy. You return to your base of
approximately this order: operations. From what you understand of the ritual,
this is a variation of a Golem Creation Ritual, giving
g Entrance Hall (1) –/50/20 Daisy's soul a vessel in which to reside.
g Library (1) 50/40/70 Surrounded by a circle of candles in a room deep
inside the Omphalos, you shape the consecrated clay
g Dining Room (1) 50/50/50 to roughly represent a woman and place the ashes of
g Kitchen (1) 50/30/40 the now burned grimoire inside. While chanting the
ritual words, you place an Animus Stone (that was
g Hallway (2) 60/20/–
tricky to get, you think to yourself) inside the head
g Living Room (1) 50/50/50 while channeling your Vril into it. You must spend
g Bedroom (7) 50/50/50 200 VP and pass a Magical Liturgy check or the ritual
will fail.
g Hallway (1) 60/20/– If you fail the ritual, you become forever haunted
g Study (1) 50/50/50 by Daisy: each time you enter the Astral you will be
attacked by her first. Use the Astral Daisy profile below.
g Hallway (1) 60/20/–

186
If you succeed, the clay starts shaking violently Once you deal with her new physical body, you chop
in front of you, its surface undulating unsettlingly. it into pieces and immediately burn the flesh-turned-
Then it suddenly stops. The incense that filled the clay. It’s time to finish this.
room gathers around the figure like a mortuary Knowing you’re too restless to meditate, you
drape until a moment later when it is absorbed by drink the Potion of Astral Travel you bought a while
the clay. Before your eyes the clay cracks and breaks, back. Almost immediately you find yourself in the
revealing what looks like human flesh under it. Daisy Shadow where Daisy, old and feeble, is recovering
is reborn. from the trauma of being forced out of her new body.
You take a step back while she sits up, staring at It is now or never.
you. “So, we finally meet face to face, my little
helper,” she says with a twisted imitation of a smile. Daisy (Astral)
She makes a violent gesture and you feel a force
begin to choke you then hold you against the wall.
WIL INT CHA
With an empty look in her eyes she says, “I think you
know what happens next.” 14 12 12
Yes, this is indeed what you expected, and you've SP VP Initiative
prepared for it. The ritual area you are in is also a
containment area, and thanks to the work you've 130 140 12
done for the Omphalos you know how to activate it.
No Vril can be used here once the containment field Seasoned Bonus: Defense 10 / Offense 10
is up, and without Vril there's no spellcasting.
“Stamatí̱se.” you say, barely managing to push the Unique Skill: Terrifying. Lose 1 Sanity per turn while
word out of your mouth. Immediately you feel the in combat.
choking cease and Daisy is visibly stunned for just a
moment, before she seems to grasp what's going on. Attack:
Without hesitation, she takes the Athame from the g Spectral Fury (3D6 damage)
altar and jumps on you!
No magic items or spells may be used inside this
room, only physical attacks will work. Once defeated, you feel her soul vanish from the
Astral. A huge peace pervades you in a way you
Golem Daisy haven't felt in a long time. Involuntarily, you manifest
a place in the Astral covered in grass and gentle hills
as far as you can see. You sit and enjoy the sensation
STR DEX CON WIL INT CHA while you think about your journey so far. You’ve
18 10 18 16 8 5 known about the new, strange occult world around
you for a few months now but for the first time since
HP VP Awareness Initiative
then, you feel truly optimistic.
180 160 5 5 Increase your Sanity maximum by 20 and gain
100 Ritual XP.
Seasoned Bonus: Defense 15 / Offense 15

Unique Skill: Son of the Earth. Golems are immune


to all Conditions.
œ
Attacks:
g Ritual Athame (D10+10)

˙
ˆ˚ ¸
ı Q Liber 10 Q 187 Q Scenarios Q

SLEEP PARALYSIS:
10 FACING THE DARKNESS
Since your personal discovery of how much larger First, enter a specific layer of the Astral, the one
the world is than you initially thought, a lot has closest to the Physical plane. This will allow you to
happened. You are now a part of the Omphalos and confront the Shadow people. To do this, pass both a
while it comes with some responsibilities it also Meditation check and a WIL test.
grants you many advantages. For instance, the occult In this forced sleep paralysis, you sense the
knowledge of generations of magicians who have Shadow People approaching. Break free of the
dealt with the same problems that led you to seek paralysis, and face them by passing a WIL test!
answers in the first place. During this time, the Free of the paralysis, the Shadow People are
Shadow People have been accosting you constantly, taken by surprise. You sense fury coming from them
filling your nights with dread even after you learned now, a frenzy that you didn't feel before. They attack!
they’re just parasitic entities feeding off your fear You must defeat 4 Shadow People (use Lost stats),
and other extreme emotions. They’re the origin of all one after another without a pause.
the ancient tales of night demons (succubi and As the last Shadow vanishes, you have a moment
incubi), or modern stories of alien abductions. The of rest to recover D50 SP. Lurking behind the dark
problem is, no matter how much you arm yourself corners of the room, you feel another presence. This
with knowledge, you cannot deal with them during one seems different. “So, you are in control now,” an
sleep paralysis. So you've spent hours working on alluring voice whispers in your ear. You turn, but you
Astral projection, learning about the different Astral see nothing. “Good. I have been watching you. You
planes and the creatures that inhabit it. You know have promise.” You turn frantically, looking for the
these Shadow People are trapping you in the plane speaker. “Who are you?” you ask. You can't seem to
closest to the Physical, interrupting your Astral focus your eyes on whoever is talking. Each time you
body’s attempts to separate from your Physical body. stop to look, they have already moved to the next
You’ve trained for the day you can snap out of it and dark corner. “What do you want from me?” In reply,
face them, and now that day has come. You're ready you see the figure of a woman emerging from the
to put those nasty things in their place. shadows. The first thing that strikes you is her alien

188
but absolute beauty. Long hair flows behind her as a
veil, while shadows envelop her body like a tight
dress. You can't focus on much else though as her
features change constantly from those of a black
woman to a white one to every other human race;
she’s not of indistinguishable race, but each one in
turn. “You can call me Mara, if you want,” she says
with a smile that shows a pair of snake-like fangs. “I
have seen you, shining as a beacon in this plane of
shadow, calling everything that dwells here. And
they came, as moths to flame.” She smiles again, spins
around you and continues, “And as the moth, they are
burned by the fire and their ashes scattered to the
wind. Is this the end of your journey?”
Confused, you focus all your energy on trying to
track her movements, not truly trusting her. You try
to recall any mentions of a ‘Mara’ in what you’ve
learned, but nothing really comes to mind. Is she
another nightmare come to life? “What do you want
from me?” you ask again, this time more firmly. “Ahh,
but that is not the question you should be asking, oh
Beacon. The question is, what do you want from me?”
At this, you realize this sounds more like a
negotiation than an offer. You've read of people
pacting peacefully with entities, instead of forcing
them to their will. Is this what is happening here?
“So, if I understand correctly, Mara, you're
offering me an alliance of some kind?” Mara stops,
and looks at you intensely before nodding.
You may choose to pact with Mara, in which case
she becomes your servitor spirit. You may also
decide to fight her (use Egregore stats). Your box of
pills becomes her scacul.

MARA (DREAM EGREGORE)


Rank: 1

Alignment: Chaos

Astrological Associations: Wednesday, New Moon.

Ritual: Basic Summoning Ritual, must be performed


in the Astral.

Boon: While in the Astral, rolling doubles is a critical


success.

Servitor Effect: Astral Companion (Egregore stats)


.
Invocation Effects: +20 SP / -1 WIL.

Q Liber 10 Q 189 Q Scenarios Q


© 2019 Blackoath Entertainment & Exalted Funeral

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