You are on page 1of 170

Leg;io..

s o~
D~rk..ess
We are Approaching the Limit...

GunillaJonsson • Michael Petersen

Copyright © 1993 Metropolis Ltd

.
..
U:redi__t~
Design: Gunilla ]ohnsson,
Michael Petersen

English Edition Editing: Terry Kevin Amthor


Editorial Contributions: jahan Anglemark
English langnage Editorial
Contributions: James Estes, P B. Eisenhower
Cover Art: Peter Andrew Jones ••
IDustrations: Peter Bergting, Jens Jonsson,
Torbjorn Jorgrnsen.
Cover Design, Page Design & Production:
Terry "Naked Lunch~ Amthor

Special Contributions: jerker SojdeUus, Fredrik


"Chatterer" Malmberg, Bob "Butterball" Watts,
Bill Covert, Preston "Pinhead" Eisenhower.

How to Contact Metropolis:


For Product Availability Information: ,
Metropolis Ltd Distribution:
C/O Heartbreaker
~O. Box 105
Folsom, PA 19033
Voice/FAX 215.544.9052

If you have questions about specific products yOll


can contact the Metropolis Creative Studio
through America Online.
Check out the Metropolis
Board in Gaming
Company Support under
A. UOI.OphOll
Keyword: Gaming. Legions of Darkness was typeset and designed on a
Macintosh Dei and a Quadra 950 using Microsoft Word 5.1
and QuarkXPress 3.11. The headers are set in Adobe
Finally, you can E-mail us through the Internet. Afadrone, and the text is the Adobe version of fTC
Our Address is INTERN£T:Lictor@AOL.com. Gammont/. Quotes are in Helvetica Compressed.
All art was scanned and separated or duotoned using
Adobe PhOloshop 2.5. The interior of the book was
imposed directly from 128m optical to plates; the cover
was output to film on a Unotronic 630.

Swedish Edition COP}'right © 1991 Target Games AB. American edition copyright © 1993 Metropolis, Ltd. All rights reserved.
No reproductions in any foml. Produced by Metropolis Ltd. P.O. Box 57083, Washington, DC 20037. Printed in USA. First US
Edition, August, 1993. ISBN 1-883716-01·2. Stock"" 5001
·
-wreb 0:1 I1Ius:iOIll!!i
Introduction ..
Angels of Death . .
The Archons 4,.

T.b..e Po~er
Oyer I1Ius:ioIll!!i
The Lictors 74
Forgotten Deities ~,.

The Awakened .00

Black Magic . .~
On the Borderland of Humanity .....
Gaia .~6

II1dex
Index .73


.~
~

..
'-.-
.

..

.· 0"
··0'

..
t succeeded on the tbird attempt.

I I let the dagger slip down onto


the icy concrete floor. W'hen the
ring had faded all was silent atfirst, except
for the slow dripping from the altar, like a
water-clock cou.nting the seconds remain-
ing hefore the end. Then a cold wind swept
into the closed chamber, growing stronger
and stronger. Steven giggled in a low voice,
then more loudly and there was something
'reminiscent of hysteria in the sound.
"He's coming! FinallJ{ he's comingr A
flash from somewhere suddenly lit the
room, and / saw the whole scene: Steven,
Deirdre and me in black cloaks, the rough
stone altar with. .. with what was on it,
the rills on the icy floot; the red wax can-
dles, one in each corner of the room, the
glistening dagger in front Of the altar. We
were all blinded by the bolt, and the only
thing I could hear was Steven's laughter
piercing my ears. Then, there was a sweep-
ing sound like metal cutting through the
air, and Steven's laugh was drowned by
Deirdt'e's scream-a screaln of death. I felt
something warm and wet splatter across
my face. I closed my eyes instinctivel)l and
when I opened them again, through the
glowing afterimages of the flash I saw that
Steven's eyes had changed. He was bent
over Deirdre's body, staring accusingly at
me. He's arrived, the thought echoed
tbrough my head.

.
-

, ,...
. \.
"
,'-.'
-
• ,
':,

, ,

/' /'''''''''' .
"
\'
he Legions 0/ Darkness is creanlres are presented. The Legions of

T a supplement to Kult. It
contains more informa-
tion about the illusion we live in, about
Darkness is more than a legendarium. It
gives information about approximately
twenty cults and organizations, maps of
the reality which we sometimes catch a headquarters and meeting places, and
glimpse of, and about the creatures and descriptions if morc than a hundred per-
cults which keep us captive. Archons, sons, gods, and monstrous creatures, aU
Angels of Death and Hetoes are described inhabiting the world of Kult.
in detail, and a number of new cults and

The world depicted in the Kult rules realms and organizations. AstaroLh the Prince of
is only a part of the Game Reality. You get Darkness and his Death Angels destroyed human
resistance with torture and horror in HeD after
to know abouc the truth beyond illusions death.
here. Future supplements and campaigns With the help of threats, violence, blackmail,
will reveal even more. magic, and with political and economic influ-
ence the servants of the Demiurge spun the net'S
that still keep Man a prisoner. Razides and
Uctors took the shape of successful and power-
ful humans. Few people suspected they were
not what they appeared. They guided Man away
We're c;lptives in an illusion, a false picture of
from technology and thinking that threatened to
Reality. Reality is so distorted and threatcning-
crush the lUusion. They startcd wars, killed free-
and at the same time so tempting-that we turn
thinkers, and fought against aU changes. Millions
away from it. We deny and deliberately forget
of people served them, with or without knowl-
the glimpses of truth which we sometimes
edge of their true nature. They were the greatest
catch. Around us are the creatures holding up
power factor on Earth, with unlimited resources.
the Illusion, those who want to destroy Man,
Until the Demiurge disappeared.
and those who are Man's friends. They are
TIlen chaos entered the stage. Astaroth TIle
amongst us, invisible and often in human shape.
Dark One searched for the Demiurge, while the
They make their plans and conspire against us
ten Angels of Death made their own plans
and each other in an eternal ballet of violence
against their master. The Archons tried to
and death. They are our warders, our enemies,
uphold the system, but a fight for power soon
and our friends.
broke out, and four of them vanished. No one
They arc The Legions of Darkness.
knows if they were destroyed or if they are just
.......e Grea;t; I.d.e hiding until when-or if-the Demiurge returns.
All that we see around us. aU we believe in, The territories of the vanished Archons were
and all the knowledge we consider us to have divided berween the remaining ones-an
about the world is a lie, created by the Demiurge unsteady truce being made. At the same time,
zons ago, in order to keep us captives. What we razides and other servants of AstaroLh left
did, or didn't do to deserve imprisonment we do Inferno, and Paradise was emptied. Our world
not know. The Demiurge has dis:lppeared and was filJed with lost demons and angels, search-
cannot be held responsible. We are still his pris- ing for the meaning of their existence. Astaroth
oners in a prison falling apllre The Demiurge returned from his search for the Demiurge; he
wove the Web of Illusion, bound Man and his did not speak of what clues he found-if any. He
senses to it, and took divinity away from rum. directed his attention to our world and is now
First he created the ten Archons-ten princi- working to gain control of it.
pals giving shape to illusion, deciding how we Withoul the Demiurge the great lie is quickly
interpret Realiry. Then he created the world fJ.lling apart. CrJ.cks in the illusion appear more
itself, and bound his work with seven seals. often, and the dissatisfaction of the Uctors leads
These seven seals hold the illusion together; if to them not acting quickly enough. More and
they are broken, our reality will be destroyed more humans catch a glimpse of true Reality.
and Truth will be revealed. FinaU)', the Demiurge Archons and Death Angels weaken each other
created the Uctors, servants of the Archons, and with internal fights. Darkness is falling and old
our jailers. enemies seize the opportunity to attack
The illusion was being upheld by a Humanity.
giant organization. TIle ten Archons Below we depict the disimegrJ.ting
each controlled a tenth of the Earth. forces of the Demiurge-Archons,
The Lictors and their servants manip- Lictors and Death Angels-as they
ulated humans through infiJtrating appear today ... (he Day ofJudgment.
artinez'sjorces wem massive rubber, hitting without doing

~ Jewel' than OW'S, with-


Ollt aircraft suppm't
and without adequate equipment. We
visible damage to them. Slowly, inex-
orahly, they forced us to retreat through
the steamy rainforest in the direction of
had helicopters, artillery: and nwdern Rio Severo. We'd lost half our force. J
protective vests. It didn't help. Our hul- was wounded in my left arm and was
lets hit them like they were made 0/ dizzy from the loss of blood. Our med-

=
..
ical orderlies bad disappeared. Our heli- us, silhouetted before the setting sun. It
copters were gone: some had exploded wasn't one ojours... as it drew closer I
above the tree-tops, and tbe restfled. could make out Martinez's crest embla-
\Ve reacbed the '-iver at dawn. Tbey zoned on the side. It landed behind tbeir
were just behind tis. Some tbrew them- lines cm.d shadowy figures streamed Ollt.
selves in tbe water and tried to swhn Tbell nigbt fell as huge tattered
across, but the caimans got them. The wings obscured the remaining sunlight.
rest Of us tried to make a stand at the A roaring abyss-a terrifyillg, hUllgry
river bank. A few fell to our bullets as dar/mess-opened on the edge of tbe
they pOlt1-ed out ofthe woods, butfar forest. Sometbing happened to me
too many survived Olir volley and ford- then ... something snapped inside. I
ed tbe river Suddellly tbey stopped- stood and emptied my magazine into
some of tbenz Inidstream, oblivious to the thillg that emerged-into the steel-
tbe cabnans-and looked up. clad creature that had already begun
A helicopter came tearing my comrades
thundering towards into pieces."

T
he[en . lence and evil. They do
Angels of not calise evil; they only
De:lth serve Ast:lroth, the dark control the darkness which already exists in
twin of the Demiurge. As the Demiurge created humans. Some argue that the Death Angels and
the Archons, Astaroth created the Death Angels. the Prince of Da.rkness have been created by
The)' serve him. although the internal fights are so Man, that they have ~en created by us to give
chronic that Astaroth's generals are constantly in shape to our inner darkness.
rebellion. Plots and counterplots flourish. Some of The Death Angels and Aslaroth are as anxious
them are directed against other Death Angels, oth- as the Archons to maintain the great lie. The dif-
ers are directed against the Prince of Darkness. ference lies in the methods employed in doing
Each of [he Death Angels has a principle so. Astaroth wishes to draw our world into
which he represeills. E.'1ch embodies a morlal Inferno in order to expand his own power and
sin. They encollrJge, plan, and carry out deeds bind humans in an eternal nightmare.
connected with the kind of evil they character- Each of the Angels of Death has a group of
ize. They are principles rather than persons in Razides under ltim. They, in their tum, govern
our world. They are incarnated like personifica- their human supporters. Satanists and death con-
tions of the principle that they represent. jurers are often servants of the Death Angels.
The Death Angels work through corruption. Each Angel of Death has a special envoy, an
They make humans lose hope, become qnical, incarnate or a mighty razide, as his voice in our
and then give vent to their anguish through vio- reality.
-eI
haumiel is the mightiest of the Humans coming to the citadel ofThaumiel

T Death Angels, and the distorted


shadow of Kerher. He served
directly under AstarOlh liS High Commander
submit to the power of the Death Angel. obey-
ing blindly all strong enough 10 subdue them.
At present, Thaumiel is manifesting himself in
before he broke relations with his lord. Astaroth the Middle East, in Beirut. Adn:ll1 Kazour is his
tries to crush him, but cannot spare enough of incarnate and envoy in the region, and he con-
his power to succeed completely. An open con- trols much of the Syrian and other militia forces
flict will soon become reality. in Lebanon. Thaumiel also has Significant influ-
Thaumiel personifies despotism. He is an ence in South America, Africa, and Asia, where
unrighl'eous ruler who, with his bloody hands he has lesser envoys posted.
quells aU resistance and removes all competitors. Thaumiel promotes human dictatorships.
He acts through tyrants, dictators and warlords, despotism, death patrols, and state terrorism, It
with whom he has considerable influence. Hall is only 100 easy to find willing executioners
of the armies of the world serve more or less among the humans.
directly under TIlaumiel; only the legions of Thaumiel's envoy, Adnan Kazour, has his own
Netzach and Astaroth can threaten him. militia in Beirut. When fighting wanes, he aug-
Thaumiel hates and fears his former lord and is ments his influence on the Syrian army. Kazour's
trying to gain power to defeat rum. He fears own mjJitia is not permanemly loyal to anyone
Netzach and is in conflict with Hareh-Serap and party, but joins different groups at different occa-
Golab. He collaborates with Chag.idiel from time sions. The motive is to prevent any permanent
to time. peace in Lebanon.
The citadel ofThaumiel is a huge palace Kazour is a charismatic leader, able tv make
thrust into Inferno. His subordinates, raZides and anyone lotally loyal to him. On the battlefield he
O[her creatures of Inferno, reside in rows of is able to lead outnumbered forces to victory.
great halls, and they are arrayed in a striCt hierar- Nothing can stop an army lead by the incarnate.
chy, from Princes to slaves. The peck- except possibly one of Netzach's
ing order is constantly altered envoys. or a hum,lll who has :awak-
through violem and bloody fights. ened. Kazour's desire is to plunge the
The strongest dominate the weak entire Middle East into war, crush the
ones. On the lowest steps of the lad- existing countries and conquer Ihe
der are the tormented human prison- ruins of them as soon as things have
ers in the dungeons of the palace, calmed down. Through a nudear war
who are at best servants to the the power of Inferno in the area can
Razides, be strengthened, and Netzach will be

hindered from interfering with Thaumiel's plans. with groups supported by Syria. Since the end of
The next step will be to force Europe to submit the war he's been entirely devoted to cooperat-
by threatening it with armed forces. Kazour's ing with Syria.
power is concentrated in the Middle E..1St. He has Kazour is a large, very dark man with black
no real influence on the rest of the world. His eyes. He nldiates a strong presence which makes
forces are arranged in a very loose military struc- most people shudder. Humans who see through
ture, with the incarnate as a strong leader. He the illusions notice that he's much larger, darker,
doesn't like delegating responsibility, which and more distorted than he seems at first. Those
results in reactions to different unexpected who can see him with enhanced awareness will
events being very slow. This wiU give Net1..ach notice how he radiates darkness. In his vicinity
the chance to hinder Thaumiel's plans. aU light fades.
Kazour has 25,000 men and 100,000 legionar- Personality: Kazour is Thaumiel. His aim is to gather
ies under him. He is at war with Ascaroth's loyal as many followers as possible under his own power.
troops. Lately, he's begun planning a campaign He rules with an iron hand, not trusting any of his
in Somh America-something which will lead to subordinates (except perhaps Sakhil-and only so
conflicts with Hareb-Sernp and Golab. fa.t). Divide and rule is his motto.
Game mastering hints: Sit straight and look directly
De:ir-..-c; II1]"toI1 at the players with a calm, assured look. Don't
During the eighties Kazour has had his head- address them directly, let your aide address them.
quarters at Beirut Hilton Hotel. It is one of the
AGL50 EGO 50
few miraculously preserved buildings in centrnl
STR60 CHA 70
Beirut, a run-down hotel with five floors. It has a
CON 50 PER 30
large foyer, where the red C'Mpet remains on the
COM 20 EDU40
floor. The power of the Death Angel has protect-
ed the house from grenade attacks and artillery Modification of terror throw: +5 (seen through illu-
fire. The top floors arc decayed, but relatively sions)
undamaged. 111is is where Kazour has his office Height: 190 em
and where most of his officers stay, along with a Weight: 100 kg
few of the soldiers. The largest part of Kazour's Senses: Sees through iJlusions. Sees perfectly through
headquarters is below the hotel, where Beirut complete darkness. Knows how high the mental bal-
blends into Thaumiel's citadel in lnfemo. From ance of any human is.
the foyer, stairs lead down to the rooms where Communication: speech or telepathy
Kazour normally dwells. Halls filled with Movement: 2; m/round
TIlaumiel's legionaries and other creatures of Actions: 7
Initiative bonus: +38
Inferno surround these rooms.
Damage bonus: +12
AU who descend into the halls below the
Damage capacity: 11 scratches = I light wound
Beirut Hilton will be influenced by the Death
10 light wounds = I serious wound
Angel. An ego throw will be demanded to resist 8 serious wounds = J fatal wound
submitting to his will and devoting all strength dies after 3 fatal wounds
to gaining a position in the military hierarchy Endurance: 280
present among his servants. Natural armor: -
.£.dTllft,Ill ~-...:r Powers: Commanding ,'oice, Controls everyone with
negative balance between -;0 and - I00. Ego throw
Thaumiel's incarnate was present in Lebanon
to avoid control, See magic and auras, Speak all
even before the civil war broke out. For a long human languages, Telepathy.
time he tried to establish himself as the undis- Skills: Projectile weapons: all 50, Sneak 50, Melee and
puted ruler of the Middle East, but his plans throwing weapons: all 60, Hand-to-hand combat 50,
were hindered by Nerzach and Astaroth. When languages-all human ones, Diplomacy 50,
fighting began to increase, he quickly acqUired Etiquette 50, Net of Contacts: military 30, Net of
his own militia in order to be able to control CoNtacts: diplomats 30
events the w"y he wanted to. He has occupied a Attack mode: according to weapon
seat in the Lebanon p:lrJiament, as representative Home: Beirut
of the Druse, and at the same time m"de contact
I.eoTllurd l!!Ift,kb1J 'I'l1e .......r:Jl:lBeI1~
Sakhil is Kazour's second in command, a .£r:Jl:lBY
mighty Razide, the leader of a force of 5,000 The tormented army consists of women, chil-
men and legionaries a few miles south of Beirut. dren, and old people who have been made to
Sakhil is the executioner of the incarnate, carry- serve the Angel of Death. They obey Kazour
ing oU[ his will, terrorizing the subordinates. blindly, but not because they want to do so.
He's one of the few whom Kazaur trusts. Kazaur They are instead forced to it by a fury awakened
often sends this Razide on important missions in inside them by the Death Angel. They advance
other parts of the world. In human shape Sakhil like a roaring mob, tearing everything in their
is a man in his thirties with dark blond hair and a way into pieces. TIley are almost invulnerable as
short-eut dark beard. long as they are filled with fury. When the grip
Personality: Like all Razides Sakhil takes delight in of the Death Angel loosens, they become ordi-
pain and suffering, He serves his master willingly as nary humans again. Kazour uses them to kill
long as he can torment humans. His subordinates civilians and provoke riots. Every member of the
hate him. tormented army has lost somebody close in
Game mastering hints: Mo\,e your hands nervously, fighting and has a fury inside her/him that can
speak in an hysterical tone of voice. Laugh withollt be taken advantage of by the Death Angel. The
cause, as if you were insane. . values below represent the tormented army in
AGL40 EGO 12 battle. When fury wanes they have lower values.
STR 50 CHA4 Personality: When filled with fury they lack personal-
CON 50 PER 25 ity.
Game mastering hints: Scream and strike aimlessly
COM 14 (I) EDU 15
at everything that moves.
Modification ofterrar throw: +5 (in his real shape)
AGL 1O+ldlO (16) EGO IdlO (6)
Height: 180 em (400 cm)
Weight, 600 kg STR 1O+ldlO (16) CHA IdlO (6)
Senses: Sharp. sees infrared and ultraviolet Has a CON 20+2dlO (31) PER IdlO (6)
radar-like organ wh.ich allows him to 'feel' magnetic COM 2dlO (II) EDU 2dlO (II)
fields Modification of terror throw:-5
Movement: 20 m/round Senses: Extra sharp senses, especially (he sense of
Actions: 6 smell.
Initiative bonus: +28 Communication: Can neither speak nor hear
Damage bonus: +10 Movement: 8 m/round
Damage capacity: II scratches = 1 light wound Actions: 3
10 light wound =1 serious wound Initiative bonus: +4
8 serious wounds = I fatal wound Damage bonus: +3
dies after 3 fatal wounds Damage capacity: 8 scratches = 1 light wound
Endurance: 280 7 light wounds = I serious wOllnd
Natural armor: 5 5 serious wounds = 1 fatal WOlUld
Sk1lls: Projectile weapons: all 30, Dodge 30, Melee dies after 2 fatal wounds
and throwing weapons: aU 25, Languages: Arabic 18, Endurance: 185
English 12, French 15, Hebrew 10, Thrkish 10, Man Mental balance: -IOdIO (·55)
ofthe World 18, Diplomacy 10, Net of Contacts: Dark secrets: Lost somebody close in battle
Lebanese military 15, Net of Contacts: Razides 15, Attack mode: Hands 18 (scr 1-8, Iw 9-16, sw 17-24, fw
Driving 20 25+)
Attack mode: Bite 18 (scr 1·5, Iw 6-12, sw 13-22, fw Equipment: None
23+), Claws 18 (scr 1-6, Iw 7·14, sw 15·25, fw 26+),
otherwise according to weapon
Magic: The Lore of Death 40. All Death spells 30.
Home: Beirut
°
Number: 5d I (28)
Possess 30.
Home: Beirut
-
U:I1ft;g;:i-dIeI
T h e :HIood8"t;o,j-..ed
po,"t;:rIo,:reh
hagidiel is one of the less powerful

U Death Angels. He's the dark shad-


ow of Chokmah, Ihe lost patriarch
among the Archons. Chagidiel still obeys
Uhng:ld.:iel.'"s
Exa:voy
Anton Teptov is a successful politician in
Astaroth's orders, but plans to revolt against his Russia. He owns and runs several orphanages
master. Astaroth is conscious of the danger, and and chiJdrens' hospitals. He acts mainJy .in
awaits the right occasion to crush Chagidiel Eastern Europe, although he has COnfacts all
once and for aU. Chagidiel personifies incest, the over the world. He opened the first orphanages
assault of fal.hers on their children. He is the evil and clinics shortly after World War II, in a small
patriarch. He acts through directors of orphan- scale and under the cover of the communist par-
ages and other institutions who claim to be act- ties of the different countries. At' present he
ing for the well-being of children. His envoys are devotes himself to kidnapping and selling chil-
men with paternal authority who abuse children dren and youths.
placed in their care. ChagidieJ extinguishes Lhe The incarnate has agents among the most
hope of these ch.ildren, :lI1d distorts their piclllre powerful members of society, which means he
of what it means (Q be human. His influence is can continue his work undislurbed. When the
limited and his Razides are few. The people who children arrive at Teptov's orphanages and clin-
foUow him are the more numerous. TIle inner ics they are alternareJy mistreated and lovingly
darkness of humans surpasses Chagidiel's cared for. After a few weeks the abuse is
wildest dreams. He channels this inner darkness increased, passing into torture. The treatment is
in order to fit into his own plans. His servants meant to cause maximum pain over as long a
are given the power to crush aU hope in the chil- period as possible.
dren they torment. Teptov tries to extinguish these childrens'
He hates and fears Astaroth and is trying to hopes, and make their life nothing but suffering;
ally With, above aU, Thaumiel and Gamaliel. it gives him power and satisfaction. He rents and
WjtJlOlIt his knowledge he is influenced by sells children to grown-ups, encouraging them
Malkulh, who uses his servants in order to get to abuse them. Teptov's organization consists of
humans to break free of illusions. twenty or so orphanages and eleven children's
Chagidiel's citadel is a prison camp for dead hospitals in Easrern Europe, four orph:Ulages in
children, where the human servJnts of the Western Europe, and three youth prisons. In
DeatJl Angel and their victims are tortured eter- total, 3700 humans work for him. Several other
nally. The citadel is formed by dark cells along creatures from Inferno are fed by the pain he
endless corridors, torture chambers, and deep creates. The humans serving him have been
pits filled with prisoners. There are more twisted by the presence of the incarnate and
Nepharites than Razides serving Chagidiel, tor- captured in their own nightmares.
turing the imprisoned dead. The screams of the Teptoy has influential contacts in many
children echo in the ciradel. AJJ humans entering European and central Asian police organizations
Chagidiel's citadel receive the shape and has resources to bribe and threaten. Neither
of children, and their experiences and , ,. ..., Interpol nor the KGB (yes, it still
feelings are limited to those of a child. t·
Chagidiel m:muests himself in
Russia and other areas of the former
(it.'
." .
...",

,'I~
" '
\.1 exists, though it has become a shad-
owy service) can get at him. Dinah's
envoy has started a campaign against
him, however, and the Lictors fear

~
Soviet Union, where he has caused ' j .. ~.,

great rroubles to Binah. His primary '..1'" - that the pain and fear will break the

~"'"
incarnate and envoy is Anton Teptov, bondage of illusion for these children.
.in charge of several orphanages and ! ",
children's clinks in Eastern Europe. " Ali _
AGL40 EGO 50
STR60 CHA50
CON 50 PER 30
Youth Prison 315 is a rypical Russian institu-
tion where criminal youths are imprisoned. The COM 10 £OU40
prison is situated oU[side Moscow and is sur- Modification ofterror throw: +5 (seen through illu-
rounded by barbed wire fences. Administration sions)
is located in an old brick building in the ccntcr Height: 180 em
of the area. The prisoners are accommodated in Weight: 120 kg
barracks. Anton Teprov is the superintendent. Senses: Sees through illusions. Sees perfectly through
AlJ his employees are R.'lzides and other crea- darkness. Knows how high the mental balance of
tures of Inferno. 300 boys and 130 girls between any human is.
the ages of 12 and 18 are officialJy prisoners Communication: Speech or telepathy
here. In reality there are many more. Under the Movement: 20 m/round
main building a labyrinth of corridors, cells, and Actions: 6
torture chambers is situated. Several thousand Initiative bonus: +28
children are held captive here. The labyrinth is a Damage bonus: + II
part of Chagidiel's citadel in Inferno. Damage capacity: I I scratches = I light wound
10 light wounds = 1 serious wound
£IlI"toI1 Tep"toY 8 serious wounds = I falal wound
The incarnate has existed in Russia since the Dies after 3 fatal wounds
early twenties. He's been involved in dozens of Endurance: 280
asylums, orphanages and other institutions. Natural armor: -
These days Anton Teptov is a fattish, balding Powers: Commanding voice, Controls everyone with
negative balance between-50 and -100. Ego throw
man in his fifties, with ill-fitting clothes. If you
to avoid control, See magic and auras, Speak :111
can see him through the illusions he is
human languages, Telepathy, Telekinesis 100 kg 10
grotesquely fat like a Lictor and covered with
m/s
abscesses and wounds. Teprov lives together Skills: Projectile weapons: a1l40, Sneak 40, Melee and
with two women, Linda and [rvina, with whom throwing weapons: aU 50, Hand-ta-hand combat 50,
he has ten mentaUy disturbed, half-human chil- Languages-all human ones, Torture 50, Diplomacy
dren. The half-human offspring of Teptov are 50, Seduction 30, Interrogation 50, Net of COntacts:
scattered aU over Minsk. He devotes most of his Russian Nomenclatura 30, Net of Contacts: Russian
time to the children in Youth prison 315. Mafia 30
Personality: Teptov sees all humans as his children, Attack mode: according to weapon
who have to be punished to teach them manners. Home: Minsk
Children and adults in need of a father figure feel
both disgusted and enticed by Teptov. UbUdreI1 01:
Game mastering hints: Speak with an authoritative, U1I.a.g;idieI
fJtherly voice. Become unreasonably mad without The offspring of Chagidiel's incarnate are half
the least provocation. human. To ordinary people they look l1ke chil-
• -
dren with grave physical and mental handicaps. combat 15, Hide 15, Search 15, Torture 15, Night
If you see through illusions they are Purgatides, combat 15
stung by metal objects, and covered with open Attack mode: According lO weapon
wounds. Below we describe the older children, Equipment: Daggers, Iron bars and other simple
sent Ollt by Teprov to tormem other children weapons
and harm the enemies of the De-ath Angel. Home: Minsk
Personality: These children are totally lost in lhe Number. 1d 10 (6)
world and don't know how to make contact with
~,IJljpb.estos
other humans. Their only securiry is the incarnate of
the Death Angel, who confirms their existence by Man.iphestos is a parasite created in
torturing them. ,They'll do anything to please Teplav. Chagidiel's inferno. It exists in places where
Game mastering hints: Distort your body. Speak Chagidiel's influence is strong, and is very com-
monosyllabically. Pretend you have painful spasms. mon in Moscow. Maniphestos are shapeless crea-
tures, a few decimeters thick, equipped with
AGL2dlO (11) EGO IdlO (6) long tentacles. A manifestos will melt into the
STR 1O+2dlO (21) CHA IdlO (6) skin of a human and work its way into the stom-
CON 10+2dlO (21) PER 2dlO (11) ach. From there it spreads through the entire
COM IdlO(6) £DU Id5 (3) body and partly gains comrol of it. This will
Height: 170 em result in a sort of possession. Maniphestos makes
Weight, 80 kg its victims indulge in sexual assaults. The para-
Senses: Enhanced awareness site gradually perverts his host and augments his
Movement: 6 mlround bad characteristics. If iI's not possible to pervert
Actions: 2 the host, the parasite takes control emirely and
Initiative bonus: - performs abominable acts without any possibili-
Damage bonus: +3 ty for the victim to protest. It takes IdlO rounds
Damage capacity: 6 scratches = I light wound for the parasite to enter a body. It melts through
5 light wounds = 1 serious wound the skin without doing any damage.
3 serious wounds = 1 fatal Personality: Maniphestos is
wound part of Chagidiel's con-
Endurance: 135 sciousness, bound in the
Mental balance: -50 -lOdIO shape of a parasite.
(-10;) Movement: 5 m/round
Physical changes: Stigmata, Damage capacity: Can be
Purgatories, Sexless divided, but not killed. A
Disadvanuges: Death Wish, serious or filtal wound will
Phobias, Mental constric- splinter the parasite and
tion, Liar, Nightmares, make it helpless during
Schizophrenia, SexuaJ neu- IdlO rounds.
rosis, Mental compulsions 3 scratches = 1 light wound
Skills: Meltt weapons 10, 2 light wounds = 1 serious
Sneak 1;, Dodge 10, wound
Daggers 15, Impact 2 serious wounds = 1 fatal
weapons 15, Hand-t~hand wound
~ft;-t"ft;:r.e.
The De"V~"t;~;1;j. . g; ~o"t;he:r

athane! is one of the less powerful tains, where she has for long had many support-

8 Death Angels, although she is far


more dangerous than Chagidiel.
She obeys Astaroth's orders, but acts in her own
ers. She is being worshipped here as a living
deity. TIle temple has existed for hundreds of
years, but was enlarged in the thirties; the cult
interest as often as she can. Ast':lfoth appreci:ltcs has grown steadily since then.
her services and has sent her several legions. The inner temple is an old portal to the
Salhariel is lhe horror of the original chaos, citadel of SatharieL Around it is more recent
the devouring mother who eats her children, construction of concrete and of clay, built in the
creating death and holocaust. She acts through south Indian tradition. Under the inner rempie is
political and religious extrel;nisls world. She a well filled with blood and the remains of sacri-
destroys civilizations and tries to throw us all fices to the Death Angel. In this place the Death
down into the pit of darkness created within Angel shows herself as a bod)' formed by the 5"1(-
ourselves. She has many servants among razides rifices made to the deity and their blood. While
and monstrous inferno creatures, driven by she is usually onJ)' a mass of blood and putrefied
hatred and hunger. More refined servants like flesh in the well, when she rises she adopts the
nepharitcs fear her and avoid contact with the shape of a .swollen, pregnant female bod)'. Kali
Black Mother. Durga aims at creating and spreading chaos. The
Humans who follow her are most often not incarnate is semi-conscious, nesting in the well
conscious of whom they serve. She encourages and dreaming of blood and destruction. From
destructive impulses, the dissolving of identities, the temple area chaos gradually spreads, and will
and Chaos. Her human servants carry out mean- have conquered the whole of India within twen-
ingless deeds of violence and promote political ty years. She has 100,000 loyal followers; among
disturbances. Sathariel's citadel is a decayed them chaos and internal fighting flourishes.
maze filled with ancient creatures not e.xisting
anywhere else beyond the illusions. Her citadel ......e 'I'e:D1pl.e 0 ....
has the same effect on humans as Gaia (q.v.). -'-':o,ll DILrg;o,
Consciousness and culture disappear. Creatures The temple is situated on a tableland in the
of different species can mate and have offspring. northern part of Tamil Nadu, surrounded b)'
Bestial creatures prowl the rooms and corridors rough mountains and forests. OriginaU)' it con-
searching for food and sex. sisted of what is now the inner temple, which is
In Tamil-Nadu in southern India she has been several hundred years old. The temple servants
incarnated as Kali Durga and is worshipped like of Kali Durga are a kind of nepharites, women
a goddess. Here she has created an organization who have lived for hundreds of years in the tem-
of religious fanatics. Other envoys are sem t.o ple and are panl)' prisoners in Inferno. If they
Europe and SOuth America. She waits for the day leave the inner temple their bodies will be anni-
when all the other Death Angels have destroyed hilated. Surrounding the inner temple there are
each other and Astaroth. Then the time will fifty or so recent temple buildings, constnlcted
come to spread Chaos over the emire world. during the last hundred rears. No living plants
remain within the area. Dead trees are still visi-
8a;f;ho,ri.el.'s ble against the skyline. The water is
Exa.-voy poisoned. Insects are bloated and
Sathariel has chosen to be incarn;lt- sickly. Within rhe area there are a few
ed in our reality as a goddess. She thousand of the closest servants of
manifests herself as Kali Durga, the the Death Angel. The central temple
Black Mother, ill Tamil·Nadu in south- area is guarded b)' Blood Angels and
ern India. A huge temple compound human servants.
has been constructed in the moun-

.
po

creature is devoured and becomes part of the incar-


nate.
Home: The Kali temple of Tamil Nadu

DIo04I " . . g-eIs


The Blood Angels are the children of
Sathariel, begotten with men who have been
devoured by her incarnate, born of the Voice of
the Blood. They are humanoids covered by
blood and a black body fluid. They live in the
temple area, in the forests surrounding the tem-
ple, and in the lesser temples of the surrounding
villages.
Personality: TIle Angels of Blood are creatures of
higher consciousness than Ihe Voice of the Blood,
AGL25 EGO 40 (urocOIISCKJtISUess) although they are entirely controlled by the incar-
STR 70 PER 10 nate of Sathariel.
CON Spec AGL 1O+ldlO (16) EGO 2dlO (II)
Modification of terror throw: +10 STR 20+2d 10 (26) CHA Id5 (3)
Height: 30 III CON 20+2dlO (26) PER 10 +ldlO (16)
Weight: 30 Ions COM Id5 (3) EDU-
Senses: Can feel order, instinctively tries to conform it
Height: 160 cm
illlo chaos. Else, no recognizable senses.
Weight: 60 kg
Communication: none
senses: Move without impediment in darkness
Movement: 30 m/rollod Communication: Understands a few words
Actions: 4
Movement: 8 m/round
Initiative bonus: +13
Actions: 3
Damage bonus: +II Initiative bonus: +4
Damage capacity: Cannot be killed, only scattered. Damage bonus: +5
Reshapes itself within 20d I0 rounds. Damage capacity: 7 scratches = 1 light wound
Endurance: Unlimited
Powers: Lowers the mental balance of humans with
=
6 light wound 1seriolls wound
4 serious wounds = I falal wound
negative balance a step per day within a range of a Endurance: 160
kilometer.
Attack mode: Bite I; (scr 1-7, Iw 8-14, sw 1;-24, fw
Attack mode: Devour creature 18 (SCI" \·5, Iw 6-12, 25+), Claws 18 (scr 1-8, lw 9-16, ~w 17-26, fw 27+)
sw 13-19, fw 20+). The victim is melted by the dam-
Home: Tamil Nadu
age, which will become worse by one step/round. Number:;+ IdlO (11)
Ego throw must be higher than the incarnates ego in
order to break frce. A fatal wound means that the
Te~pJ.e II!!Je:rV_I1~ Equipment: Dressed in bloody saris and armed with
The temple servants are women who have daggers and Throttle snare
served Sathariel in her temple for several hun-
Home: l11C KaH Durga Temple
dred years. They have severe physical deformi- Length of life: 400-500 years
Number: 12
ties: open wounds covering their entire bodies,
metal pieces in their flesh, claws and sharp
teeth, glowing eyes and strange tattoos on t!ieir ~o,p 0:1: "the
bodies. TIley wear bloodstained saris. TeIIILpl.e .&reo,
Personality: TIle temple servants are graduaUy
The inner sanctuary. TIle innermost parts of the
becoming a part of the consciousness of the Death
Angel. TIley strive for chaos and destnlction. TIley 1 Kali Durga temple, with the well, were created
several thousands of years ago. TIle temple building is
do not have individual personalities.
Game mastering hints: Empty your eyes. Jerk and constructed of rough blocks of Slone. Whitened stat-
twitch your limbs when yOll move. ues decorate the front. Everyone who enters the inner
room will be intoxicated by the odor from the incar-
AGL 10+2d 10 (21) EGO 2dlO (II) nate, and will have to make an ego tluow in order nOI
STR 1O+2dlO (21) CHA IdlO (6) to be seized by a wish to throw themselves into the
CON 1O+2dlO(21) PER 2dlQ (11) well and be united with the deity.
COM IdlO(6) EDU IdS (3) The temple yard. A dusry sunlit yard surrounded
Height: 160 cm 2 by a decayed arcade. The most devOled worship-
pers sit in the yard day and night, singing endless
Weight: 60 kg
Senses: See infrared hymns. Worshippers who don't want to enter the tem-
Communication: Speaks with a few single words ple leave their sacrifices on the stairs. Flowers, grain
Movement: 11 m/round and dead animals are scattered bere, all SL'lined with
Actions: 4 blood.
Initiative bonus: +9 The house of the angels. Human worsWppers and
Damage bonus: +5
=
Damage capacity: 6 scratches I light wound
3 Blood Angels live here. The house has only one
floor and is made of dried clay. There's no furniture,
; lighl wounds = 1 serious wound not even nlgs on the floor. TIle angels will be seated
3 serious wounds = I fatal wound on the floor, cross-legged apparemly meditating.
Endurance: 13S
Mental balance: -ISO
Powers: All powers resulting from low mental balance
4 Ceremony house. A small temple where worship-
pers who can't or won't enter the main temple
burn [heir incense and pray_ There's an idealized pic-
Disadvantages: Death wish, Fanaticism, Cursed, ture of Kati Durga at the far end of the room, and Ihere
Nightmares, Schizophrenia are fresco paintings on the walls, exhibiling the god-
Skills: Sneak 20, Daggers 20, Throttle snare 20,Temple dess combating her enemies.
dance 20 TIle house of the worshippers. Low build-
Attack mode: Claws 20 (scr 1-7, Iw 8-14, sw IS-24, fw
2S+) or according to weapon 5-6
pers_
ings inhabited by the most devoted worship-

..
po

House of the maidservants. This building is inhab-


7 ited by young women, hoping to become mem-
bers of the group of temple servants. Their mental bal-
ance is very low ,md their bodies are gradually chang-
ing. They feed on worshippers captured by night and
torn to pieces.
Storage house. Made of dried clay. Contains vict·
8 uals being eatcn by insects. Some items belonging
o to the temple are also stored here.

o 9
TIle temple of Akesha. Devoted to Sathariel in her
incarnation, the Black Angel who devours all
light. The temple is pitch black. No light can be lit in

, s
this building. A blind temple servant lives here. There's
a St:ltuc of a Black Angel placed against the further
wall.
• t Cow-house. Twelve sacred black cows wander
••• r·;.·:,,;·~u 10 in and oU( of this bUilding, and around the
outer yard. 'nley are very haggard, eating only the
flowers and grain being sacrificed on the temple stairs.
The temple of the first-begetter. A smaU, gray
, 11 building devoted to Lakarna, protector of the

..
". 12. stillborn, who is an aspect of K.1li Durga. She watches
over all stillborn children and women who have had
miscarriages. Pregnant women who enter the temple
are doomed to have a miscarriage.
,
Cook house. A large oven made of bricks take

• ,"
12 up half of the building. The worshippers cook
their meals here.

13 TIle temple of Nmarja. A temple devoted to


Shiva Natarja (one of the forgotten deities), it
has existed as long as the temple of Kali Durga. Namrja
is s.1id to show himself before the rise of the Voice of
the Blood takes place.

o 14 House of the monks. TItis simple brick build-


ing is inhabited by members of a small order
of monks worshipping Kali Ourga.
Deserted temple. TIlis decayed temple has ear-
15 lier been devoted to an <lspect of Kali Durga.

16 Cleaning house. Worshippers who arrive to


the ;Irea for thl:.' first tinle will cleanse them-
selves in dust and ashes before they enter the outer
yard. In the center of the house there's a deep well:
the only fresh water spring on the area.
Dwelling-house. Simple houses made of dried
17
Durga.
clay inhabited by the worshippers of Kali
"a.,IIIi.c~co--t. .
T h e Fft,IJ!i!ie :n,esc. .e r
he distorted image of Chesed, •

T
actively supports dictators and tries to prevent
Gamichicoth is not one of the most the rich countries from being generous to the
important Death Angels. Gamichicoth poor ones. The organization secretly sells
obeys Astaroth out of fear of vengeance. Uthe rebel- weapons to arenas of conflict, seeing to it that
lion against Astaroth is revealed, he will side wilh the monetary aid is transferred into weapons instead
victor. Until one or more of the Death Angels has of food. Hayworth works to spread famine in the
defeated the others, he will not choose sides. third world and augment the number of poor in
Gamichicoth personifies hunger, the hunger the West.
which paralyses and defeats liS and makes us HEA has its headquarters in New York, in a
unhurnan. He acts through aid organizations: the black skyscmper in the central part of
IMF, the UN, and other support programs. He is Manhattan. The top floor contains Hayworth's
the exporter of poisoned food and useless tech- private apartment. There are more than 150
nology. This is accomplished by his servants: local offices spreading famine in their immediate
unscrupulous humans who are aware of whom surroundings.
their employer is. This Death Angel lacks any More than 30,000 people work for HEA. A
greater influence. He has very few creatures hundred at the most are aware of the real task of
from Inferno in his service, but many humans. the organization. Lately a number of journalists
Gamichicoth channels hatred and greed, seeing who threatened to reveal the organization have
to it that the result will be famine and starvation. been liquidated.
Gamichicoth's citadel is one of the smaller ones
JOI1ft,"t;hft,I1
in Inferno and consists of endless rooms where
heat or cold is unbearable and there never is "ft,~o:r"t;h
enough water. No torturers are needed-the Hayworth has existed since the sixties. He
dead cause each other to suffer in the struggle founded HEA, starting a campaign to undermine
for water. Humans entering the citadel will, if aU aid to catastrophe stricken areas. In the U.S. a
they are unable to resist the Death Angels' influ~ help program for homeless people has resulted
ence, be seized by insatiable hunger and thirst. in the spreading of diseases. Hayworth has also
They will be prepared to do anything to get their enticed homeless people to come to "temporary
hands on a cup of water and a piece of bread. accommodations" in empty houses, where he
has locked them in to starve to death. Hayworth
Go,IILich.:ico"t;h"8 is tall and skinny with gray hair, which has
EII:VOy begun to get thinner. He looks about 60 years of
The incarnate and envoy of the Death Angel, age, and gives :m energetic impression. He has a
Jonathan Hayworth, directs a help organization way of making people around him feel helpless
caUed Hayworth Emergency Aid (HEA). HEA is a and dependent. Those who com see through the
worldwide agency, sending rotten grain, poi- illusions will see his true nature, a large skeleton-
soned water, and contagious blankets to people like creature wrapped in rags with hungry jaws
suffering from famines and disasters. HEA has and eyes.
caused innumerable people to die, and deliber- Personality: Hayworth enjoys awakening hope in a
ately worsened conditions after sever- person, only to be able co pur it Out
al catastrophes. Hayworth cooperates again. He plays with his victims and let
with governments and organizations them believe that rescue is close, before
on a world-wide basis, bribing the definitely quenching all hope.
officials and employees. L<lrge contri- Game mastering hints: Speak energeti-
butions are given to HEA by credu- cally. Try to make the players think
you're a real bureaucrat.
lous people and organizations. HEA
po

AGL40 EGO 50 uses them like soldiers to foment fighting in


STR40 CHA40 famine stricken areas. He also keeps a group
CON 50 PER 30 with him in New York.
COM 15 EDU30 Personality: Filled wilh hunger. The}' think only of
food, water, warmth and rest They will never be sat·
Modification of terror throw: +5 (seen through illu- isfied.
sions) Game mastering hines: Feverishly look for food and
Height: 190 em \valer.
Weight: 80 kg
Senses: Sees through illusions. Sees perfectly through AGL 3dl0 (16) EGO 2dIO (II)
darkness. STR 3dIO(16) CHA IdIO (6)
Communication: speech or telepathy CON SPEC PER 2dIO (II)
Movement: 20 mJrolind COM Id5 (3) EDU IdIO (6)
Actions: 6
Senses: Human
Initiative bonus: +28
Movement: 8 nl/round
Damage bonus: +9
Actions: 3
Damage capacity: II scratches = I tight wound
Initiative bonus: +4
10 tight wounds = 1 seriOllS wound
Damage bonus: +3
8 serious wounds = 1 falal wound
Damage capacity: Each part of [he body has its own
dies after 3 fatal wounds
life. Can be divided, but nOI killed. A serious or falal
EndurJ.nce: 280
wound will resull in part of Ihe body being cut off. [f
Natural armor: -
they :lrc separ:ued, the limbs will be drawn together
Powers: Commanding Voice, Controls everyone with
and reunited. This will take IdiD rounds in banle, if
negative balance between -50 and -100. Ego throw
nothing stops them. Each large part of the body has
to avoid control, Sec magic and auras, (Speaks all
half the strength 'of the spirit and is able to move 1
human languages), Telepathy, Telekinesis 100 kg 10
m/round. If they arC' burned to ashes the parts of the
m/sec.
body will reunite within 24 hours if the ashes are in
Skills: Projectile weapons: aU 40, Sneak 40, Melee and
one place. [f the ashes are spread il will take years
throwing weapons: a1140, Hand-to-hand combat 40,
for the frngments to reunite.
L1nguages-all human ones, Diplomacy 50,
Endurance: Unlimited
Etiquette SO. Net of Contacts: help organiZations 50, Mental balance: -100 -1 Oct I0 (-I 55)
Nct of Comacts: diplomats 30
Powers: Insensiti,,-e to electricity and rndioactivity,
Attack mode: according to weapon
powers resulting from low memal balance
Home: New Vorl;
Skills: Automatic weapons 15, Rifle and crossbow 15,
:E[nnger l!!!IIp:ir:i:ts Hand-gun 15, Daggers IS. Impact wC3lXlns 15, An
TIle Hunger Spirits come from Haywonh's of survivaJ 20, Driving 10
Attack mode: Bite l5(scr 1.8, Iw 9-16, sw 17-24, fw
citadel and are his closest assistants. TIley are a
25+), or according to weapon
son of Purgatides, humans who have died of
Home: Inferno/Africa
starvation and been taken to Inferno. They have
Numbe" IdIO (6)
skeletal bodies covered with wounds. Hayworth
II_.-r:I._ Communication: None
Hauries prowl catastrophe areas devouring all Movement: 8 m/round
edibles. They eat all dead organic tissue. Humans Actions: 3
Initiative bonus: +4
in this area will be <lffeeted and start bolting
Damage bonus: +3
down everything-textiles, leather, bones; aU
Damage capacity: 7 scratches = I light wound
that is organic. In extreme cases humans who
6 light wounds = 1 serious wound
are attacked will chop off their own limbs t6 eat. 4 serious wounds = 1 fatal wound
Hauries look like haggard humans with sharp Endurance: 160
teeth and strong jaws which dominate the skull. Powers: Spread hunger-all humans within a kilome-
They have sharp claws. ter of the hauri will become seized by hunger and
Personality: Hunger is all that hauries know. start earing ever}'rhing that is in thdr way.
Game mastering hints: Gaze hungrily. Grab every- Skills: Find food 50
thing yOll see that is edible and devour it. Attack mode: Bite 15 (ser 1-6, lw 7-14, $\V 15-22, fw
AGL 1O+ldlO(16) EGO Id5 23+), Claws 18 (ser 1-7, Iw 8-15, sw 16-26, fw 27+)
STR lO+ldlO (16) CHA IdlO (6) Number: 2dl0 (11)
CON 20+ldlO (26) PER 1O+ldI0(16)
Modification of terror throw:-5
Senses: Good sense of smell, can locate organic matc-
rial within a kilometer.

.1 . :
, .'
\.
..
po

'-oIft;"b
T h e Tor"t;'J1 r e r
olab is one of the mightiest long as they are paid. New methods are tried on

G Death Angels. Only Thaumiel


and Hareb-ScI"Jp can measure
up to him. He is the opposite of Geburah; he is
political prisoners, kidnapped street children,
and journalists who are a bit too curious.
Blanco has an extensive influence in L.1tin
the torturer, making people suffer to please h.im, America. Governments, the military, and guerril-
without trying to educate or punish. la groups owe him services. To mess with him is
Golab was the chief torturer of AstarQ[h in to ask for a painful death. He constantly aug-
Inferno and has remained IO)"J.110 him. He fol- ments the power of Golab through spreading
lows Astaroth in his campaigns and tortures the the knowledge abom torture and pain.
prisoners being handed over to him. Golab per- Furthermore, he also wants to prevent that Latin
sonifies he on-going pain which makes liS betray America becomes politically stable. He cooper-
everything we believe in and start to love OUf ates closely with general Juan Martinez, the
torturers. He acts through death patrols, tortur- incarnate of Hareb-Serap.
ers, policemen, and the authorities in countries More than 100 physicians are members of Dr.
ruled by dictators. There's no shortage of people Blanco's organization. They are protected by
who are willing to serve Golab. 2,500 elite soldiers from the forces of general
Golab has, through all his servants and his Martinez and 10,000 legionaries from Astaroth's
being close to Astaroth, a large influence. He is forces. They have their base in a secret I"borata-
in conflict with Thaumiel, because ofll1aumiel's ry in south Venezuela, where there ace about
planned treason, and with Hareb-Serap because 1,000 agents who kidnap and buy their victims
he competes with him for Astaroth's confidence. for them. Many of these are poor settlers in the
Golab's citadel is a huge torture chamber. jungle.
Several million people are there being tortured
by nepharites and razides. All humans entering
the citadel, not being able to resist the influence
of the Death Angel, sill feel an irresistible desire Los Renunciones was originally a missionary
to inflict and suffer pain. station deep in the jungle, near the Orinoco. It
was taken over by Dr. Blanco in the early eight-
Cik»l.a,b's EII."Voy ies. He's made it into a modern torture establish-
Golab is incarnated in our world as DOelor ment. In its vicinity are severnl single buildings
Mortinler Blanco, the leader of a group of doc- and huts extending into the river. There is also a
tors and torturers in Latin America. His real smaU airfield behind the buildings.
home and his nationality is not known. Blanco Astaroth's most dogged enemies are taken
turned up in Mexico Ciry in the spring of 1973 here for treatment. ~nder the main building is
and made good contacts among the military and an entrance to Golab's citadel in Inferno.
revolutionaries across Latin Anlerica. He gath- Humans entering it must make an ego throw not
ered around him a group of doctors who had a to become obsessed by the thought of pain and
taste for torture. In 1979 this group was estab- humiliation, their own and others.
lished as torture consultants. They offer their Blanco is a modern man. The establishment
services to the military, the police, does not resemble a medieval torture
and governments in Latin America as chamber. All is very new, although
weU as other parts of the world. not very clean. The materials are
They try om new methods of tor· stainless steel, tile and concrete. The
ture and teach them to torturers from side buildings are inhabited by doc-
an over the world. They do not take tors who are there to be educated, as
sides in any political conflict: they well as soldiers and servants.
teach torture to the government as In the jungle behind the main
well as the guerriUas in a country, as building there are rows of rusry iron
·,

cages where prisoners are being kept awaiting Actions: 8


of
their "treatment." Enemies the Death Angels Initiative bonus: +48
and Astaroth are taken directly to the torture Damage bonus: +13
chamber. Subjects of experiments not having Damage capacity: II scratches = 1 light wound
any value to the Death Angel-kidnapped 10 light wounds = 1 serious wound
Indians and scrtlefs, street children who have 8 serious wounds = 1 fatal wound
been bought or kidnapped, and capwred guerril- dies after 3 fatal wounds
las-are kept in these cages. Endurance: 280
Natural armor: -
~ortl ....e r :Ul._~co Powers: Commanding voice, Change of form,
Dr. Blanco is one of the most terrifying incar- Controls everyone with negative balance between -
nates. He has no stable human shape. When he 50 and -100. Ego throw to avoid control, See magic
deals with humans he mkes on a human shape: a and auras, (Speaks all human languages), Telepathy.
short man with thin hair and thick glasses. As a Skills: Projectile weapons: all 50, Sneak 50, Melee and
torturer he takes on different demonic shapes to missile weapon::;: all 60, Hand-to-hand combat 50,
frighten ILis victims. He can change his form (Languages-all human ones), Torture 70,
Diplomacy 50, Net of Contacts: diplomats 30, Net of
without hindrance. He often takes pictures of
Contacts: lbrturers 50, Medicine 30, Anatomy 50,
friends and relatives from the memories of his
Pathology 40, Toxicology 40, Natural science' 30,
victims and takes on their shape. The values
Chemistry 30.
below concern the Mortimer Blanco that deals Attack mode: according to weapon
with humans. Home: Los Remmciones
Personality: Blanco is possessed with the thought of
suffering. Pain and horror is his nourishment. He Ex:crULc:l.es
can't live without it. Excrucies are torturers from Golab's Inferno.
Game mastering hints: Laugh silently and madly. They have the same sort of melal skeleton-look
Make threatening insinuations and try to frighten the as the razides, but are more irregular and less
chaI"Jcters. human in shape. They have two or more legs,
AGL6() EGO 50 several arms and heads. TIldr inner organs and
STR60 CHA30 flesh are partly on the outside of the outer skele-
CON 50 PER 40 ton. They are green and black with yellow-white
COMB EDu40 and red parts. Their flesh and inner organs are
parrly putrefied and have become infested with
Modification of terror throw: +5 (seen through illu- parasites. They are in our world and don't
sions) appear human. Humans with a mental balance
Height: 160 em close to zero will subconsciously avoid noticing
Weight, 60 kg
them at all.
Senses: Sees through illusions. Sees perfectly through Personality: Excnlcies are the devoted servants of
darkness. Can feel other peoples' horror and pain. Golab. They have been bred to torture, which is all
Communication: speech or telepathy
they can do.
Movement: 30 m/round

. 'Il'IL

..
• -
AGL 20+2dlO (26) EGO 2dlO (11) secretion they prevent the person from losing
STR 20+4d 10 (31) CHA IdS (3) consciousness or dying. The affected person will
CON 20+4dlO (31) PER 20+2dlO (26) suffer immense pain for days. In rhe end there
COM IdS (3) EDU IdlO (6) will only remain the bmin, the nervous system,
and empty skin. TIle pamsite emits a body liquid
Modification of terror throw: +D which causes terrible pain in the entire nervous
Height: 300 em system. When the body finally disintegmtes the
Weight, 400 kg parasite will divide into two, breaking free of the
Senses: Sharp. Sees infrared and ultraviolet. body in pursuit of new victims. The Voices of
Movement: 13 m/round Pain look like wrurish yellow worms, moving
Actions: 4 very fast. It will take them lO+ldlO days to
Initiative bonus: +J 4 destroy their victim. After Id5 days the damage
Damage bonus: +7
to the inner organs will be so grear that the vic-
Damage capacity: 8 scratches = I light wOllnd
tim cannot be saved. Only the magic of the crea-
7 light wounds = I seriolls wound
5 serious wounds = 1 (;\tal wound tUTe will keep the body alive.
Dies after 2 fatal wounds AGL 20+ Id 10 (26)
Endurance: 185 STR IdlO (6)
Natural armor: 3 CON ldlO (6)
Skills: Projectile weapons: all 20, Dodge 20, Melee-
and missile weapons: all 20, Poisons and drugs 20, Length: 50 cm
Hypnosis 20, Languages: two human ones, Torture Senses: Sharp sense of smell.
30, Interrogation 3D, Medicine 20. Movement: 13 m/round
Attack mode: Bite 18 (scr 1-6, 1w 7-13, sw 14-22, fw Actions: 4
23+), Claws 18 (scr 1-7, Iw 8-15, sw 16-25, fw 26+), Initiative bonus: +14
or according to weapon Damage bonus: -
Magk: The Lore of Death 30 (all spells score 15) Damage capacity: -4 scratches = 1 lighr wound
Home: Los Reounciones 3 liglll wounds = 1 serious wound
2 seriolls wound = I fatal wound
'I'b.e To:l.ce 0:1: . ._:III. Endurance: 100
The Voices of Pain are parasites of abOlU half a Attack mode: Anacks lhrough the mouth or anus,
meter long who feed on creatures which they preferably when rhe victim is asleep. It C'J.n emir a
eat from within. They attack their victims secretion which causes the victim to fall asleep
through the mouth or the anus, then occupy the (2dlO-falls asleep on half CON or higher) It will
stomach. They take 1d 10 rounds for
immediately start it to get into its vic-
devouring their vic- tim.lfrhe victim is
tims from within. conscious he can
Through a special pull out the pamsite.
Number: A few
~og;ft;:r~
Pro""tec""tor 0::£ ""the
Deft,""th ~ft,g;ICIft,:n..s
ogarini is the dark shadow of place devoted to Death and Black Magic. The

T Tiphareth, and one of the least


powerful Death Angels. His in.flu-
ence was much greater before the disappearance
artists and villagers who protested against the
changes were turned into living dead, tormented
souls bound in rotting flesh. They guard the
of the Demiurge, for then he served directly colony against Cantorre's enemies. Djeraba soon
under Astaroth as the coordinator of the Death became a meeting place for necromancers and
Angels' organizations. other Black Magicians. Cantorre unitcd the divid-
After the disappearance Togarini tried to rebel, ed opinions and has formed an international
but was casily defeated by hit' master. He man~ group with good contacts and wide influence.
aged to avoid being extinguishc.d and fled to our Cantorre aims at binding Man in putrescent
reality, where he is now incarnated for all time. flesh. His magician disciples are always led into
If he is kiUed he will be permanently annihi- the dark way, never becoming enlightened. His
lated, which has made him ally with the power- plan is to destroy all living in the Mediterranean,
ful Death Magicians of South Europe and the capturing it in rotting flesh. There are 7; experi-
Middle East. Togarini personifies Death; not enced necromancers along with about 100
Death as a Liberawr, but Death captured in the acolytes in Djeraba, protected by an army of
putrescent flesh. undead and Inferno creatures.
He is linked to VAriOllS types of living dead. It is almost impossible to find Djeraba uyou
He channels our anguish in relation to de:uh and don't know where to look. The place is not on
makes it a permanent pain. His power will only any maps, and the roads are only in usable condi·
remain as long as we fear death. tion during the summer. In the winter it is sur~
He acts through his net of Death Magicians rounded by salt marshes. Nature is dying in the
and other Black Conjurers. He tries to enhance vicinity of Djeraba. Grass, palms, animaJs: all die
his power through capturing more people in and rot. The population of the area has stopped
purgatories run by nepharites serving him, or in herding camels and sheep in the vicinity of
rotting bodies. Togarini's influence is limited. His Djeraba. Everybody avoids it and everyone that
razides and servants are few. He hopes to be able asks for it.
to reclaim his place amongst the other Death
Angels as soon as A.staroth has been brought Djeru,bu,
down, but the others ignore him for now. A circle of death spreads from the village. It
Togarini no longer has a citadel. Perhaps it has extends a meter every month and has already
becn destroyed, perhaps Astaroth or he has hid· destroyed a neighboring village, and the villagers
den it so that it can't be found. If it exists, it is have been turned into Ijving dead. A group of
directly linked to the incarnate of Togarini-so if Berbers who tried to kill the incarnate of the
he is destroyed, so toO will be the citadel. Death Angel were turned into Living dead them-
selves and are now guarding Djeraba, riding on
'I"lI.e II:a.Cu,rI1u,1;e half-breed mounts from Inferno.
0 . Togu,rjIJIj Djeraba was originally situated in a small
Luigi Cantorre is the incarnate of oasis, The buiJdings were simple clay
Togarini. He was a Death Magician in homes and cave reSidences, hewn out
Italy, before the Hctors of the Vatican of the soft rock of the valley which
forced him to flee. He's found a surrounds the village. European artists
refuge in Djeraba, a small artist came to live in the village in the twen-
colony in the south of Tunisia. ,. ties. \Vhen Cantorre arrived in the
Cantorre soon took the whole place thirties, half of the inhabitants were
over and his disciples flocked around Europeans. The oasis quickly faded.
him. The colony has turned into a The springs are stilI there, but noth-
- -

ing grows any more in Djeraba. Dead palms can Modification oflerror Ihrow: +10 (seen through
still be seen. There are no living creatures there illusions)
except for Cantorre's disciples. The buildings are Height: ISO em
the same. The living dead prowl the desert that Weight: 90 kg
surrounds the viUage. Thousands of mummified Senses: Sees through illusions. Sees perfectly through
bodies are buried in the sand and can be made darkness. Senses the mental balance of humans.
to rise on Camorce's command. The sand riders, Senses magic and auras.
Cantorre's undead servants, capture humans not Conununicatlon: speech or telepathy
careful enough and bring them to Djer.tba to Movement: 35 m/round
serve as victims in the necromantic rituals. Actions: 9
Initiative bonus: +58
L"n1p;1 C_ra.1:orre Damage bonus: +16
Call1orre is in a way the mightiest incarnate., Damage capacity: 17 scratches = 1 light wound
as all of Toganni 's power is manifested in his 16 light wounds = 1 serious wound
body. Anyone who sees him through the illu- 14 serious wounds = 1 fatal wound
sions wiIJ see a mass of rolling bodies and mum- dies after 5 fatal wounds
milled dead, seemingly filling the world. Others Endurance: 430
see him as a (all, dark man with straight black Natural armor: -
Powers: Commanding voice, Comrols everyone with
hair.
negative balance between ·50 and -100. Ego throw
He spreads darkness around him in the man-
to avoid control, See m:lgic and auras, Speaks all
ner of a mobile citadel. All near him must I1mke
human Jangu;lges, Telepathy, Telekinesis 100 kg 10
an ego throw not to be affected by him and be
mlsec.
seized by an irresistible fascination for death and Skills: Projectile weapons: aliSO, Sneak 50, Melee and
putrefaction. Humans with a negative balance in missile weapons:. aU 60, Hand-to-hand combat 50,
his proximity lower their balance one step every Astrology 40, Hypnosis 30, Numerology 40,
day, sown to -100. Occultism 50, langUages-ali human ones,
Personality: Camorre is an ulterly careful man. He's Diplomacy 50, Net of Contacts: Death Conjurers 40,
surrounded by speUs of protection and bodyguards. Riding 20, Humanities 40
He knows that his entire existence, perhaps even Attack mode: according to weapon
the an of Death Conjuring, is relat'ed to the exis- Magic: Masters all Death conjuring in the mode of a
tence of his body. hwnan who has awakened, without skill throw or
Game maslering hints: Speak with an Arab accent. loss of endurance.
Sound arrogant! Hold your head high, look lIpon all Home: Djeraba
around you with open contempt.
A.zaq1.
AGL 70 EGO 60
Azaqi was a Hctor in the service of the
STRBO CHA40
Thn.isian army until 1966, when he was scm to
CONBO PER 40
Djeraba (() find out what was happening there.
COM 20 EDU50 His men were slaughtered and he himself was
turned into one of the liVing dead through a
complicated ritual onJy known by Togarini him- those of the living dead who didn't foUow his com-
self. (Normally it's impossible to create living mand.
dead out of lictOfs.) He's now imprisoned in the
AGL 2d1O (II) EGO IdlO (6)
rotting body of a Hetor, clearly visible to ordinary
STR 1O+2d1O (21) CHA Id10 (6)
humans. He is bound to Cantorre, serving as his
CON SPEC PER 2dl0 (11)
bodyguard. Deep inside he is filled with rage
over what has been done to him. COM Id10 (6) EDU Id5 (3)
Modification of terror throw: to
AGL25 EGO 10
Senses: No perception of touch. All other senses are
STR40 CHA3 human.
CON spec PER 30 Communication: Sign-language. The center of
COM I EDU (30) speech in the brain has been destroyed.
poor memolJ' Movement: 6 mJround
Modification of terror throw: +-0 Actions: 2
Height: 250 COl Initiative bonus: -
Weight, 450 kg Damage bonus: +3
Senses: Sees infrared and ultraviolet Damage capacity: Each part of the body has its own
Communication: Can ucter a few single words. life. Can be divided, but not killed. A serious or fatal
Movement: 13 m/round wound will result in part of the body being cut off. If
Actions: 4 they are separated, the limbs wiU be drawn together
Initiative bonus: +13 and reunited. This will take IdlO rounds in battle, if
Damage bonus: +S nothing stops them. Each large part of the body
Damage capacity: Each part of the body has its own (arm, leg, torso) has half the Sand Riders' strength
life. Can be diVided, bur not killed. A serious or fatal and is able to move I m/round. If a pan is burned to
wound will result in part of the body being cut off. If ashes it is annihilated.
they are separated, the limbs will be drawn together Endurance: Unlimited
and reunited. This will take IdlO rounds in battle, if Mental balance, -50 -5dlO (-95)
nothing stops them. Each large part of the body has Powers: Immune to radiation. Doesn't need oxygen,
strength 20 and is able to move 1 mJround. If a part food, or water.
is burned to ashes it is annihilated. Skills: Automatic weapon 10, Rifle and crossbow 15,
Endurance: Unlimited Daggers IS, Sword IS, Hide 15, Riding 20, Night
Natueal armor: 2 combat IS.
Skills: Automatic weapons 25, Rifle and crossbow 25, Attack mode: According to weapon
Hand-gun 25, Sneak I;, Dodge 20, Daggers 30, Equipment: Sword which is equivalent to
Impact weapons 30, Sword 30, Search 30. broadsword, Shields of dried hides, which can take
Attack mode: Bite 20 (ser 1-6, Iw 7-13, sw 14-24, fw 10+Idl0 of the effect of inlpact weapons and 5+dlO
25+), Strike 20, Kick 15, Throw 15, or according to of projectile weapons, blue cloth which covers the
weapon body.
Equipment: Dagger, which is equivalent to katana Home: South of l\mis
and Steyr AUG. NIlIIl!Jer, 5+1d lO (ll)
Home: Djeraba. £djhll1
8a,n." I&i."ers Adjini are the horses of the Sand Riders, bred
The Sand Riders belong to a Berber tribe from Berber horses and creatures evoked from
which was defeated by Cantorre when they Inferno by Cantorre. TIley look like ordinary
tried to destroy his settlement. They have been horses, although they are longer, have the teeth
turned into mummified living dead, wrapped in of a beast of prey, and a chameleon way of
bluish black coats, riding horses fetched from blending with the surrounding landscape.
Inferno by the Death Angel. TIley guard Djeraba AGL 1O+ld1O (16) CON 20+ldlO (26)
from attacks and carry out ..lids on viJIages near- STR 20+2dlO (31) PER 1O+2dlO (16)
by where the population has threatened the
Death Conjurers. Length: 3 m
Personality: The Sand Riders no longer have any per- Height: ISO cm
sonality. They are the obedient servants of the Death Weight: 500 kg
Angel, who has given eternal suffering in Inferno to Senses: See perfectly through darkness.
Load capacity: 150 kg
p

Movement: IS m/round around an inner yard. Now it is being used for meet-
Actions: 2 ings and communal cooking. The guests of Djeraba
Initiative bonus: +4 sleep on the (Op floor.
Damage bonus: +6 Sadim's hou~. S~din~ Nassif is the single living vil-
Damage capacity: 7 scratches = I light wound
6 light wounds = 1 serious wound
S lager remairung m DJcraba. He was onc of the
wealthiest men of the village before the arrival of the
4 serious wounds = 1 fatal wound Death Conjurers. Cantorre spared his life in exchange
Endurance: 160 for keeping up contacts with neighboring villages. He
Natural armor: 2 lives in total poverty in his house, which has become
Powers: Chameleon-change color and paHem torally decayed. He's locked inside night and day, only
according to the surroundings. All that cannot see emerging when Cantorre calls him.
infrared has -5 on the chance of hining them. Home of the disciples. Some of the hOllses of the
Skills: Sneak 20, Dodge 20, Hide 30.
Attack mode: Bite 15 (scr 1-6,
6 village have collapsed, but most have been caken
over by necromancers and
Iw 7-14, sw 15-22, fw 23+), their disciples. The doors
Kick 15 (scr 1-5, Iw 6-13, sw have been painted with black
14-20, fw 21+)
and while signs of prorcClLon.
Home: Sahara
Skulls and fragments of hair
~a,p 0:1: and skin are placed above the
Djera,ba, doors and on poles every-
where in the village. 111e liv-
House of the initiated
1 ones. In a well-kept
house with five rooms li"e the
ing dead a!tend the inhabi-
tants. There are more than
SOO of them in the village.
four closest disciples of
Most have been mummified
Cantorre: two Tunisians, a
by the desert climate, but the
Greek, and an American. The
stench is nevertheless terrible.
house is furnished in the
Cantorre's dwelling.
'I\misian style. The servants
are living dead. 7 QlOtorre lives spartanly
in one of the old cave
House of the newcomers.
2 Newly arrived disciples
are tested before the)' are
dwellings, surrounded by 20
living dead servants and
guards. C:l.ntorre's private
incorporated into the commu-
temple is situated under the
nity. 'nley live in poverty in a
cave. He doesn't let any Jiving
decayed house with four
soul into it. 111.e cave is guard-
rooms. Up to 10 people can
Jive in the house at the same o ed by spells of protection pre-
venting aU liVing from enter·
time.
ing. Aliving person who
Mahmoud Lefik. Leflk is
3 Camorre's second in
enters and fails on his ego/2
throw will drop dead and start
command and trusted assis-
tant. He has furnished one of
, changing into a living dead.
The change will be completed
the houses with valuable car-
within 24 hours.
pets and tapestries, furniture 1~
Storage caves. 'nle star·
of precious wood, and art. No
living are let into the house.
8 age caves were already in
use by the previous inhabi-
Letik is guarded and served by
tants. Food is stored here, pro-
eight private living dead.
tected by spells that keep the
Under the house is Lefik's pri-
living dead as well as the flies
vate temple.
away.
4 Meeting house. Once this
house belonged LO the
wealthiest man in the viUage. 9
Tamara. Tamara is a living
dead who existed in
Djeraba before the arrival of
It has two floors and is buill
Togarini. She is a Berber woman bound in her mummi· else risks dying if they touch it. Il has strength 3d I0
fied flesh long ago, having lived in her dead body for and kills uthe effect surmounts the CON value. At
several hundred years. She is senile :lod quite mad. lower effect the person affected wiJI become terribly
Cantorre finds her amusing and lets ber carryon. ill.
The temple caves. On the other side of the Sand Riders. Sand Riders stay in an old house
10 Djernba stream, the necromancers have their
templc, devoted to Death and Togarini. Advanceq
12 in the dead date groves. Their horses are kept
in a paddock near the house. From here they make
necromantic rituals are carried Ollt here. The temple their raids, attacking travelers and orher villages.
consists of eight rooms, three at grollnd level and five Fields of the Dead. A few thousand villagers
below the ground. Only Cantorre is allowed to enter
the innermost chambers.
13 and others are buried here and have been
mummified. At Camorre's command they will rise and
Spring of Death. The water of lhe Djeraba attack enemies approaching Djeraba.
11 spring has been poisoned since the arrival of
Cantorre. Death Conjurers can drink ii, but everyone

"It is not hands that call us, but desire."


--Pinhead
HeIlI'8lseJ' II
p

II8J:re"'~e:r8J"
T h e :I&a;veI1 o:r
"the :Ho,"t"tIefieI"s
aretJ.Serap is one of the three mighti- vinced large forces from various countries to

II est Death Angels. He is the distorted


representation of Netzach: the evil
warrior. Hareb-Serap is onc of the Death Angels who
join him. In the last few years a quarter of the
Latin American military forces have done so.
Martinez is a brutal master, often leading his
still serve Astaroth, obeying his master's orders blindly. men towards a certain death. On the battlefield
As the supreme commander of the forces of Darkness, he abandons his human shape and changes into
he answers only to the Lord of Darkness himself. a razide-like slaughtering creature, driving his
Hareb-Serap personifies the meaningless batlle own forces toward Death. To him the only pur-
without a victor, where fmally all Lie dead on the pose of war is the destruction of life. Economic
battlefield. He prepares the Legions of Darkness and political motives and prestige are all strange
for the apocalypse. He acts through milimry and to him.
para-military organizations, seeking conflict with- General Martinez also commands 200,000
our purpose. Hareb-Semp channels the death legionaries of Astaroth's legions. He makes his
wish and destructiveness of humans into fighting plans for the final days, the ultimate banle which
and cOniliclS. He wields considerable power and will fling our reality into Inferno. Everything else
hopes to take over Thaumiel's position and lacks importance.
resources when Astaroth finally destroys the The legionaries gather in bases waiting for the
rebellious Death Angel. last battle. Maninez himself and 10,000 elite sol-
Hareb-Serap and Golab are in conflict, and it is diers are in an underground base in Argentina.
escalating, but loyalty tow".trds Astaroth prevents Martinez' razides and other servants are plan-
open fighting. The large hordes of razides and ning to rebel against their lord. They've seen too
doomed legionaries also bide their time. They many of their own kind being sacrificed on the
hate and fear their lord more than other Inferno altar of war to be loyal. They plan to kill the
creatures, since they are constantly being slain incarnate as soon as an opportunity offers itself.
on the banlefield. Several razides have united
and are planning a rebellion. They are supported U:ft,. .p~ft,:rtte:r
by Netzach. ~g;e:II:f;e
Hareh-Serap's citadel in Inferno is full of The headquarters of Martinez is situated by a
chaotic military camps and bloody banlefields, tributary of the Paraguay river, south of
and is inhabited by legionaries and razides i.n Asuncion. It's been hewn out of the rocks near
eternal battle with each other. They fight until the river. It had been under water for 15 years
all are dead, only to be resurrected and start the when Martinez took it over. The base was built
slaughter once again. Humans entering who are by fleeing Nazis in the fifties, but was deserted
not able to resist the influence of the Death when it flooded in 1961. Martinez drove the
Angel are seized by bloodthirst and atL'lck every- water off, but it's still covered by algae and the
one who seems weak enough to be defeated. damages made by water are still visible. If
Martinez were killed, the base would be filled
."ft;re~e:rft,p"8 with water in less than ten minutes.
Ex:a:voy TIlere are modern elevators and
GeneralJuan Martinez, a dismissed stairs leading down into the base,
Cuban soldier, is Harch-Serap's envoy which consists of t 40 rooms, con-
and incarnate_ He has broken off con- nected by corridors. Maninez is sur-
tact with his previous employers and rounded by razides, oaxid, and
is now working to bring all the legionaries on the base. Above-
human armies in Latin America under ground is a small military camp, offi-
his command. With bribes, threats, ciaJly part of the Argentine border
and magic the incarnate has con- forces. TIle majoriry of the men in the
camp are legionaries. A razide is in command of AGL60 EGO 30
the camp, and it is common knowledge that STR60 CHA;O
Martinez often abides in its vicinity. The local CON 60 PER 40
population has withdrawn out of fear of the COM 15 EDU30
legionaries and the oaxici. ll1ere are no farms or
vill<iges within 5 kilometers of the camp. Height: 190 COl
Further north of HQ Argeme is one of the Weight: 100 kg
largest legionary bases, masked as an Argentine Senses: Sees through illusions. Sees perfectly through
border post. It is situated in the marshes somh darkness.
of the Pi.lcomayo rivcr and contains 20,000 Communication: speech or telepathy
legionaries from the second legion. 111e base is Movement: 30 m/round
Actions: 8
in constant conflict with the Paraguayan troops
Initiative bonus: +48
on the other side of the border.
Damage bonus: +13 (+23 with commando training)
J ...ft,~ Jlt:I[ft,:r~ez Damage capacity: 13 scratches = I light wound
=
12 light wound 1 serious wound
Human shape =
10 serious wounds 1 fatal wound
The human shape of Martinez is a fit, crew-cut dies after 3 deadly wounds
mall in his forties, always in his baltic uniform, Endurance: 330
chewing a strong Cuban cigarillo. He is very Natural armor: -
tanned and has piercing brown eyes. If you see Powers: Commanding voice, Controls everyone with
through the illusions you discover his demon negative balance berween -;0 and -100. Ego throw
shape (see below). [Q avoid control, See magic and aums, Speak all
To other soldiers he seems objective and very human languages, Telep,uhy, Telekinesis 100 kg 10
duty conscious. On humans meeting him for the m/sec.
first time he will make a reliable impression. To Skills: Projectile weapons: all 60, Sneak 50, Melee and
his own tfOOpS he is pushy, exceedingly ener- throwing weapons: al160, Hand-to-hand combat 60,
getic, and encouraging before the battles. All Languages-all human ones, l\'lilitary Strdtegy 50,
that come near will have to make an ego throw Diplomacy 50, Net of Contacts: military 30, Riding
not to be seized by aggressiveness and fighting 20, Driving 20, Pilot 20, Commando tmining, grand
spirit. master: St'fike 30, Kick 30, TIlrow 30, Grip 30, Block
Personality: Martinez is an excellent actor when he 30, Falling technique 30.
encoumges his soldiers and diSClIssess tactics with Attack mode: according to weapon
his officers. Within, he sees every creature as a Equipment: Combat uniform, Glock 20, Stcyr AUG,
potential corpse on the battlefield. The greatest pos- Combat knife
sible destruction is his constant ambition. Magic: School of Death 40, All Death spells score 20
Game mastering hints: Chew on an imaginary cigar. Home: HQ Argcnte
Keep your back straight. Pierce everyone you meet
with your eyes.


p

J"U.a,TJI ~r1;:LI1ez Ou,"X1c:l.


Demonsbape Oaxici are the faithful soldiers of Maninez
On the battlefield Martinez takes on another filled with the same wild desire of fighting as' he
more frightening shape. He grows, changing , is himself. Hareb-5erap's incarnate knows that he
into a taUish creature covered by a thorn)', black can't full)' trust the razides and legionaries. He
armor, with steel blades instead of hands and surrounds himself with a group of oaxici that fol-
alloy teeth in mechanical j<lW5. low him wherever he goes. A spell makes them
Ragged wings grow out of his shoulders. look human t.o ordinary people: short and mus-
Blood and body liquids ooze from cracks in the cular men of Indian descent. Those who see
armor. He attacks creatures at random, leaving through illusions wiU see them as a breed of
nothing but Death behind. Around him Inferno pumas and jaguars. Oaxici means "jaguar man~
and the citadel of Hareb-Semp can be glimpsed, in the language spoken arollnd Martinez's base.
as through a biUowing project'ion of our reality. Personality: Filled with fighting spirit. Are driven by a
A dark shadow surrounds him, clouding the sun. longing to die in baule, be destrored, and to take
All that are near must make an ego throw not with them as man)' as possible. Tmally lacking all
instinct of self-preservation.
to be seized by aggressiveness and fighting spiro
Game mastering hints: Keep roue face immobile. In
it.
a battle situation; distort rour face and attack with-
Personality: A desire for murder is all that Manincz in
out consideration.
his demon shape feels.
AGL 20+2dlO (31) EGO IdlO (6)
AGL60 EGO 10
STR IO+2dlO (21) CHA IdlO (G)
STRGO PER 10
CON IO+2dlO (21) PER IO+2dlO (21)
CONGO
COM 2dlO(11)
Modification of terror throw: +10
Length: 400 em Modification of terror throw: +5
Height: 2;0 em Height: 160 cm
Weight: 3 IOns Weight: 70 kg
Senses: Sees infrared_
Senses: Sees through illusions. Sees perfectly through
darkness. Movement: 16 mlround
Communication: None Actions: 5
Movement: 30 m/round Initiative bonus: +19
Actions: 8 Damage bonus: +6
Initiative bonus: +48 Damage capacity: 6 scratches =I light wound
Damage bonus: +13
5 light wounds = I serious wound
Damage capacity: 13 scratches = I light wound 3 serious wounds = 1 fatal wound
12 light wound = I serious wound Endurance: 135
Powers: Berserk-are seized by rJge in combat situa·
10 serious wounds = I fat:ll wound
[ion, which prevents them from getting [heir skill
dies after 3 fatal wounds
scores reduced, no matter how damaged they
Endurance: 330
become. Never try to protect themselves.
Natural armor: 5
Skills: Climbing 25, Automatic weapons 20, Blow pipe
Powers: Invulnerable to projectile weapons and bul-
30, Rille and crossbow 20, Bow 30, Sneak 30,
lets
Daggers 20, lmpaet weapons 20, Hand-to-hand com-
Attack mode: Bite 30 (scr 14. Iw ;'12. sw 13-16, fw
bat 20, Hide 20, Search 20, Poison and drugs 20,
17+), 8 knife blades 25 (scr 1-6, Iw 7-14, sw 1;'22,
Sun'iva! 20.
fw 23+)
Attack mode: According to weapon
Home: HQ Argente
Equipment: BanJe uniform, Stcyr AUG (10 inhabited
areas), body painting (+5 hide and sneak), bow and
arrows dipped in Cur"dre, m:tchcte (in the jungle).
Home: ~IQ Argeme
Number, 2dlO (11)
undcr his command, and its members live in fear

~
amael is one of dle most powerful
Death Angels. He's a distorted shad- of displeasing him.
ow of Hod, the executioner among He took control over the Mafia in 1959 and
the Ardlons. He ignores the conflict between has ruled it on his own ever since. All competi-
Astaroth and the other Death Angels and concen- tors are quickly wiped Ollt. Cimarro ndes by ter-
trates 011 augmenting his own influence in the ror. All that defy him wiH be pun.ished by being
world. Samael feels no loyaJty to Astaroth, but taken to Cimarro's estate, where they are made
obeys him in order not to be damaged himself. to watch the murders of their entire family
The other Death Angels avoid conflicts with before they are allowed to die themselves.
Samae!. He never forgets an insult, and avenges Cimarro lives for revenge. He has no olltspoken
it on the offender's family, no matter how disram plans, something which worries the Hetors and
a relation. Malkuth. More than tour million humans serve
Samacl personifies blind retaliation, the directly under him or under the Mafia in various
vendetta which destroys the avenger as well as forms. He has few razides in his service, but that
his victim. He acts through individual avengers is compensated by his 777 avenging angels.
and through organizations steered by a vendetta He controls the underworld in the United
philosophy, e.g., Cosa NostrJ. and the Mafia. He States, southern Italy and parts of Russia. His
has a wide influence among humans, but his power in Italy has led to violent clashes with the
incarnates are insignificant compared to those of Hctors of Geburah, who see Samael as a despica-
Golab and Hareb-Serap. Samacl has few razides ble competitor on the area of justice. The
and seIVJ.nts from Inferno, but millions of peo- Cinlarros have huge properties outside Los
ple serve under him. Angeles, Chicago, and Naples. His famiJy lives in
As always, humans themselves provide Evil. Los Angeles.
Samael channels it so that his own power grows.
He's not in conflict with any of the other Death
~o:n. ltficha.eI.
Angels and the Archons ignore him. Geburah is C:iJ:n.a,rro
the only one actively fighting him. There are Samael's incarnate carries the naturc of the
intensc fights between the lictors and Samael's Death Angel within. He wants to see everybody
division of the Mafia. Samael's citadel is a penal as his loyal subjcct and be feared by everyone.
instin_lion, where all imagined or real crimes are He would like the other Death Angels to become
punished over and over again. With the excep- his loyal family, everyone obeying his will, but
tion of Golab, he is the Death Angel who has the he has realized this is not going to happen. He
most human prisoners in his citadel. Humans would like to destroy the others to annihilate the
coming there, not being able to resist the influ- shame of his imagined failure, but this is not pos-
ence of the Death Angel, are seized by a violent sible. Instead he accumulates as much power
desire for revenge. TIley remind themselves of over humans as possible. Don Michael is a short,
previous injuries, which will have to be paid for baJding, bearded man with dark hair and glasses.
in blood and pain. He's always surrounded by sturdy bodyguards.
Anyone who sees through the illusions will see
lii!!IIu,II:I.n-eI.'s him as a dark creature dripping with
EI1-v°Y blood with a distorted face and tat-
Samael's incarnate calls himself tered skin.
Michael Cimarro and is an influential Personality: Don Michael is very anxious
Los Angeles lawyer. He is also capo (/i to preserve his honor. He regards all
tul/i capi, the boss of bosses in the Ireacheries, all suspicions of infidelity or
West Coast Mafia. His influcnce in the betrayal, as terrible threats to his honor.
All his subordinates must be totally loyal
underworld is extensive. The world's
else he feels offended-and will have to
mightiest criminal organization is
kill them and their entire families.

..
..
Game mastering hints: Speak with an halian accent showing any feeling. The avenging angels look
Lean back and speak with a calm voice as long as like black angels with torn wings and mangled
everyone seems respeclfuL If anyone shows the bodies. They are seraphim from the paradise of
slightest tendency of defiance you will become vio- the Demiurge who have been captured by
lently threatening. Samael and have been distorted by him. They
AGL 50 EGO 50 are about as tall as humans, with tangled hair or
bald heads covered with scars. They have black
STR 50 CHA50
eyes and black skin. Their hands have long,
CON 40 PER 30
sharp claws. The skin is chapped, the cracks
COM 14 EDU30
filled with dried blood. They are dressed in dirty
Modification of terror throw: +5 (seen through illu- and bloody rags that were once white. On their
sions) backs are huge, tattered wings; on some of them
Height: 170 COl these wings are entirely broken.
Weight: 85 kg Personality: The avenging angels are bound to
Senses: Sees through illusions. Sees perfectly in dark- Samael, but feel anguish over what rhey are forced
ness. to do.
Communication: speech or telepathy Game mastering hints: Tell the victims that you're
Movement: 25 m/raund sorry, but YOli have been sem to kiU or mutilate
Actions: 7 them. Explain that you don't want to do what you
Initiative bonus: +38 are goi.ng to do, that you are forced to do so.
Damage bonus: + 11
Damage capacity: 9 scratches = I light wound AGL 10+ 2d 10 (I 6) EGO 2dlO (I I)
8 light wound = I serious wound STR 20+ Id 10 (26) CHA 2dlO (II)
6 serious wounds = I fatal wound CON 10+ 2d 10 (I 6) PER 2dlO (I I)
Dies after 3 deadly wounds COM IdlO (6)
Endurance: 230
ModUication of terror throw: ·5
Natural armor: -
Height: 180 cm
Powers: Comm:mding voice, Controls everyone with
Weight: 80 kg
negative balance between -50 and -100. Ego throw
Senses: Human.
to avoid control, See magic and aUrdS, Speak all
Movement: 8 m/round
human languages, Telepathy, Telekinesis 100 kg 10
Actions: 3
m/sec.
Initiative bonus: +4
Skills: Projectile weapons: aU 50, Sneak 50, Melee and
Damage bonus: +5
throwing weapons: all 50, Hand-to-hand combat 50.
Damage capacity: 5 scratches = 1 light wound
Languages-all human ones, Man of the world 30,
4 light wounds = 1 serious wound
Diplomacy 30, Etiquette 50, Net of Contacts: Mafia
3 seriolls wounds = I falal wound
40, Rhetoric 30.
Endurance: 110
Attack mode: according to weapon
Powers: Automatic weapon 16, Rille and crossbow
Home: Los Angeles
16, Hand'gun 16, Sne:lk 16, Dodge 16, Daggers 16,
A,:ve~g;iIIg; ~e. Throwing weapon 16, Hide 16, Search 16,
The Avenging Angels are the envoys of Languages-3 human ones, Interrogation 15, Night
Cimarro, executioners whom he sends out to combat 16
Attack mode: 2 claws 16 (ser 1-7, lw 8-14, sw 15-24.
punish enem.ies and servants who are consid-
fw 25+), or according to weapon.
ered to have betrayed him. They torture, muti-
Equipment: Projectile weapons and daggers,
late, or kill their victims according to Cimarro's
Number: 5+ I d5 (8)
instructions-all quite professionally, without
'-8JIII-8JIIeI
TI1e Per-ver"t;ed ~e:x:-..a,ll-ty

amaBel is one of the less forceful games which gradually become more violent,

«if- Death Angels. He's the perverted'


image ofYsod: Sexuality as a destroyer
instead of a creator. He ignores the conflict between
only to end in insanity and death. Humans in his
vicinity will become aggressive and obsessed
with sex. After he has spent a few weeks in a
Astaroth and the Death Angels and does not care much place, the Illunber of mpes will rise dmstically.
abollt the conflict between Archons and Death Angels. When the situation becomes so bad as to alarm
Gamaliel has broken off aU contact wid) his the authorities, Le Marquis will move on. He can-
former lord. Astaroth has decided to let him be not influence humans with a positive balance;
until he has defeated the rebellious ones. instead he will see to it that they are subjected
Gamaliel personifies aU distorted and sadist sexu- to some sort of outrage, in hope of them losing
ality within humans. He has not a very large their grip on their existence. After a few weeks
influence, and his razides are few. His hum,lIl all that have a pOSitive balance will have fled or
servants are r..lpisrs and shrewd businessmen in drawn into darkness. He prefers small communi-
the sex industry. ties where everyone knows each other; the
Sometimes he cooperates sporadically with anguish will be stronger there. In recent years
ChagidieJ. Geburah opposes Gamaliel, as his sec· he has traveled through all of England and
vants often break the law. His citadel is a torture Fmnce.
chamber, i.nhabited by nepharitcs and razides Le Marquis spreads destructive sexuality.
specialized in sexual violence. Sex criminals are Anyone within 5 kilometers who has a negative
drawn ro his Inferno after death. Humans come balance will have to make an ego throw nor to
there and, lacking the ability of resist h.is influ- be influenced. The score will augment one step
ence, are seized by carnal urges and will sexually for every day that they remain near him. If the
assault anyone whom they believe to be able to throw fails they are overwhelmed by sadistic
subdue. impulses gradually making them lose control
entirely.
Gu,II1u,lleI's Personality: Le Marquis gets his sa(isfaction from the
EIlL"VOYS pain, terror, and shame of others. He will not be
Gamaliel has been incarnated in several pleased until everyone around him is obsessed with
shapes in our world. He seldom chooses entirely destructive sexuality.
human shapes. One of the most human is the Game mastering hints: Touch the players enough to
Hiker (see the Kult rulesbook). Another is Le seem pushy. Undress (hem with your eyes.
Marquis, traveling the world as a missionary of AGL50 EGO 50
sexual violence. STR40 CHA50
I.e~_r~ CON 40 PER 30
COM 15 EDU40
Le Marquis is a short, pale man with white
hair. He looks plain and dresses discreetly. Modification of terror throw: +5 (seen through illu-
Anyone who sees through illusions will see parts sions)
of his shape: a large dark-eomplexioned man Height: 170 cm
with a face which reveals such cruel- Weight: 70 kg
ty that everyone who sees it is aUla- Senses: Sees through illusions. Sees per-
matically shocked-without any ter- fectly through darkness. Will know the
ror throw. mental balance of any human.
He distorts any individual's sexuali- Communication: speech or telepathy
ty. When Le Marquis arrives at a new Movement: 25 nt/round
place, he will begin influencing pea- Actions: 7
pie with a negative mental balance. Initiative bonus: +38
Damage bonus: +10
He will invite them to play sexual

..
• ..

Damage capacity: 9 scratches = I light wound Skills: Projectile weapons: all 20. Sneak 20, Melee and
8 tight wound = 1 serious wound throWing weapons: all 20, Hand-to-hand combat 20,
6 serious wounds = 1 fatal wound Languages-all human ones, Seduction 20,
dies after 3 deadly wounds Diplomacy 30, Etiquette 30, Net of Contaets: porn
Endurance: 230 industry 30, Net of Comacts: jackals 30.
Natural armor: - Attack mode: according to weapon
Powers: Commanding voice, Controls everyone with Magic: TIle lore of Passions as one who has awakened,
negative balance between -50 and -100. Ego throw without the need for any rituals or endurance lost.
to avoid control, Sec magic and auras, Speak all Home: No fixed abode.
human languages, Telepathy, Telekinesis 100 kg 10
nl/sec.

.'

-111' JaCIJI1I
Twin Pllllks

,
~8J"e . . .o~"
T h e D e f i I e d ~o:rld
ahemoth is the least powerful of

N the Death Angels; this is [Q a


large part his own choice. He has
chosen to be devoured by the principle which he
personifies, and he has retreated co his own pur-
gatories in Inferno. He has partly ceased to exist
and thereby liberated humans from Inferno.
Astaroth and the other Death Angels ignore
him. No Archons except for Malkuth care about
him. She actively tries to kill him; she will proba-
bly succeed. If she does, his citadel and purgato-
ry will be annihilated.
Nahemoth personifies the apathy and indiffer-
ence which pamlyze and blind us. He hardly per-
forms any actions in our world any morc. He has
no razides or human servants. Very few people
know him. When he was active he transformed
fear of the future, and of change, into apathy and
loss of hope. When the illusions started falling ed here and there staring into the air, not having
apart he lost his grip on humanicy. MaLkuth has enough spirit even to budge. Humans entering
always actively fought Nahemoth, but it was not this citadel without being able to resist the influ-
until the Demiurge disappeared that she could ence of the Death Angel are seized by a paralyz-
really concentrate on hjs destruction. ing apathy, and will slip down to the floor and
Nahemoth's citadel is largely deserted-end- St;ly there until something carrys them away.
less corridors and halls are filled with dust and
lost memories. A few apathetic servants are seat-
• ..

s Nakamura is expect- "Seventieth flom: You will have to


ing you on the seven- change elevators here, sir.'
t:J,-secondflom:" I The corridor was empty. The car
stepped into the elevator along with ten. went down behind 1n-e. I stepped over to
01' so other people. Without a sound it
the other elevat01: Corridors stretched
stat"ted moving upwards. After the 61 sf unnalu1"allyJar in all directions, too
floor I was alone with the elevator boy long to fit inside the narrow bUilding.
The last partfelt like eternity. Finally the This second elevator was of a model
door was opened. from the beginning of the centur): with
il"On gates instead of a solid door. There stopped, / was forced to disentangle
was only one button, so / pushed it. myselffrom the sticky threads to get out.
"T'tms
. waJ" SI:,.
'.-1'
The elevator passed by several floors,
all deserted. As the car rose, I began to A janitor opened the elevat01' gate
notice that the hall beyond was laced and showed me the way through wind-
with fine cobwebs. The further / got, ,the ing passages covered by cobwebs and
more cobwebs covered the floors. First I dust. At tbe end of a corridor he opened
thought it was an illusion, but the webs a door and I looked into a modern air-
became more and m.ore solid as the ele- conditioned office. Nakamura was seat-
vator moved upwards. In tbe end the ed behind her desk. nJere were no webs
web found its way into tbe cab, and cov- here, but behind and through this petite
ered the walls. W1,en the elevator finally Japanese woman I could see tbe dark
sbadolV of the spidel:

he Archons The organization of the

T are not indi·


viduals in the
human sense. They represent
Archons is very loosely
tied together. OriginaUy,
the ten Archons each
ruled one part of the
principles and materialize
ideas which form the illu· world: North America,
sian. No onc knows if they Latin and South America,
have an ego or not. Europe, Northern Asia,
Their entire nature is China, South-east Asia,
built into the citadels in the Middle East, Mrica,
Metropolis. What they India, and Australia/the
think, feel, or plan-if they do so-is beyond Pacific. When four of the Archons disappeilred,
our comprehension. We depict them as individu- the remaining six wrestled for control over the
als, because humans know them in this form. In deserted areas: the Middle East, Africa, Latin
reality they have no sex, no age or real personali- America, and India. Fighting stiH takes place
ty. We interpret them from our references and between them.
give them human shape. Under every Archon there are 50,000 -
When they are incarnated in our world, only a 75,000 Lictors and about 150,000 lesser servants.
small part of their entire nature is created. So On the bottom rung of the ladder are the human
incarnated, they become personified; such is the serV<l.Ilts, close to a million of them. There are
nature of the laws of the illusion. Hctors in every town, region, and country. They
The great lie is upheld by the Archons, which are in our midst, but we never know of their
rule the Hctors as well as millions of lesser ser- existence. They work within political, religious,
vants of human or inhuman descent. The human and military structures, as a secret power behind
servants seldom know whom they are working those in authority. They govern almost all human
for. Only a few thousands of them suspect the cnterprisc, without us knowing it.
truth. Many believe that they serve God in per- The lictors assume human shapes and take
son. A handful of humans know the trmh, will- positions as politicians, high-ranking soldiers,
ingly serving the Archons in exchange for power successful businessmen, lawyers, and high
and wealth. police officials. The Catholic church, the
Freemasons, and some of the higher levels with· AU without anyone suspecting that he is being
in the Mafia and Japanese Yakuza are dominated governed b}' them.
by lictors. They stop all tendencies towards The struggle for power among the Archons
thinking and development that threatens the has caused open fight'S between lictors and
Illusion or the power of the Iictoes. The HClOrs human servants. Some Archons want to uphold
have their own organization to coordinate the the order through choosing a new Demiurge
work. amongst themselves, but don't agree who is the
Under every group of HclOes are human ser- most suitable candidate,
vants. They too are businessmen, lawyers, sol- Kether waits for the Oemiurge to return.
diers, or politicians. The HclOes choose their ser- Malkuth, the rebel, has openly declared war on
vants among stable people with conservative the Demiurge and the five other Archons. She
ideas, who often are wealthy and influential. has broken the bonds to the others, siding with
TIley are more numerous than the licwrs, and the humans. She still has her own licrors, in
they make dangerous enemies, Some humans spite of the conflict with the forces of the other
know about the true nature of Hcrors, and can Archons. Malkuth's area is Europe and her ser-
caU upon them if they need them. They know vants are trying to liberate humans frolll their
about the existence of Archons, even if they imprisonment.
have only heard the lies of the Hctors of reality as If the Archons or Hetors fcel threatened or
a paradise, or a parallel world, They do not suspect that a human has attained knowledge of
know that our reality is an illusion, the illusion and of true reality, they will act
There are almost no human magicians serving immediately, First they bring pressure to bear on
the Hctors. The Hctoes are opposed to humans the person in question, and come with threats in
learning such powerful methods. It happens that a roundabout way. The lictors can block books
lictors trnce magicians and render them harm· or article from being published. They can also
less, for there is always a risk that they will sus- confront the person directly and warn him to
pect the great lie. This doesn't mean that the forget what he has seen or experienced. If this is
Archons lack magicians among their servants, not enough, the threats wilJ become more con-
Most Iictors master one or more schools of crete: homes are burned, human servantS rough
magic. up the offender, (the Bctors wiJI show them-
Each of the Archons has his own organization, selves in their true shape), false documents are
with his own methods of working. Geburah lets produced in order to have the person placed in
his Hctors and servants infiJtrdte the judicial sys- a mentaJ hospital. A stubborn human may be
tem and controls it in this way, His Hctors and accused of a crime. False evidence is presented
human servants are judges, lawyers, and prose- and credible witnesses will appear. If none of
cutors. The organizations of the Archons also this is effective, the Hcrors wiIJ liquidate the pt:r-
work outside their own geographical area, son-with magic if necessary, This is a measure
although their control is onJy tmal within that which is only resorted to if all else fails.
region l1tis does not mean that it is impossible to
Commanding the servants of each Archon is explore reality beyond the illusions. Those who
an envoy, a powerful Hctor who is appointed to are bright enough not to reveal who they arc
rule Iictors and human servants, The envoy stays and what they know may escape the surveiJ-
in the geographical area being controUed by the lance of the Hcrors. It is those who try to make
Archon and reflects the Archon's own "personaJ- the lies public for their feUow humans who get
ity.M Envoys are as close to an incarnate as an into trouble.
Archon can come in our reality. Humans with enhanced awareness, magic
The organizations of the Archons have enor· intuition or schizophrenia can catch a glimpse of
mous power and immense resources. Their col· tme reality. They can see lictors, razides, and
lected assets are much larger than those of other creatures among us. They can see the
Europe or America in any area, be it military, grotesque shapes of Hcroes or razides among the
economic, or political. TIle majority of the onlinary people on a photo. Those who lack this
world's resources are in their hands. They can ability can only see human faces.
call in police or the military against people they This kind of human is easily shocked when
oppose, forge evidence or threaten opponents visiting a police station, a church, a military
and control media and the flow of information. base, or a board meeting of a large company. If

I' • _ , ' , ,. _ '.


. .-
¥'
.
they are unable to cope wi~h it, they become other creatures who are spectators to the events
schizophrenic. Even those who catch a glimpse without taking any part in them. Their plans are
of the truth are normally blinded. unknown.
The great lie has few enemies, but some of We depict the tcn Archons, their envoys,
the Death Angels forge plans which will disturb human servants and other slaves, together with
the illusion. Malkluh and some of the awakened the power structure which they have built up in
fight actively against the Illusion, but so rar they our world.
have had little success. Outside this battle are
several strange forces, forgotten deities and

..
~
ether is the original Archoll. hates Malkuth intensely, since he regards her as
He was created by the the origin of these changes. He gets along quite
Dcmiurge, who had the cap- well with the rest of the Archons. He's had some
tivit}' of humankind in his mind when he did confljcts with Binah and Ncrzach, whom he
this. His power is of the same order as the believes to have augmented their power at his
power of the Demiurge. Some cl,lim that expense, but there has been no open fighting.
Kerher-together with Chokmah and Binah-are Geburah and Kcther get along well, and their Iic-
really parts of the Demiurgc, created from his rors often coopenue.
own flesh and thought. Together, they form Kether has his base in China, ahhough hjs
three parts of the vanished deity influence is great within all the noble families of
Kether is totally loyal to the Demiurgc. He our world. The development of the last 30 years
awaits the return of his master, and refuses {Q lis- in China worries him, bur his Hcrors are shll in
ten to the demands of the other Archons that he comrol. Probably he will force the communists
replace the Demiurge. The result of this is a to withdraw from power, in order to reinstate
schism among the Archons, as well as a violent the imperial family on the throne, bur at present
fight for power. Kcther would break any Archon Kether no longer takes responsibility for the
who tried to replace the Demiurge. Chinese power structure. This has led to the
His citadel in Metropolis is the highest and gradual infiltration of Binah in China. The revolu-
mightiest. It seems like a tall pillar, stretching tion of 1949 was a result of thiS; the ruling
into the dark sky. The vast halls and corridors bureaucrats are still the servants of Kether,
are filled with servants, an army of loyal serfs. though. Kether aims at recreating feudalism all
QnJya vcry limited part of the citadel has begun over the world in a modernized version; but stiJI
to decay, although the bottom floors are general- with the basic belief in a divine ruler. This would
Iy emptied and falling apart. be a society without the rebel ideas of Malkuth,
The citadel is covered with corroded copper. led by authoritarian rulers without respect for
The walls are decorated with an endless number the life and property of their serfs.
of shapeless sculptures of mighty leaders of a I1L.e"t:;her'8
reality far away from ours, or from Metropolis.
Kether dominates the citadel totally, and his ser- EII.-voys
vants can be seen as parts of him. Kether person- Kelher has several envoys in our world. The
mes the divine ruler, he who reigns in the name most important ones are prince Rainier Xavier
of the gods. He is the ruling principle, and he von Habsburg in Europe and prince Huang Li-
gave birth to the other Archons from his mere Pao, who is the successor to the imperial throne
existence. His presence breeds loyalty in all his of China. Prince Rainier has lost much of the sup-
servants. l1lfough approaching his citadel, or his port of the Archon lately. Kether is preparing the
envoy in the illusion, humans are made to see downfall of the communjst party in China, which
ltim as the righteous ruler of their lives. Kether makes U-Pao much more useful to him than
rules through kings and noblemen and their fam- prince Rainier. Rainier keeps his control of the
ilks. His influence is large in countries governed nobles of central Europe, hoping for the right
by traditions, and where the royal families have occasion to reinstate the Holy Roman Empire.
real power. Kerher's Hctors have infll- Mr---"'--",,,,,,, Li-Pao is an ex-eolonel of the
trated princely and royal families tor Kuomintang, living in exile in
thousands of years. Kether's influence Taiwan. He still surrounds himself
was enormous before the industrial with a large staff and military forces.
revolution, bur during the last two Li-Pao is a mighty man in Taiwan,
hundred years it has gradually dim in- even the government listens to him.
ishee!. This development has confused He Lives in a palace, surrounded by a
him and has harmed his power. He large estate, where he has installed
his own private empire and is being treated like Huang Ii-Pao has only a few loyal servants left
a living god by his subordinates. in China; Binah prevents him from rebuilding his
Li-Pao plans to reinstate the empire in China. power structure there. His influence is therefore
He tries to make Taiwan attack China, but has very weak on the mainJand.
hitherto failed. The government of Taiwan wants
to avoid another bloody war. Li-Pao has the sup- Tb.e Gu,rde...
port of the older officers, though. To his follow- Or "t;b.e ~"t;e
ers and to some journalists he represents an ide· D r _ g o...
alized picture of the Empire. Huang ii-Pao's estate is situated on the slopes
His real ideology is indeed evil. He wants to east of the city Tainem in south Taiwan. The area
make the peasants return to serfdom; the intel- is called TIle Garden of the White Dragon and is
lectuals are to be killed or made to work for the named after a waterfaU which is said to look like
Empire. Ancient principles of loyalty unto death a white dragon at rest, seen from the air. The
and the divine right of the ruler are to return. estate covers 500 square kilometers of fields and
Huang lJ·Pao has more than 20,000 soldiers in bamboo and three villages-whose inhabitants
his private army. On his esrate are 5,000 obedi- are totally loyal to Ii-Pao. The palace grounds are
ent servants and peasants. AU.arc lOcally loyal surrounded by a three meter high wall, protect-
and prepared to risk their lives for their master. ed by modem security systems and heavily
u-Pao also has contacts in the military and in the armed guards.
consen-ative wing of the government. Part of the A 200-room main palace and ten other build-
Taiwan intelligence is under his sway. ings are situated in the compound. AU buildings
During the period 1960-1990 he was given are in the classical Chinese style, with mansard
large sums of money by the CtA to start a rebel· roofs decorated with dragon heads. About a
lion in China, and he still has many powerful thousand humans and lielOrs live within these
friends in the CIA. Ii-Pao maintains strict person- walls.
al control over his entire organization; within his The inner palace with 30 rooms is surround·
little realm he must make all important deci- ed by an inner yard; only the most high-ranking
sioos. The inevitable inefficiency because of the court officials are allowed to enter into this
organization's inability to react quickly has led to building. Here, in his own estate, U-Pao is the
problems, but U-Pao will not change. living god. He controls life and death and is sur-
Directly under Ii-Pao are three warlords, who rounded by extensive rituals. He seldom leaves
are nominally in charge of his military forces. He the inner palace building, where he spends most
has also a group of advisers, who-with the help of his time on a golden dragon throne before his
of modern technology-give lJ·Pao access to ;1 courtiers and servants. U-Pao's throne hall is an
vast store of information. (Li-Pao shares Kether's open gate to Kether's citadel in Metropolis. All
dislike of modern technology, but he realizes ils who enter the room are seized by the same
necessity umil the rebirth of the Empire.) There respect for the ruler, as if they had entered the
is a complicated military hierarchy under the citadel of the Archon. An ego throw is demand-
warlords., and within the court of Ii-Pao the cer- ed (0 overcome this feeling.
emonies of the late imperial period are kept
alive. ""D._De- I...J..p~
The followers of Li-Pao-few women serve Huang [j-Pao's human shape is a ShOlt
him-are most often soldiers or nobles with Chinese man in his fifties, his hair grayish and
roots in the imperial period, but who have main- his eyes black. He presents himself to his follow-
tained power and influence in modem Taiwan. ers dressed in the uniform of the Kuomintang or
They are reactionary by nature, and long for the in the imperial clothes of past times. When he
return of the Empire (which few of them have meets his business contacts or politicians from
actually experienced). There arc severallictors the West, he dresses in dark, expensive suits.
among them. He speaks with a mild, persuasive voice, ,md
D-Pao is one of the wealthiest men in Taiwan, his ability to convince people is considerable.
and he has the power of Kether behind him. His His true shape is a rather 5hort-2 meters tall-
military forces are equipped with modern Iietor. As a lic(Qr his voice is deep, with a slight
weapons, even though some of the soldiers hiss, and his body language is aggressive.
despise them .

..
Personality: Ii-Pao is obsessed by the thought of his «:i<eIlLer_I I I. .
imperial Slattls. He regards himself as an emperor,
General Hu is the closest assistant of Ii-Pao.
not only to the Chinese, but to all humans and lie-
He is neither a human nor a Hctar, bUl belongs
tors, to all living creatures even. He sees Kether as a
to an ancient race of warriors who tive beyond
divine principle which he incarnates. He sees him-
self as divine. our iUusion. His true home is not known even to
Li-Pao. Normally, his kind sell their services nei-
Game mastering hints: Speak of yourself in the plur-
al. Never speak directly to a person, order a serv-Jnt ther to Hetors nor Death angels. No one knows
to deliver your message. Sit without moving, speak why Hu has left his usual hunting grounds to
with a voice full of contempt. As a Iictor: be less mke service to a lietor.
stiff, distort your body, but cominue to speak Humans see Hu as a tall Chinese man in his
through a servant, and hold on to the contempt and forcies. His hair is cur very short and he is always
degradation in your voice. dressed in a military uniform. If you can see him
through the illusions, he is a humanoid with
AGL 36 EGO 35 dark uneven skin, with a pattern which serves as
STR 45 CHA30 camouflage, changing with the background. This
CON 45 PER 30 camouflage works even when humans don't see
COM 15 (3) EDU50 his truc shape. His head is small with protruding
Modification of terror throw: to (as a Hctor) eyes and nostrils that can be closed. The mouth
Height: 170 em (220 em) opens both horizomatly and vertically and is
Weight: 450 kg filled with sharp bone ridges instead of teeth. He
senses: Sees infrared and ultraviolet has no visible ears and no body hair.
Communication: speech or telepathy Personality: He is a warrior. He likes to fight. He only
Movement: J8 Ill/round appreciates fights with even odds and leaves murder
Actions: 5 and unskillful slaying to his subordinates. Creatures
Initiative bonus: +24 lacking the instincts and ability to fight do not exist
Damage bonus: + 10 in his consciousness. He pays no more attention to
Damage capacity: 10 scratches = 1 light wound them than to animals or plants. He knows at first
9 light wound = I serious wound Sight if a human is a tme warrior. Those who lack
7 serious wounds = 1 fatal wound this ability are treated as if ther don't exist.
Dies after 3 deadly wOlmds Game mastering hints: Be economic in your move-
Endurance: 255 ments. Avoid shaking hands, smiling and all other
Natural armor: 2 p? 'unnecessary' movements. Only speak (Q characters
Powers: Commanding voice, Speak all human lan- who are skilled fighters. Let YOllr speech be imper-
guages, Telepathy, Telekinesis 100 kg 10 meters/sec. sonal and formal.
Skills: Automatic weapons 50, Rifle and crossbow 30,
AGL30 EGO 20
Hand-gun 30, Heavy weapons 30, Sneak 30, Dodge
30, Pole arms 30, Sword 30, Information cctrieval 70,
STR 35 CHA8
Occultism 50, L1nguages-all human ones, Man of CON 35 PER 28
the World 70, Diplomacy 70, Etiquette 70, COM 10(3) EDU7
Interrogat'ion 50, Net of Contacts: exiled Chinese 30, Modification of terroll throw: to (in his true shape)
Net of Contacts: lictors 30, Riding 20, Rhetoric 50, Height: 200 cm
Driving 20, Humanities 20, Medicine 20, Social sci- Weight: 150 kg
ences 30. Senses: Sees perfectly through darkness
Attack mode: Bite 20 (scr 1-6, Iw 7-l3, S\V 14-24, fw Communication: speech
25+),2 claws 25 (scr 1-7, Iw 8-14, S\V 15-28, fw Movement: 15 m/round
29+), Strike 20, Kick IS, Throw 15, else according Actions:;
to weapon Initiative bonus: +18
Equipment: Carries a Glock 17 in shoulder holster. Damage bonus: +8
Always has two body guards with him. Damage capacity: 8 scratches =1 light wound
Magic: School of madness 50 (aU spells to skill score 7 light wound = I serious wound
30), School of passions 40 (all spells to skill score 5 serious wounds = I fatal wound
20) Dies after 2 (;.I(al wounds
Home: Taiwan Endurance: 205
Natural armor: 4
Powers: Immune to fire and electricity.
Skills: Climb 30, All projectile weapons 50, Sneak 50, Personality: 0 luang are demons that have been
Dodge 30, Throw 35, All melee and throwing fetched from Lnfcrno ami bound in service to gener·
weapons 50, Hand-to-hand combat 50, Swim 30, al Hu. They hate their captivity and would take any
Hide 60, Search 30, Acrobatics 30, Falling technique chance to flee. TIley enjoy death and destruction,
30, First-aid 30, All weapon maneuvers 30, Poisons but are never allowed to roam as rhey please.
and drugs 20, Motor mechanics 20, L:rnguages:
AGL 20+2dlO (31) EGO IdlO (5)
English 15, FrenclllQ,Japanese 12, Chinese 18,-
STR 30+2dlO (41) PER 20+2d10 (31)
Demolition 20, Security systems 20, Survival 30,
Interrogation 15, Net of contacts: Asian militaries 15, CON 20+2dlO (31)
Riding 15, Driving 20, Pilot 20. Modification of terror throw: -5
Attack mode: Bite 20 (ser 1-7, Iw 8-14, sw 15-22, fw Length: 40 m
23+),2 claws 22 (ser 1-8, Iw9-15, S\V 16-24, fw Height: I m
25+), or according to weapon Weight: 8 -10 tons
Equipment: Ingram OliO in the belt, dagger, radio. SCnses: See infrared.
Home: Taiwan Conununication: understands simple commands
Movement: 16 m/round
o IiU.OIIg;
Actions: 5
o luong are creatures under the command of Initiative bonus: +19
general Hu. They are used for the defense of The Damage bonus: +9
Garden of the White Dr-Igon against intruders, Damage capacity: 8 scratches = I light wound
and to frighten and intimidate the population of 7 light wound = 1 serious wound
the neighborhood. 5 serious wounds = I fatal wound
o luong look like large, white snakes wich dies after 2 deadly wounds
biomechan.ical (a fusion of mechanical parts Endurance: 185
with flesh and bone) wings and heads. Their Natural armor: 3
teeth are of steel. They can fly and crJ.wl on the Attack mode: Bite 18 (ser 1-6, Iw 7-13, sw 14-19, fw
ground. Residing coiled in caverns under the 20+).
stream which flows through The Garden of the Home: Inferno
White Dragon, they arise at I~ight to prowl the Number: 10 0 luang are in the Garden of the \Vhite
estate, seeing to it that no intruders succeed in Dragon.
gening in.

,
,

"The upiver$e isapr


• :an image as unreal as that
, ' . . .:
01 our laces'iIi.., . ace, ecessary lorm 01
he' e.aswe a1(er ourselves"

/ ' /"",_1'
.:
"
.

,.
,.
I
.'

.,
CPowlBY

.'
. . . . .8J. .
T h e HIa,ek ~ftAI.o~~ft,

H
inah is the third of the original with Kether. Until recently she used COnuTIU-
Archons. Originally she was as nism as her foremost tool, but as it is failing she
mighry as Kcther, but the fall of plans to let religion replace it. This has created a
the Soviet Union has weakened her. Bioah earlier certain amount of :lpprehension among her lic-
hoped to be the new Demiurge, but the fall of com- tors, who have devoted 70 years to building up a
munism has stripped her of all support. communist power stnlcture. She will probably
She has infiltrated China, Latin America, and take over Chokmah's role in the illusion.
Africa with success. She has totally failed [Q gain Bmah has a certain dislike for Netzach,
control over North America and Western although it has faded in recent years. She gets
Europe. Bmah does not believe in the return of along well with Geburah, but dislikes Malkuth
the Demiurge, but is prepared to support all and Tiphareth.
attempts to pick a new ruler among the While her primary base is in Russia, her influ-
Archons. She fears that without a leader the pos- ence is large in all places where the right of the
sibility of Withholding the traditional depen- collective is larger than that of the individual.
dence upon kinship will else disappear. Her Hctors are communist leaders, they are in
Bmah's ciladel is almost as large as Kcther's, the KGB (yes, it still exists-as a shadowy under-
but is more irregularly shaped and lower. J[ is ground organization) and the Chinese secret
built of dark stones and petrified wood. Dark police. Her Lictors in other countries are often
vaults are erected over a maze of halls and cham- union leaders, politicians and religious leaders.
bers, bound together by stairs and dWindling
pathways. The halls are decorated by paintings, D:iI:JLo,:J:.··S EII."VOTS
stuccos and statues of old families from places Binah's envoy is Maria Feodorova, the mother
far away from our world. of twelve of the mightiest men in Russia and the
Humans entering the citadel arc soon drawn leader of a family which controls large parts of
into the intrigues and given a place in the com- the growing Russian Mafia. Feodorova has not
plicated patterns of different families and always been a Iictor. Her mother paid her debt
groups. It is impossible in the citadel of Dinah, to to the Archon by giving to her the life of her
accomplish anything without blood links, with- unborn child.
out being adopted, getting married or in some The Archon incarnated parts of herself in this
way joined with the collective. child and has run her entire life. Binah saw to it
The lower parts of the citadel have sunk into that Feodorova married a powerful member of
eternal darkness. Under Binah's citadel are the the Nomenclatura, a KGB officer, and had twelve
most central parts of the maze, which extends sons, all successful party members and later
under the city. Mafia leaders. Wh'en her children were born she
The servants of Bmah are bound to each other gradually transformed into a Hctor, a metamor-
and to the Archon with complicated bonds of phosis that was completed ten years ago. She
kinship, which give them their duties and privi· still carries part of tIle spirit of the Archon with-
leges according to ancient regulations. The in herself, and is partly Lictor, partly incarnate.
citadel is tainted by old intrigues and feuds Feodorova plans for a religious revival in
between different lines within famiJies. Rituals Russia, with Binah as the deity worshipped. All
and ceremonies are a part of every- remnants of the old system are to be
thing that happens. swept away, all resistance to be bro-
Binah represents the power of the ken. Fidelity to the family, kin and
family, the kin, and the group over the church will replace the communist
individual. The needs of the group are system. A firm religiolls dictatorship,
more important than the needs of the placing all emphasis on the rights of
indiVidual. the group will be installed.
She earlier worked through noble Feodorova's sons arc servants of
families and often came into conflict Binah. TIley are no longer fully
human, and they comrol a large pan of the sight she is a large, fattish woman of indetermi-
Russian underworld. Thous~nds of Binah's wor- nate age.
shippers are their servants. The organization has Her control over her large family (sons and
large resources, partly from its own doings and daughters, daughters-in-law, sons-in-law, grand-
partly from its close cooperation with the KGB. children and great grand-children) is tot:ll. She
If there is a need for it, advance equipment and has twelve sons, five daughters and eighty-five
small forces of commando soldiers can be had grandchildren. Feodorova seldom leaves the
from the KGB. dacha. She always keeps parts of her famiJy
around her, carefully surveying all their actions.
.......e Co,"thedro,l. Personality: Feodorova is her family. All her actions
Feodorova has started building a huge cathe- are for the best of her family. Shc is not primarily
dral about 20 kilometers northwest of St. Binah's servant: she always acts to augment lhc
Petersburg. Hordes of people are already coming power of her own offspring. She regards the Binah
to visit it. The cathedral is built in the Russian cull as a means of giving her sons more power. She
Orthodox style, with a few modern details; most is conscious of serving Binah as a lictor, but regards
of the construction material is black basalt. this as irrelevant compared to her own family.
\Vhen the building is completed, Binah plans to Game mastering hints: Refer const:uuly to bonds of
be incarnated in the cathedral to expedite her kinship and friendship. Nevcr speak of a person
complete control over Russia. The area around without mentioning two or threc of his friends and
the cathedral is owned by the family of relations. Speak with a calm alto voicc.
Feodorova, who had it awarded to them AGL30 EGO 40
through their contacts with the KGB. There are STR 4; CHA2;
several small towns and villages on the land, and CON 4; PER 30
the family also has a large estate a few kilometers COM 13 (4) £OU2;
away. All the people here worship Binah, and a
kind of church feudalism mixed with remnants Modification of terror throw: iO (as a lictor)
of communist ideology has been introduced. Height: 165 em (220 em)
The natural focal point of the area is the Weight: 400 kg
dacha of the Feodorovs in the vicinity of the Senses: Sees infrared and ultrJviolet
cathedral. Originally it consisted of a small main Communication: speech .mel telepathy
Movement: IS m/round
building and one other structure; five other
Actions: 5
houses have since been added. About twenty
Initiative bonus: + 18
members of the family and as many servants are Damage bonus: +9
always on the estate. Feodorova dwells here per- Damage capacity: 10 scratches = llighl wound
manentl)'. 9 light wound = I serious wound
"M:u,riu, Feodoroyu, 7 serious wounds = I fatal wound
Dies after 3 deadly wounds
Maria Feodorava is still human in nature, even
Endurance: 255
if her appearance has changed into that of a lic- Natural armor: 2
tor, and carries Bin:lh within herself. At first

..
Powers: Commanding voice, Speak all human lan- Personality: Valentin is the most human of
guages, Telepathy, Telekinesis 100 kg IO meters/sec., Feodorova's sons. He grew up before the mother
immune to fire. became tota1ly inhuman. He's filled with loyalty to
Skills: First-aid 30, Sewing ;0, Administration 70, his family. but is often troubled b)' the strong bond
Accounting and bookkeeping 50, Poisons and drugs to the Archon and the physical changes which soon-
30, Infonnation retrieval ;0, Cooking 30, Languages: er or later occur in the leading members of the fami·
all human, Diplomac)' ;0. EtiQueue 30, et of con- Iy.
tacts: Russian milirary 30, et of contacts: Russian Game mastering hints: Speak in a loud voice, teU a
onhodox church 30, Net of contacts: nomenclalUre lot of jokes. Hug the players and kiss them on the
30, Net of contacts: famil)' 50, Riding 20, Rhetoric cheek. Become quiet and thoughtful as soon as any
30 serious subject is discussed.
Attack mode: Bite 20 (scr 1-6, hv 7-13, sw 14-24, fw
25+), 2 claws 25 (ser 1-7, Iw 8-14, sw 15-28, fw AGL22 EGO 17
29+), or according to weapon STR 25 CllA15
Magic: School of passions 50 (All spells [Q skill score CON 22 PER 18
30) COM 16 EDUI4
Home: dacha outside St. PClersburg Height: ISO COl
Weigh" 90 kg
The T~el:ve SoI18 Senses: Sees perf<.'Ctly through darkness
Communication: speech
Feodorova's twelve sons are not fully human.
Movement: 11 m/round
TIley have turned into the Actions: 4
servantS of Binah, and are Initiative bonus: + I0
slrictly loyal to their Damage bonus: +6
mother and to the Damage capacity: 6 scratch·
Archon. The)' make no es = I light wound
distinction between their ; light wound = 1 serious
mother and the Archon. wound
Four of them control the 3 serious wounds = I fatal
Russian, White Russian wound
and Ukrainian branches of Endurance: 140
the old 50viel Mati:l. 1\vo Mental balance: 0
have high positions in the Dark secrets: Attached to
Russian Orthodox church. Binah
'I\vo of them are in the Advantages: Enhanced
military and twO in the awareness, good repula-
KGB. Four of them are tion, code of honor, influ-
civil serv.lllts with high enlial friends
posts within the commu- Disadvantages: Fanaticism,
nist party. AU work to curse (auached to Sinah),
transfer the power of the communist part)' to . mental constriction (the
physical changes of his mother and himself)
the Mafia and the church. TIle youngest is twen·
Skills: Climb 22, Automatic weapons 18. Rille and
ty yC'Jrs old and the oldest fort)'. They aU look
crossbow 18, Hand-gun 15, Heavy weapons 15,
like ordinary Russians, but anyone who can see
Sneak 15, Dodge 15, Daggers 18, Sword 15, Hand-to-
through illusions will perceive them as half-
hand combat 25, Parachuting 20, Falling technique
human creatures with dark patterns on their 20. FJeetronics 15, Motor mechanics 18, Radio com-
skin and red eyes. We here depict one of 1 hem. munications 15. Languages: English 15, Demolition
Tu,Iex..U:n. Feoc:I.oro"V 12, Survival 15. 'et of conlacts: Russian military 20,
Driving 15. Pilot 18.
Valentin is the oldest son of Maria. He is a gen-
Attack mode: according (0 weapon
eral in the Russian air force and has close con- Equipment: Makarov in a shoulder holster
tacts with the Mafia. His wife and eight children Home: St. Petersburg
live with his mother on the dacha outside 5t
Petersburg. He's short and dark, has a neat mus-
tache and is always dressed in his uniform.
eburah is one of the most pow- ist form of justice. Every crime should be pun-

G erful of the remaining ArCh('lOS,


and he aims to become the new
Demiurge. Nctzach and Tiphareth oppose him,
ished with mutilation or death. Laws have a
value in themselves, no matter what they mean
to the people who use them. Only through mer-
mainly because of an intense dislike of his meth- ciless laws can humans be kept prisoners.
ods. Geburah stands for justice without mercy, Geburah's Hctors are judges, proseculOrs, solici-
discipline without compassion, and laws buiJt tors, attorneys and barristers. They are famous
on the principle: ~an eye for an eye, a tooth for a for their lack of compassion, even among Hctors.
tooth.~ He has considerable influence globally
through his dominance over the judicial systems. G-eb-..ro,h"s
Geburah was strictly loy~l to the Demiurge, EII.Yoys
and he hoped for his rerum fo~ a long time. Now Geburah has sever:al sllccessful envoys; two
he has begun to get used to the thought of him- are mentioned here. They cooperate and togeth-
self as a worthy successor. If the Demiurge were er they lead an organization. Cardinal Giorgio
to return he would probably challenge him for Biotti is mentioned in the basic rules. The other
power, envoy is the judge Samuel Herrington. Biotti
Gebllrah's citadel is a gloomy place where the works in Italy, and has his villa outside Rome as a
pOSsibilities of becoming lost are numerous and base. Herrington is based in the United States, in
the prison cells are many. A labyrimh of corri- South Carolina.
dors, stairs and elevators connect the different They attempt to enlarge the influence of the
pans of the citadel to each other. All is highly church, confirm a "divine order of justice," and
organized, and there are controllers and inform· give more power to the judicial system. Biotti
ers seeing to it that the servants do their job. and Herrington have divided the work between
The slightest misdemeanor is punished with tor· them. BioW is responsible for the religious sec-
tun:: or death. Geburah's servants must follow tor. He is now introducing spe;:cial church police
thousands of rules. All are constantly terrified of forces, called "deans of justice" in Southern
being punished. The lower parts of the citadel Europe. Herrington's job is to undermine the
consist solely of prison cells and IOrlure cham- rights of the accused to have a lawyer and to
bers. lessen the standards of evidence.
Humans entering the citadel of Geburah Together they have a large influence over the
instinctively are terrmed of making mistakes, of justice in Europe, the U.S. and Australia.
breaking a rule and being punished. Anyone Thousands of people serve them. They have
who stands accused and is found guilty of a influence in many police forces. Biotti's "church
crime will feel guilty, and will believe (Jut the police" has a very limited sway so far, but it is
punishment-however inhuman-is onJy fair. growing.
Geburah is the Archon who hates Malkuth The two lictors have criminals kidnapped and
most intenSely. He also strongly disapproves of taken to secret courts where they are sentenced
Tiphareth, whom he wants to destroy, ~before to mutilation or death. Through kidnapping
she becomes as blasphemous as Malkuth." The influential drug dealers, murderers and other
conflict with Netzach is less intense, more like a notorious criminals they have gained the Slip-
game which has gone wrong. His port of the police. Many policemen
foremost base is Australia and the are too involved to retreat. A few
Pacific, but his power is great in the years back the licrors also started to
administration of justice of all coun- kidnap unfaithful husbands and
tries. wives, thieves and petty criminals of
Geburah's idea is that the world all sorlS, and they too are being harsh-
should return to a more fundamental- ly punished by the courts .

..
IIe:r:r'I.IIg;"toIIL's tortured. The cellar has been enlarged, now
...-......d.:ic:i.a,I stretching into large areas under the town .
L1cking local criminals, the townsmen and
D:i.s-t:r:i.c"t the sheriffs of Herrington go to towns nearby
Samuel Herrington is based in Springfield, :l and there kidnap "criminals" and rake them to
small town in South Carolina in the United court. Several "witches" and Wsorcerers" have
States. The town and surrounding Paris County been burned alive in the square of Springfield.
as a whole are dominated by the principle of
merciless justice. There are thousands of laws Giorg;:io Djo~
and regulations which will have to be followed Cardinal Biotti openly works for a rapproche-
to avoid torture, death, or :t long session in jail. ment between the Church and justice. Secretly
Aduherers arc stoned and thieves have their he stages trials, sentencing any rypes of crimi-
hands chopped off. This may seem shocking for nals that his servants can lay their hands on.
the U.S., but many things that cosmopolitan 20th BioUi is a taU, thin man with sparse gray hair,
century Americans would find appalling still go and is always dressed in cardinal's robes and
on in rural areas of the southeast. vestments.
Tourists passing tllJ"ough are also subject to Personality: Biotti likes to judge. He sees law as the
Herrington's jurisdiction. If-or when-they only high tnlth. Those who not abide by the law
break any of the regulations, the arc taken to must be punished or destroyed. He dreams of a law-
Herrington and sentenced by hi111. fill society, where everything that happens is to his
Herrington himself lives in a simple room in liking.
the town hall. He spends day and night judging Game mastering hints: Use biblical quotations in
and selllencing the criminals brought forward by your speech. Admonish the players. Look down on
his ambitious citizens. This building has a link to them. Stare fixedly at them.
Gebumh's citadel; aU who are taken there feel AGL30 EGO 35
they have sinned, and they will wish to atone for STR40 CHA 25
their guilt through a severe punishment. The CON 40 PER 30
sentenced people wiU thank Herrington for con- COM 12 (2) EDU 45
demning them to death or mutilation. An ego
throw is dem:lllded not to be completely seized Modification of terror throw: to (as a lictor)
by the need to pay for one's crimes. Height: 180 cm (250 cm)
The mayor of Springfield, Lionel Freeman, is Weight, 480 kg
the helpless puppet of Herrington. The town Senses: Sees infrared and ultraviolet
council is faithful to Herrington, gladly signing Communication: speech or telepathy
Movf::ment: 15 m/round
all the new laws proposed by him.
Actions: 5
The cellar 9f the town hall has been equipped Initiative bonus: + 18
with prison ceHs and torture chambers, where Damage bonus: +8
the sentenced people are kept, mutilated and Damage capacity: 9 scratches =I light wound
8 light wound = 1 serious wound
6 serious wounds = I fatal wound Damage bonus: +9
dies after 2 fatal wounds Damage capacity: 9 scratches = I light wound
Endurance: 230 8 liglll wound = I serious wound
Natural armor. 2 6 seriolls wounds = 1 fatal wound
Powers: Commanding voice, Speak all hum;m lan- dies after 2 f"t,,1 wounds
guages, Telepathy, Telekinesis 100 kg 10 meters/sec., Endurance: 230
immune to fire. Natural armor: 2
Skills: Automatic weapons 30, Rifle and crossbow 30, Powers: Commanding voice, Speak aU human lan-
Hand-gun 30, Daggers 30, Impact weapons 30, guages, Telepathy, Telekinesis 100 kg 10 meters/sec.,
Sword 50, Whips and chains 50, Axes 50, immune to fire
Information retrieval 30, Written report 30, Skills: Rifle and crossbow 30, Hand-gun 30, Daggers
Languages-all human, Diplomacy 50, Etiquette 50, 30, Sword 50, Axes 50, Information retrieval 70,
Interrogation 70, Net of contaClS: judicial system 50, Written report 30, L1ngllagcs-all human,
Rhetoric 50, Forensics 50, Social sciences 30, Law Diplomacy 50, Etiquette 50, Interrogation 70, Net of
80. contacts: judicial system 60, Rhetoric 60, Forensics
Attack mode: Bite 20 (scr Hi, Iw 7-13,!lw 14-24, fw 30, Social sciences 30, Law 80, Political science 50
25+),2 claws 25 (scr 1-7, Iw 8.14, sw 15-28, fw Attack mode: Bite 20 (scr 1--6, lw 7-13, sw 14-24, fw
29+), Strike 20, Kick IS, Throw·!;, else according 25+),2 claws 25 (ser 1-7, lw 8.14, sw 15·28, fw
to weapon 29+), Strike 20, Kick 15, lbrow IS, else according
Magic: School of madness 50 (All spells to skill score to weapon
30) Magic: School of madness 50 (All spells to skill score
Home: Rome 30)
Home: Springfield
8-.II1IIeI
IIerr1ng-t:o:n.. Ex:ecII't:i.OI1er
Samuel Herrington's work is not as obvious as Geburah's envoys do not put their trust in
Bioui's. He seldom leaves the town of hmnan laymen. They lise executioners; creatures
Springfield in South Carolina. In spite of this he who have been brought forward in the citadel
controls Geburah's Hcrors in the U.S. and after thousands of years of breeding. The execu-
Australia. Herrington is a fair skinned, bluc-eyed tioners are humanoids, shaped from bone and
man in his sixties. He inspires confidence for as gristle without any flesh on their bodies. They
long as he is in a good mood. When he becomes are black or ruby-black and aTC draped in white
angry he is distorted and his lictor shape veils, which are stained with the blood and gore
becomes visible. of their victims. They have no eyes or mouths,
Personality: Herrington is obsessed by the idea of only nostrils and ears, which can be sealed if
creating the perfect sociery, governed by justice, in there's a need for it. They perform all sorts of
Springfield, then to extend it into other parts of punishment, dutifully and competently. They are
North America and the rest of the world. He is fanat- only responsible to the servants of Gebumh.
ical in his conviction that humans can be made to Personality: TI1C cxecutioners do not seem to have
obey law blindly. any feelings. They do nor reaci to the pain and [ellr
Game mastering hints: Speak loudly. Admonish the of their victims; they only do their job.
players like you were their upset father. Become furi- Game mastering hints: Close your eyes and keep
ous if anyone protests. your face motionless. Move mechanically, do not
react to anything the chamcters say.
AGL40 EGO 32
STR40 CHA25 AGL 20+ 1d 10 (26) EGO IdlO (6)
CON 40 PER 35 STR 20+2dlO (31) CHA Id5 (3)
COM 14 (2) EDU50 CON 20+ldlO (26) PER 20+ Idl0 (26)
COM Id5 (3) EOU Id;(3)
Modification of terror throw: to (as a lictor)
Height: 180 cm Modification of terror throw: -5
Weight: 450 kg Height: 200 em
Senses: Sees infrared and ultmvioler Weight: 120 kg
Communication: speech or lelepathy Senses: Excellent hearing and sense of smell. A radar-
Movement: 20 m/round like organ is used for orientation. No eyeSight.
Actions: 6 Conununication: Understand human speech. Can
Initiative bonus: +28 communicate with simple signs.
Movement: 13 m/round Personality: The ushers have only one purpose-IO
Actions: 4 find those who break the law. They have no human
InitiatiYe bonus: +14 feelings.
Damage bonus: +7 Game mastering hints: Don't move your head.
Damage capacity: 7 scratches = 1 light wound Speak and move somewhat mcchanicaUy.
6 light wound = I serious wound
AGL 20+2dlO (31) EGO 2d 10 (11)
4 serious wounds = 1 fatal wound
Endurance: 160 STR 20+2dlO (31) CHA Id3 (3)
Natural armor: ; p CON 20+2dlO (31) PER 20+2dlO (31)
Skills: Rifle and crossbow I;, Hand-gun I;, Daggers COM ld3 (3) EDU 2dlO (11)
20, Impact weapons 20, Pole arms 20, Sword 20, Modification of terror throw: ±o
Whips :lI1d chains 20, Axes 20, Execution technique Height: 200 cm
30, Torture 20. Weight: 100 kg
Attack mode: 2 Claws IS (scr 1-8, Iw 9-1;, sw 16-26, Senses: Human senses. A welJ-developed sense of
fw 27+). smell, which allows lhem 10 sense whether a human
Equipment: Headsman's ax, sword, or other weapon is afraid or angry. Telepathy.
suitable for c.'Xecution. Communication: Speech or telepathy.
Ushers Movement: 16 m/round
Actions: 5
The ushers are Gebumh's headhunters. They
Initiative bonus: +19
search OUl criminals of all kinds and take them
Damage bonus: +S
to court, to be sentenced by the envoys or by
Damage capacity: S scratches = I light wound
Olher Hctors who act as judges. They follow the 7 light wound = I serious wound
laws of the country they operate in, or the 5 serious wounds = I fatal wound
"unofficial laws" made by the lictors. They never Dies after 2 deadly wounds
break these laws. Endurance: ISS
To anyone who sees Ihrough lhe illusions Powers: Telepathy.
lhey are really billOWing, spineless humanoids. Skills: Rifle and crossbow 2;, Hand-gun 20, Sneak 25,
Their flesh is yellowish white and almost trans- Daggers 20, Sword 20, Whips and chains 20, Axes
parent, their white and red inner organs visible 20, Hand-ta-hand combat 20, Search 20, Information
inside. Usher's heads are large and dominated by retrieval 20, Languages-three human, Interrogation
a scarlet mouth with small, sharp teeth. Their 20, Torture 20, Forensics 15, Driving 15, Tail IS,
eyes are slllall and red. Medicine 10, Forensic medicine 20, Social sciences
10, Law 30.
Attack mode: According 10 weapon.
Equipment: Projectile weapons and armor.
°
Number Id I (6)
~:p"ft;:re~"
~e l!iipi-der i-~ -the Ne-t
iphareth is one of Ihe more power- Humanity. Her Hctors are artists, theorists,

T ful Archons, and she plans


replace the Demiurge. She is
opposed by Geburah and Netzach and supported
(Q , philosophers, and free-thinkers. Originally her
task was to keep human imagination and creativ-
ity captured, so that art wouldn't liberale
by Malkuth. In spite of her lictofS not having very Humanity.
powerful positions, they are very important when
it comes to creatillg and spreading new ideas. They T:i.pha,re"th"s
are also more numerous than dlC !ielors of the EII:VOYS
other Archons. Tiphareth has two envoys, but they do not work
Tipharcth was secretly pleased by the disap- together. One of them is well known to other lic-
pearance of the Demiurge. ,She always regarded tors and Archons; tlle other keeps her activities
the Demiurge and the three other Archons of secret. The other Hcrors and Archons don't even
great power as an obstacle to her own activities. know ofTiphareth'sjapanese envoy. This secret is
Since the disappearance she has been develop- jealously guarded, so that the other Archons
ing her network, making contact with the most believe Tiphareth co be Joyal and harmless.
absurd beings-ranging from Astaroth's generals The known envoy of Tiphareth, Tiphany
to forgotten deities and creatures in places so far Reeder, works in the open. Her activity is con-
away from our illusion that they have never centr:.lted in the world of artists. She is regarded
heard of humanity. as so impotent that her taking to Malkurh's rebel-
Tiphareth's cHadd is a labyrinth of galleries lious ideas is tolerated. Reeder is depicted in the
where items of art and ideas frolU all places and basic rules.
ages are gathered. In the lower galleries are Tiphareth's unknown envoy is Yoshiko
ancient artifacts frolU the childhood of humanj- Nakamur:.l, a japanese woman who cooperates
ty; the time before illusion imprisoned us. with Malkuth in tearing down the illusions.
The art galJeries, recording studios and media Nakamura lives in Tokyo and is one of the most
centers of our world are all part of Tiphareth's powerful people in japan. Using dummy corpo-
citadel. The servants of the Archon are artists, rations she in reality owns I S% of the japanese
spreaders of information, creators of contacts capital and a growing number of Asian assets.
and jackS-Qf-all-trades. The citadel is a center Nakamura's net of contacts is enormous.
where creatures from different worlds meet. Everybody who is anyone on the Pacific Rim
Tiphareth's task in our world is to coordinate owes her services. The japanese government is
ule actions of the Archons, When the Demiurge dimly aware of her influence, but the last time
disappeared she was in a unique position. Her they tried to quash her agents the prime minis-
intrigues are complicated and incomprehensible. ter was forced to resign after a scandal.
Everyone is ent:lI1gled in her net, except per- Nakamura has vast resources, but she acts
haps for Malkuth, whom she supports after a almost solely through pressure and silent diplo-
fashion. She cooperates with Malkuth in secret, macy, She seldom uses direct action or violence.
but not even the rebellious Archon hilly under- unless no other routes are open to her.
stands why Tiphareth's support is given her. She is active almost exclusively in Asia and the
Tiphareth is in open conflict with Geburah, and Pacific Rim, with few agents in Europe and the
her relations with Netzach are U.S. She avoids all contact with
becoming more and more strained. Reeder to protect her envoy's real
Tiphareth's primary base is identity. Several noble families in
Southeast Asia, although she has con- japan and other parts of Asia serve
tacts all around the world. No one her, as do a few large crime syndi-
knows the aim of her intrigues. There cates (Yakuza); she has thousands of
are rumors that she works for the loyal servants,
Demiurge, or cooperates with the Nakamura owns a sJ..."yscraper in
Awakened, trying to liberate centrallokyo, which is officially the
office of Nakamura Trading. Her organization is throughout Asia. She's gradually changing the
coordinated from here, and she almost never structure of companies and she influences the
leaves this building. creation of new laws.
Yoshiko Nakamura in her human form is an
'I"he Nu,ku,IIa.-.Iru, exceptionally tall Japanese woman. She dresses
:u... 1Jd:iII.g; in European or Japanese clothes according to cir-
The office of Nakamura Trading is siHlated in cmnstance. Four bodyguards (all imposing
central Tokyo, in eastern Ginza. II is an anony- Japanese men in dark suits wearing sunglasses)
mous looking eighty-story postmodern structure constantly watch her.
of black glass and dark red matble. The red logo- Personality: Nakamura is an unusually freethinking
type of Nakamura can be seen on aU eight walls. Lictor. She regards humans as pawns in a chess-game,
Most of the buiJding contains offices housing the but is open LO new ideas and appreciates unexpect-
1,500 people who work here. ed events. She's even gOt a sense ofhuffior, an
The Nakamura buiJding looks Like an ordinary unusual characteristic in a licLOr.
office complex to visitors bm is really a portal to Game mastering hints: Speak with a low, diplomatic
the citadel of Tiphareth. Visitors and even voice, be flexible when negotiating. Make your
employees seldom notice anything strange, but movements small, neat, and feminine. As a lictor
in fact the high-rise can change form; the inside beeome more pushy and loud than in your human
of it can grow or shrink. TIle number of floors shape.
may become unlimited (Nak<tmur,t's office is AGL30 EGO 35
often sinlated hundreds of floors up from dle STR45 CHA30
ground level). The top floors are filled with eerie CON 50 PER 30
art galleries; in these offices creatures from COM 17 (2) EDU 45
beyond the illusion do their work. A human with
enhanced awareness can see their true shape; Modification of terror throw: to (as a Hetor)
most people don't even notice them. Nakamur.1 Height: 175 cm (220 cm)
herself seldom leaves her offices. She's surround- Weigllt, 450 kg
Senses: Sees infrared and ultraviolet
ed by hundreds of secretaries and agents who
Communication: speech or telepathy
prevent unwanted visitors from disturbing her.
Movement: 15 m/round
Actions: 5
Initiative bonus: +18
Damage bonus: +9 (+ 19 with karate)
Nakamura is a secret power in Asian economy Damage capacity: II scratches = 1 light wound
and politics. She's on a few influential boards 10 Light wound =I serious wound
and committees, but the greater part of her influ- 8 ~rious wounds = I fatal wound
ence stems from owning str.ltegic shares and Dies after 3 fatal wounds
estates, and from her wide net of contacts. Endurance: 305
Her task is to spread new ideas and a less hier- Natural armor: 2 p
archical structure in Japanese society-and
Powers: Conmlanding voice, Speak all human Ian· Height: 160 cm
guages, Telepathy, Telekinesis 100 kg 10 meters/sec, Weight: 500 kg
Immune to fire Senses: Sees infrared
Skills: Automatic weapons 30, Hand-gun 30, Sneak 30, Movement: 13 m/round
Daggers 45, Pole arms 45, Sword 45, Acrobatics 30, Actions: 4
Bookkeeping and accollnting 35, Information Initiative bonus: + 13
retrieval 35, Occultism 20, Languages-all hum;ln Damage bonus: +7 (+ 12 with a sword)
ones, Man of the World 35, Diplomacy 30, Etiquette Damage capacity: 7 scratches =1 light wound
30, Seduction 30, Net of Contacls: Asian economy 6 light wound = I serious wound
30, Net of Contacts: academics 30, Rhetoric 3D, 4 serious wounds = 1 fatal wound
Humanities 20, Medicine 15, Natural science IS, Endurance: 180
Social sciences 25, Karate (grand master): strike 45, Natural armor: 4 p
kick 45 block 30, dodge 30, circle kick 45, flying Powers: Immune to fire and e1eclTiciry, infrared
kick 45, combine 30, knock out 45, tiger paw 45. vision.
Attack mode: Bite 20 (scr 1-6, Iw 7-13, sw 14-24, fw Skills: Auromatic weapons 20, Rifle and crossbow 20,
25+),2 claws 25 (scr 1-7, Iw 8-14, sw 15-28, fw Hand·gun 20, Heavy weapons 20, Impact weapons
29+), else according 10 weapon I;, Hand-to-hand combat 25, Bugging 20, Poisons
Magic: School of passion 50 (all spells to skill score 30) and drugs 20, Information relrieval 20, Languages:
Home: Tolq'o English 15, French 12,)apanese 18, Chinese 12,
Securiry syslems 20, Estimate value 20, Man of Ihe
T-.keo Os:b.:iI.-.-. world 20, Interrogation 20, Net of contacts: the
Oshima is the leader of a crime !>1'ndicate underworld 20, Burglary 15, Driving 15, Kendo
(also called a 'Yakuza') in Tokyo who answers (master): cut 20, thrust 20, block 20, dodge 20,
directly to Nakamum. He's neither licror, nor Budo maneuver: break weapon 20, circle cut 15,
human, but is a member of an unusual mce and laido 18, kiai 18
has been fetched by Nakamura from Metropolis. Attack mode: Bite 18 (ser 1·7, Iw 8-14, sw 15-22, fw
Nakamura's bodyguards as well as some of her 23+), 2 claws 20 (scr l..a, Iw 9-15, sw 1624, fw 25+)
more ominous servants are taken from the syndi- Equipment: Beretta 92F in shoulder holster, army
cate of Oshima. katana in his belt.
He directs about two thousand criminal and Home: Tokyo
semi-criminal humans and lictors. He controls Fa-ettI-.:r:i.es
large shares of the prostitution, drug tmde and
Factuaries lire insect-like, biomechanical crea·
other organized crime activities of southern
tures who originate from Metropolis. They vary
Toh.-yo. In his hLUllan form Oshima is a shorl broad-
in size, from tl{at of an insect to that of a small
shouldered Japanese man with crew-cut hair. He
dog, and they breed enormously fast if there's a
dresses in fashionable Italian suits and is always
need for it. Tipharelh uses them to coUect
surrounded by six bodyguards. His true shape for
data-they are experts on information retrieval.
those who can see it is a large razide-like creature
and can find a fact which exists only in one book
with an outer metal skeleton and yellowish white
or database in the entire world. The offspring of
inner organs. He has eight legs, but the four mid-
the factuaries will search for Ihe same kind of
dle ones are only rudimentary. He walks on his
information that their parents were ordered to
back legs, balanced by a long tail. TIle head is
seek when they were conceived.
short and the jaws can be opened enough to total-
Personality: Factllaries have no personality. They
ly dominate his appearance.
search for lhe information they have lasl been
Personality: Oshima is a born M:lfl0so. He's greedy
ordered to search for.
and hungry for power, and he's obsessed by the idea
of controlling as much as possible of lhe To""yo AGL 1O+ldlO (16) EGO 2dl0 (II)
underworld. Secretly he nourishes plans of getting STR ldlO(6) PER 20+2dlO (31)
rid of Nakamura and taking over her organizalion. CON 10+2d 10 (21) EDU 20+2dlO (31)
AGL25 EGO 20 Length: 2-50 em
STR 30 CHA 18 Height: 2-25 cm
CON 30 PER 15 Weight: 0.1-15 kilos
COM 12 (I) EDU 10 Senses: Human, in addition to this they also see
infrared and through illusions.
Modification of terror throw: +; (in his real form)

b
Communication: Speak a few woros of human lan- 3 serious wounds = I falal wound
guage. Endurance: 135
Movement: 8 mJround Natural armor: 2 p
Actions: 3 Skills: Infomlation retrieval ;0
Initiative bonus: +4 Attack mode: Claws 12 (scr 1-8, lw 9-16, sw 17-27, fw
Damage bonus: +I 28+)
Damage capacity: 6 sciJ.tches = I light wound Home: Merropolis
5 Iighr wound = I serious wound Number: Id 10

IIod
TI1e B r i n g e r 0:1' P-'lIni8hIn.en.1;
od was a mighry Archon who as well as executioners. 11U"ough punishment he

II worked in close cooperation with


Geburah, but disappeared in the
fight for power following the disappearance of the
wanted to teach humans that e,'ery attempt at
Awakening would result in pain. The result was
Nazi German}' and the Third Reich. The death
Demiurge. Hod represented merciless punishment. camps he created sometimes became windows
He was the executioner ofJustice without compas- through the illusion.
sian. Hod acted through the police and the judicial His liclOrs were policemen, jailers, guardians
system; Gcburah has since taken over most of his of law and order, and supporters of the dc.nh
organization. I-Iod disliked Malkuth strongly, and penalry. Almost all of them serve Geburah today.
Tiphareth too. He was in conflict with Netzach and His citadel in Metropolis w;\s a d:lrk regular
Binah, but allied with Chokmah. r-----",........~ structure, filled with prison ccUs, tor-
Hods primary base was L.1tin and ture chambers and rooms for exceu-
South America, although the police tion. A few executioners still prowl
and judicial system served him glob:ll- the corridors and forgotten prisoners
Iy. Net7...'1ch and Binah have taken languish in their ceLis, but the citadel
great interest in utin America after is almost empty. 11le top floors have
his disappearance. collapsed into a gre-dt skeletal ruin.
He tried to build a glob'll fascist
police state, with the police as judges

-Yesod
T h e F o.......de:r

-wr hile Yesod was nO( a powerful


Archon, he gained a certain
amount of influence at the rise
of capitalism. He was one of rhe four who vanished in
the struggle for power after the disappear.mce of the
time cooperated with Malkuth in this maner. Yesod
denounced the other Archons and was disliked by
them-his relationship with Chesod was particularly
bad. Yesocl"s primary base was lndia. although corrupt
politicians and managers of companies sen'ed him all
Demiurge. Yesod stood for the nlthless exploitation of m'er the world. The situation in India quickly deterio-
other people: the corrupt businessmen and rated after he vanished, both through the
politicians. He acted through mamlgers and work of the Death Angels and through the
directors of large companies, politicians behavior of a corrupt people.
and other influemial and we:tlthy people. Yesod tried to build a global net of
His place has largely been taken over by greed and ruthless exploitation.
the Death Angels Naemoth, Gamichicoth, Through it, humans would be kept
and Satharicl. Malkuth tights the three of prisoners forever. Power always cor-
them and has managed to force them to rupts, both in politics and religion.
retreat somewhat. Binah has from time to Corrupt people do not Awaken.
ctzach is onc of the most powerful Ne"tza.ch'"s
JW Archons, and aims at becoming the
new Demiurge. His most important
opponents are Geburnh and Tiphareth. The con-
EII:VOY
Netzach's primary envoy is l.yle P. Crowley,
one of the most prominent generals in the
flict with Geburah is nm toO serious yet, but his
relationship with Tiphareth is very strained. Open Pentagon. Originally he was commander of an
warfare is very likely to erupt in the near future.
armored division but is now a member of the
During the age of the Demiurge, Netzach was general staff. He has considerable influence in
an obedient general and commanded the divine rhe U.S. military, and also in the armed forces of
forces. After the disappearance he at first sup- other countries.
ported Kether, but has begun to believe that The General Crowley is the leader of a cult of sol-
Ruler is not strong enough to carry the burden diers who worship Netz;lch. They call them-
of becoming the new Demiurgc. Astaroth being selves the sons of Netzach and they plan a mili-
a constant threat, Netzach considers it necessary tary COllp in the U.S.A, then to take over Canada
to rake responsibility for the creation of the
and the whole of Latin America. Afler this a mil-
Demiurge himself, otherwise all will fall into
itary dictatorship will be established and the
pieces. Netzach's citadel is a huge fortress with farce of democracy will be abolished.
several layers of walls :md towers. All his ser- The sons of Netzach are preparing themselves
vants are soldiers and the citadel is run with a for the last banle with the legions of Astacoth.
strict military discipline. Humans entering it are They believe that they serve God in his fight
quickly given their place in the military strllc- against tile Devil. The sons of Netzach number
ture: a rank and a task in the defense of the more than 100,000. AU are fanatically loyal 10
citadel. Netzach and Crowley, who they see as :01
Netzach represents war, conflict, and compe- archangel. They arc all soldiers and officers.
tition. He encourages waITJ.re on a global scale, Crowley has recruited a large group of young
acting through militaries, usually officers of rugh volunteers mostly between12 and 15 years old-
rank. Through them he controls a large part of with the special mission of finding traitors with-
the armed forces of the world. Netzach openly in the country. They spy on their own parents,
opposes Astaroth and Malkuth. The relation to their teachers and friends to find followers of
Binah and Kether is also problematic, but in Astaroth or of other Archons.
these cases he avoids open conflict. Netzach is The sons of Nctzach hate and despise Malkuth
primarily interested in defeating the legions of almost as much as Astaroth, but they do not hesi-
Astacoth, and he considers all means of achiev· tate LO cooperate with other Archons against the
ing this to be acceptable. He will even consider main enemy: the Death Angels.
cooperation with Malkuth or the Death Angels 'I"h.e H.ello,II."t
to defeat Astaroth. Crowley spends a lot of his time aboard the
Netzach's primary base is North America, but aircraft-carricr, the Relianl, the \vhole crew of
his influence is great within all the military struc- which belongs to the Sons of Netzach. The
tures of the world. He would turn the world imo lower regions of the Reliant are an open door to
one large military camp and battlefield in the the citadel of Netzach in Metropolis.
final battle with Astaroth. \Vhile wait-
At need, reinforcements can be
ing for the right occasion to do battlc
fetched Lhrough this gate. The ship is
with Astaroth, his discipline will keep much larger on the inside than on the
Humanity under control and prevent outside-more than 20,000 men are
them from breaking free. Netzach's aboard the ship. Crowley can also
lictors are generals, admirals, and mil- place the ship on the border of our
itary advisers; aU ruthless and effi- illusion so that it becomes invisible to
cient. human eyes. In recent years, the ship
has been moving in the waters off the

b
coast of lebanon, in the Persian gulf, and off the Weight: 450 kg
coasts of L1.tin America. Senses: Sees infrared and ultraviolet
To a visitor, the Reliant looks like an ordinary Communication: speech or telepath}'
aircraft-earrier. In reality the ship itself is aware Movement: 20 m/round
of what happens. It is a part of Netzach's citadel Actions: 6
and rhereby a part of the Archon. The ship sens- Initiative bonus: +28
es all activity on board. It can feel when people Damage bonus: + I0
are moving inside it, and differentiate between Damage capacity: 11 scratches = I light wound
them through their weight and way of walking. 10 light wound = 1 serious wound
It knows when someone tries to harm it, and it 8 serious wounds = I fatal wound
will physically attack the intruder by closing Dies after 3 faml wounds
doors and locking him up inside, Jelling in Endurance: 280
Natural armor: 2 p
water, opening valves etc.
Powers: Commanding voice, Telepathy, Telekinesis
Crowley has strict control over the Reliant.
100 kg 10 meters/sec, Immune to fire
He can summon the ship from wherever he is in
Skills: All projectile weapons 40, Sneak 40, Dodge 40,
the world. He knows when intruders are on All melee- and throwing weapons 50, Hand·to-hand
board and can make the ship attack them. combat 50, Acrobatics 40, Falling technique 40,
LyIe :P. Cro~Iey Electronics 30, Military strategy and tactics 50,
Motor mechanics 30, Seamanship 30, Security sys-
Crowley is one of the mightiest lictors in the
tems 50, Survival 30, Diplomacy 30, Interrogation
world. He has thousands or lesser Hctors and
30, Net of Contacts: soldiers 30, Driving 35, Piloting
humans serving him in his military organization.
35
In his human shape Crowley is a large, middle- Attack mode: Bite 50 (scr !.{}, Iw 7-13, sw 14-24, fw
aged man with sparse grayish brown hair. He's 25+), else according to weapon
very fil and is always tanned. Magic: School of madness 50 (all spells to skill score
Personality: Crowley is filled with the thought of his 30)
tasks of striking back the forces of Astaroth and Home: Washington, DC
establish a globalmWtary dictatorship. He's very for-
mal with anyone who takes his orders, but he does T.b.e ~Ift,Ck Cih':UI,rd.
not tolerate being contradicted. Most of the servants of Netzach are humans
Game mastering hints: Keep your shoulders straight or Hetors, but a troop of 10,000 men constirures
and speak in short sentences without any unneces- the equivalent of the legionaries of Astaroth. The
sary words. Look impatient constantly. members of thjs guard are large humanoids wi(h
AGL40 EGO 30 black, s[One-like bodies. They have no personal
STR 50 CHA25 features. All look dle same. They will blindly
CON 50 PER 35 obey the orders of the Archon.
COM 12 (2) EDU 40 Personality: The guardsmen have no human feelings.
They obey orders.
Modification of terror throw: ±o (as a lictor) Game mastering hints: Show the players a stone-
Height: 190 cm (250 COl) face.
AGL 20+ IdlO (26) EGO IdlO (6) TIley still know something is wrong. They can
STR 20+2d IO (31) CHA- see scenes from their past sometimes. But they
CON 20+2dlO (31) PER 20+ld10 (26) are not attacked by dead enemies or physically
COM 10 EDU- thrown into their own past. If they stop serving
the Archon the memories will return, and worse
Modification of terror throw: -5 than ever before.
Height: ISO em Personality: The war-hounds are very faithful to
Weight, 90 kg Nctzach. He is their chance of escape from their
Senses: Sees through darkness, Sharp senses past. They are terrified of being thrown our of his
Movement: 13 m/round protection.
Actions: 4 Game mastering hints: Pretend to be sweating, Look
Initiative bonus: +14 around like you believe that someone is after you,
Damage bonus: +7 (+ 12 with commando training) seem upset
Damage capacity: 8 scratches = I Light wound
7 light wound = I seriolls wound AGL lO+ldlO (16) EGO 2dlO (11)
S serious wounds = I flllal wound STR 1O+2dlO (21) CHA 2dlO (11)
Endurance: 18; CON 1O+ldlO(16) PER 1O+ldlO (16)
Natural armor: ; p COM 2dlO (Il) EDU IdlO (6)
Skills: Climb 18, Automatic weapons 18, Rifle and
Movement: 8 m/round
crossbow 18, Hand-gun 18, Heavy weapons 18,
Actions: 3
Sneak 18, Daggers 20, Impact weapons 20, Pole
Initiative bonus: +4
arms 20, Sword 20, Hide 20, Demolition 20, Driving
Damage bonus: +4 (+9 with commando training)
20, Piloting 20, Commando training (master): strike
Damage capacity: ; scratches = I liglll wound
20, kick 20, throw 18, parry 18, falling technique 18
Attack mode: According to weapon
4 ligllt wounds = I seriolls wound
Equipment: Everything that is needed in a fight.
=
3 serious wounds I fatal wound
Endurance: 110
Number: Groups of six.
Mental balance: -25 -;d1O (-;3)
","_r IIO-.II1ds Dark secrets: War veterans
The war-hounds are humans who have lost Powers: Manifest the past-when pressed the past
their humanity to the horrors of war, They are will once again come true around them. Old ene-
mies and scenes of baule will return. They can't con-
often ideausts, believing that they have done
trol this, 11 happens when they are under stress.
good through fighting in wars. Deep inside,
Advantages: Body awareness, enhanced awareness
however, they know something is wrong. A hid-
Disadvantages: Depression, death wish, funaticism,
den sense of guUt continually manifests itself
phobia, touchy, schizo-
physically. They recre-
phrenia.
ate the places where Skills, Climb 16,
they once fought; Automatic weapons 16,
Vietnam, Afghanistan, Rifle and crossbow 16,
50mh Africa or Iraq Heavy weapons 16,
will be physically man- Sneak 16, Daggers 20,
ifested around them. Impact weapons 20,
The Viet Cong or the Sword 20, Hide 20,
Afghan guerrilla will Demolition 10, Driving
become real and try LO 16, Commando training
kill them in their sleep. (master): strike 20, kick
Reality breaks down 20, throw 16, grip 16,
and the past will parry 16, falling tech-
invade the present. nique 16
Netzach has a way Attack mode: according
of finding these war- to weapon
hounds and relieving Equipment: Combat uni-
them of their memo- form, M16, combat
ries-provided they knife,
agree to serve h.im.
suspicious research and has been cooperating

~
alkurh is one of the most pow-
erful Archons; her power is with a few of the forgotten gods, above aU
like that of Kethcr. She is the Nataraja and Coatlicue. Malkuth's lictors have
mirror image of the Ruler. Malkuth is the rebel, left her to create their own organizations or have
the Archon who sides with the humans against joined other Archons. She has a few envoys left:
the Demiurge and the other Archons. Malkuth has humans who have been made Hctors by her. The
always been close to the humans. It was she who most important ones are Andrea Bergstrom and
cre;lted the illusion which is our reality. Pierre Lombard.
Malkuth nurtured the thought of rebellion
even before the disappeamllce of the Demiurge.
:M:a,].kII"th'"!§
She came to idemify more and more with impris- EII:VOY
oned Humanity. After the disappearance she Malkuth is unique among the Archons. Her
entered open conflict with the otlier Archons. envoy is a human, Andrea Bergstrom. She is in
Her citadel is an irregular strucHlre of steel, turn supported by Pierre Lombard, a French
glass, and stone full of more or less human tech- philosopher and the founder of the school of
nology and magic. Inside it is larger than any of nihilistic post-structuralism. Lombard is a Hctor
the other citadels, much larger than it is reason- and has a few contacts with other lictors.
able to believe. It is equipped with extensive Bergstrom tries to break the illusion that
magic devices of protection, to repel the forces keeps humans prisoner through dubious genetic
of the other Archons. There are doors from experiments and research on perception. She
many places in Europe and North America to her gets her "guinea pigs" from among the destitute
citadel. Most of her servants are humans, above people of the big cities of the East Coast-main-
all scientists and magicians, who spend some ly New York City. These individuals :tre often
time in her ciwde1. It is said that if you get into already on their way towards an enhanced
the heart of the citadel, where Malkuth's soul awareness. Nobody misses these people when
rests, you will Awaken. No one knows if this is they disappear, but it has come to the attention
true, for the Awakened do not tell. Originally she of the police after a few ~more important" peo-
represented the prison itself, the imprisonment ple have been mistakenly taken to serve as
of our bodies in the illusion. Malkuth's rebellion Bergstrom's unwilling subjects. The police are
is a cause of lhe illusion collapsing. baffled, however.
She acts mainly through human agents, most The reason for these experiments is the belief
often magicians and scientists, and the very best that the influence of the Demiurge on our sense
of them. Malkuth is at war with Netzach, of reality is implanted in our genetic code. U the
Geburah, and Kether. She has problems with code is altered, the block will cease, and we will
Binah, but receives some support from experience true reality. All results are carefully
Tiphareth. She has coopermed with several documented and disseminated in as many copies
Awakened humans. as possible. Bergstrom doesn't want the results
Malkuth's primary bases are imhe U.S. and to die with her, or if the Hctors try to destroy
Europe, although her support from magicians them.
and scientists in other parts of the world is by Bergstrom's organization is small. She has
no me,UlS without importance. Her only a few hundred agents in the U.S.,
goal is to liberate Hum:mity from its but seveml of them are almost
prison with the help of magic, sci- Awakened. The Archons have reason
ence, and knowledge of the true indeed to fear Maikurh.
nature of the world. Bergstrom has a modern laborato-
In the great chies of the western ry, The Bergstrom Institute, in upstate
world she encourages the creation of New York. It is situated in an isolated
slum, as the illusion will easily break area, in a large forest which belongs
in such places. She supports some to the Institute. People are treated
here with drugs, operations, mutated genes, and Personality: Bergstrom is filled with her idea of find-
magic in order to achieve enlightenment. Only a ing what physically binds us to the Illusion. Nothing
few of them survive this treatment, usually with else matters to her.
a drastically lower mental balance. Game mastering hints: Speak with a faint German
accent. Let your fanaticism show, talk only aboul the
TII.e Derg;s"troII1 resulrs of your research .
....stt"tu."t;e AGL12 EGO 24
The Bergstrom Institute is contained in a for- STR 10 CHAI6
mer recreation resort outside the town of
CON 21 PER 14
Ogdensburg in upstate New York. There are 30
COM 10 £OU28
square kilometers of forest around it, a forest
that haven't been touched since the twenties. A Height: 165 cm
narrow but well-kept road leads through the for- Weight: 55 kg
est to the institute. Several new buildings have Senses: Enhanced awareness
been added to the old ones during the seventies Movement: 6 m/round
and eighties and the area now contains 18 build- Actions: 2
ings, scattered in an area of three square kilome- Initiative bonus: -
ters, around an old mill-pond. The main building Damage bonus: +I
contains the institute itself, where most of the Damage capacity: 6 scratches = I light wound
experiments are conducted. On the periphery of 5 light wounds = I serious wound
3 serious wounds = I fatal wound
the area is an enclosure where the objects of
Endurance: 135
unsuccessful experiments are kept prisoners and Mental balance: -100
carefully guarded.
Dark secrets: Responsible for medical experiments
Eighty people live and work here. Andrea Advantages: enhanced awareness, magical intuition
Bergstrom is usually on the premises. She has her Disadvantages: Mortal enemy: Rainier Xavier von
office in the old main building by the mill-pond. Habsburg, Fanaticism, Mental constrictions, Mania,
"'nd:r'e_ Nightmares, Rationalist.
Skills: Hand-gun 12, First aid 18, Computer science
Dergs"t;rOI:.1 20, Electronics 18, Hypnosis IS, InfomIa(ion
Bergstrom has been the envoy of Malkuth retrieval 18, Languages: English 18, French 12, Larin
since the mid-fifties, when the envoy of Kether 15, Russian 12, German 20, Diplomacy 15, Etiquette
destroyed about twenty of Malkuth's North 15, Net of contacts: chemisls 18, Net of cOnlacts:
American Herors. It was then that the Archon EEC civil servants 15, Net of cOnlacts: physicians IS,
started to take on more human servants, and Driving 12, Medicine 15, Genetics 20, Psychiatry 20,
Bergstrom is the most prominent of them. She is Natural science 22, Biology 20, Chemistry 20.
the director of The Bergstrom institute and is a Magic: School of madness 30 (all spells to skill score
member of about twenty medical boards and 15)
committees in the U.S. She is in her fifties, short Home: Ogdensburg, NY
and blond, with gray piercing eyes.
P i e r r e I . o. . .bft,rd NeoIl.ft,~
Pierre Lombard is one of Malkuth's few TIle Neonates are the result of Bergstrom's
remaining lictors. He's a lone wolf, being very attempts to break down our inherited defense
careful in his interactions with other Helors. His towards seeing through the illusions. They are
contacts are primarily with Malkuth's human ser- humans, born with a high degree of enhanced
vants. In his human form he is a black·haired, awareness which makes them see through the
short and slim man in his forties. illusions from time to time. They have a few
Personality: Lombard has split feelings for humans. characteristics which belong to the Awakened
As do alIlielors, he despises humans and wishes to and to individuals with very high or low mental
maintain the illusion. AI the same time he's faithful balance. Unfortunately, they can't cope with
[0 Malkuth, working to tear illusions down. This has what they see. Most develop schizophrenia in
led to a feeling of being superior to all other ~igno­ their youth. All have very low mental balance,
rant~ licrors. He identifies with Humanity. Lombard and severe problems in relating to other people.
often claims he is ~rcally~ a human. He hopes to one There are neonates in several institutes run by
day be able to turn into a human. servants of Malkuth. They can sometimes move
Game mastering hints: In his human shape Lombard between our world and Metropolis, but their tal-
is a witty, jocular philosopher. As a liClOr he is disillu- ents are difficult to control. Most people believe
sioned and irritable. neonates to be ordinary humans. Anyone who
AGL32 EGO 35 sees through illusions will see them as distorted
STR45 CHA20 humans, not unlike nepharites or humans with
CON 45 PER 30 an extremely low mental balance.
COM 17 (2) EDU 50 Personality: Neonates are egocentric and often suffer
from serious mental illness.
Modification of terror throw: to (as a Uctar) Game mastering hints: Move irregularly. Speak
Height: 185 em (250 em) abruptly and incoherently. Let your eyes twitch and
Weighl, 450 kg jump.
senses: Sees infrared and ultraviolet
Communication: speech or telepathy AGL 1O+2dI0(21) EGO 2dlO (II)
Movement: 16 m/round STR 1O+2dlO (21) CHA IdlO (6)
Actions: 5 CON 10+2dlO (21) PER 2dlO (11)
Initiative bonus: +20 COM 2dlO (11) EDU IdlO (6)
Damage bonus: +9 Modification of terror throw: to (in their true
Damage capacity: 10 scratches = I light wound
shape)
9 light wound =1 serious wound
Senses: Enhanced awareness
7 serious wounds = I fatal wound
Movement: 12 mlround
dies after 3 dC:ldly wounds
Actions: 4
Endurance: 255
Initiative bonus: +9
Natural armor: 2 p
Damage bonus: +5
Powers: Commanding voice, Speak all human lan-
Damage capacity: 6 scratches = I light wound
guages, Telepathy, Telekinesis 100 kg 10 meters/sec,
5 light wound = f serious wound
lmmune to fire
3 serious wounds = r fatal wound
Skills: Automatic weapons 15, Hand-gun 15,
Endurance: 135
Computers 30, Information retricV'JI 50, Meditation
Mental balance: -IOd 10 (-55)
30, Languages-all human ones, Man of the World
Natural armor: Id2 P
30, Diplomacy 50, Etiqueue 50, Nct of Contacts:
Dark secrets: Subjected [Q medical experiments
philosophers 30, Net of COnlacts: Lictors 20, Net of
Advantages: Enhanced awareness, magical intuition
Contacts: biochemists 20, RhelOrie 50, Driving 15,
Disadvantages: Irritable, nightmares, addiction, split
Humanities 50, Philosophy 50, History 30, Art 30,
personality, schizophrenia, sexual neurosis, self-cen-
Linguistics 30, lirerature 30, Social science 20.
teredo
Attack mode: Bite 20 (scr 1-6, Iw 7-13, sw 14-24, fw
Skills: Hand-gun 18, Sneak 15, Dagger I;, Hand-to-
25+),2 claws 25 (scr 1-7, Iw 8-14, 5W 15-28, fw
hand combat 15, First aid 15.
29+), Strike 20, Kick IS, TIlIOw 15, else according
Magic: 20% chance of having a school in skill score
to weapon
20, and 5 spells on skill score 15.
Magic: School of madness 50 (all spells to skill score 30)
Home: New York
Home: Paris
N-.cI.:t;k1T11der Skills: Hand-gun 12, Sneak 20, Dagger 15, Impact
The Nachtkinder are the subjects of the least weapons 18, Hand-to-hand combat 1;, Falling tech-
successful experiments Bergstrom has per- nique 15, Survival 18.
Attack mode: According to weapon, have natural
formed. The experiments were made on chil-
claws and teeth when needed.
dren of between 5 and 10 years of age. They
Equipment: Simple weapons, ragged clothes
gained power enough to break free and disap- Home: New York
pear; now they have banded together and are Number: 5+ ld 10 (11)
trying to destroy Bergstrom and ultimately
Malkuth. Most have migrated south to New York ~a,p 0:1: "the
City, but a few live stilI in the upstate forests. :Herg;s"troII1
The Nachtkinder are eternal teenagers. Their Instt-u..d:e
appearance is that of a nepharitc. They have seri-
Main building. An old two-storied wooden villa,
ous physical changes and scars on their entire
bodies. Nachtkinder are partly able to control 1 to which has been added a more modern exten-
sion in the south. There are 3 operation theaters in the
their physical changes and choose their appear·
cellar, and beds for 20 patients. On the bottom floor
ance. •
Personality: The Nachtkinder are proud of what they there are offices and on the first floor is a suite used
are and look down on ordinary people. At the same for reception and a library. Andrea Bergstrom has her
time [hey hare Bergstrom for having made them into room on the first floor.
living quarters. Awooden house in two slories
what they are. They are irritable :md violent.
Game mastering hints: Act the defiant teenager. Be
defensive and stuck-up. Move in :l puppy-like way.
2 which contains the rooms of most of the employ-
ees of [he institute.
living quarters. An old stable has been re-built
AGL IO+2dlO(21)
STR 1O+2d10 (21)
EGO 2dlO (II)
CHA 2dlO (11)
3 and is now the liVing quarters of some of the
employees.
CON 1O+2dlO (21) PER 2dlO (II) Chemical laboratory. In a house behind the old
COM IdlO (6) EDU Id5 (3)
Modification of terror throw: -5
4 stable there is an advanced laboratory. Tests taken
on the "guinea-pigs" are analyzed here. New drtlgS are
Senses: Sees infrared invented.
Movement: 12 mlround Guard house/security center. The old guard
Actions: 4
Initiative bonus: +9
5 house has been turned into a security center.
Monitors show various views, taken by the numerous
Damage bonus: +5 video cameras spread in the area. l1lt~ fence alarms
Damage capacity: 6 scralches = 1 light wound and of all buildings are connected to this house. There
5 light wound = I serious wound are always twO guanls on duty.
3 serious wounds = I fatal wound Perception laboratory. In a newly built two-sto-
Endurance: 135
Mental balance, -75 -5dlO (-103)
6 ried brick building arc laboratories and experi-
mental equipment for all kinds of research on percep-
Powers: Shape-ehanger-can change shape within tion. There are sensory deprivation tanks, equipment
certain limits. They cannot change weight or volume for the reinforcement of nervous impulses and the
and they are always humanoid. The change will take screening of senses, and for all other kinds of neuralgic
10+ IdlO minutes and is very painhl! and psychological research concerning perception.
Dark secrets: Vict'ims of medical experiments Time smdies. Four human guinea pigs have been
Advantages: Enhanced awareness, body awareness
Disadvantages: Death wish, Mortal enemy, sworn 7 kept in a small brick building for several years in a
stale of exceprional sellsory stimulation. They are by
vengeance, fanaticism, phobia, pursued, mental can-
now completely mad. The first evaluation of (he exper-
striclions, intolerant, irritable, schizophrenia
inlent will be made after ten years.
Human gUinea-pigs. In a weU guarded rwo-storied
8 brick building are thirty padded cells. There are
always about twenty patients in this building. There's a
guard center on the bottom floor, just inside the
entrance.
Guest house. An old cDuage has been renovated
9 and is now used for lodging the guests of the
instilUle. The house has twO stories and contains four
rooms.
Living quarters. A newly built onc and a half
10 story brick building, with a terrace fJdng the
pond. The experiment leaders and Bergstrom live
here. The building contains five separate living quar-
ters.
Living quarters. A simple barracks. TIle work·
11 ers who care for the animals live here.
The instimle mainly deals with humans, but
12 there is some research done with animals. All
sorts of animals commonly used in experiments are
kept here, together with a few species from beyond
the illusion-dingoes from Gaia and different creatures
from Metropolis. The aim is to understand how and
why certain animals can see and travel through illu-
sions.
Animal sheds and breeding places. The ani-
13 mals are bred and kept in a modern barracks,
made of corrugated metal and concrete.

14 Magic studies. Magic rituals are recreated and


analyzed in order to understand how they
work and why they CUI break through illusions at
times. The work has so far progressed very slowly.
Rituals don't work well in sinmlions when they can be
analyzed.

15 Living quarters. Uving quarters for workers in


the magic project. On the lOp floor are guard-

16
ed rooms for the human guinea-pigs in the project.
The renovated miU is used for storage.

Guards. Five guards are always watching the


17 human guinea-pigs.
Human guinea-pigs. Neonates aud persons
18 with an even lower mental balance are kept in
this building behind high fences.
hesed was from the stan one of the [cast Nakemi fought to re-conqucr Africa from the

U powerful Archons. He became even'


weaker when Europe colonized Africa,
which was his main area of activity. When he dis.1P-
Europeans and unite the continent under his-
and Chesed's-rule. A united Africa would be
able to crush Europe and pur an eternal end lO
peared Africa was thrown into Chaos. Chcsed repre- Malkuth's plans. Only through creating a bear-
sented help and compassion, divine forgiveness. His able, comfortable illusion could humans be kept
aim w:.IS to make our imprisonment comfort:lble prisoners. No one would want lO escape from a
enough to not make us want to break frce of it. paradisicaJ prison.
His disappearance has facilitated our
Awakening, and certain lictors have specu-
lated about the possibility of Awakened
people having caused the disappearance.
Chesed's lictors have been liquidated,
gone underground, or joined the African
forces of Binah. They do not know any-
thing of what happened to Chesed.
Chesed's base was primarily Africa, secon-
darily help organizations, the media and
the intellectuals who supported him. His
Hctors were intellecruals, journalists and
African political leaders. Chesed's envoy, a
Kenyan leader with pan-African views, dis-
appeared with him. His organization was
dissolved.
In Metropolis, Chesed's citadel has been
almost completely destroyed and is now
more or less a heap of stone and gravel.
The lowest levels are still in existence, bur
empty and abandoned.
Chesed'''s
EI.:VO~Jr Nywere was a smaU country, and its cultural
Chesed no longer has an envoy. Maoro heritage was related lO that of the Yorubas. The
Nakemi, the ruler of the :l.I1cient realm of capital, Asako, was dominated by the palace of
Nywere on the African west' coast (then a part of Nakemi, which was surrounded by low build-
French Congo) used lO be his servant'. Nakemi ings made of sun-dried bricks. There were only
was educated under an alias in Britain and half a million inhabitants in the country. In 1953
returned to his country in the twenties. He was king Nakemj disappeared without a trace. TIle
extraordinarily powerhll, compared to other colonial powers reacted very quickly. In 1954
envoys. He kept Nywere clear of the influence of the realm was bombed back to the Stone Age.
the colonial powers, with the help of All liVing creatures were killed with
magic and his good conracts within chemictl weapons in 1954 and 1955.
the British administration. The Today nothing remains, save for the
Europeans ignored the small country, burnt ruins of Asako and a few mass
after having been driven back with graves, barely discernible. Exactly
magical means several limes. who was behind tillS deed is not
In 1885 Nywere disappeared from known, but UN forces were lIsed to
all maps, and was not mentioned in commj(' this genocide.
any texts published after 1904.
~Jt":,~"""" ~ _,..~. .
.. -- •• • • #
U"o
T h e :Po,"t;:r:i.o,:reh
ftJ"
hokmah is one of the Archons who and actions. His organization was intertwined

U have disappeared, He was earlier


one of the three mighty ones-
together with Kether and Bioab.
with all organized dlUrches and religious sects.
Christianity, Judaism. Islam, Buddhism and
Hinduism were infiltrated and controlled by the
He and Binah were the first to be created Hctors of Chokmah. He exercised powerful influ-
from the existence of Kether. Chokmah was ence on the lives and thought's of humans, but'
almost as forcefuJ as Kether himself and he chal- gradually lost his grip before the fall of the
lenged Kethcr for leadership among the Demiurge. In countries where religion is still
Archons. Scholars claim that this fight was a important, Chokmah's organization still has a lot
reflection of lJ1c ancient human conflict of power. In other countries it has influence
between the government and the church. through secular means.
Others say that OUf conflicts are reflections of Chokmah's relations with all of the Archons
those of the Archons. c.-xcept Kether was good. He disliked Malkuth,
Chokmah was loyal to the Dcmiurge, but it but was not an open enemy of hers. His fore-
was his opinion that Kerher had too much most opponents were the Satanists and the
power. When the Demiurge disappeared this Hellers. His lictors tracked down suspected
conflict became an open war. Chokmah van- Satanists and heretics for many years.
ished in the confusion that foUowcd the disap- Chokmah's base in our world was the Middle
pearance of the Ocmiurge. Whether Kelher East, although his influence was also consider-
destroyed him, or if he retired when he gOl no able in the rest of the world. When he disap-
suppon from the other Archons is not known. peared chaos became the ruler of this area. War
His citadel has decayed. Originally it was one of and hatred attracted Hareb-Serap and Samac!.
the tallest and most glorious ones, but it is now Their influence in the area is nowadays great.
in ruins. The rooms, corridors and shafts <Ire Netzach ,lIld Malkuth have become temporary
covered by ashes and dust. AU is dead. There are allies in order to try to Stop them. They have not
no servants in the empty hall-ways. The only been successful so far. Hatred is too firmly
items left are the statues of gods and religious anchored in the humans. The situation is explo-
symbols scattered in the ashes and dust. The sive and a major war could throw the whole area
painted windows have been smashed. The fres- down into Inferno.
co p<lintings are peeling. The citadel is gradually The HCtors and human servants of Chokmah
devoured by the rock on which it rests. continue with their work of capturing us with
Chokmah personified religion and the means of religion, now serving no
the gods' eanhly domain, the power one but themselves. They hope to be
of the church over worldly m<luers. able to rule the world and to use it
The presence of him and his envoys for their 9wn purposes. Chokmah's
could make a skeptic believe. His envoys are dead, but his Iicrors con-
citadel was the essence of all the holy tinue ro pose as priests, cardinals and
places in the world and also the monks. What their plans are is not
essence of all our dreams of not hav- known.
ing to take responSibility for our lives
·.Q"
.:~ .
. . .,)
,

" ". .'

< -T1Ie1/lf1.lBdY
.' Twin Pllllls

....
"':'.'
'

• ..'•'..
.
.' ..
.
,. '.. \.
\
\
'.'

,.
ePo~er
O-ver
III
he stupid bastards have

T locked me into a mental hos-


pital. I've been trying to wam
the President about the Dark Godfor several
weeks, and now they put me in a loony bin.
The first time I saw the signs ofHis
arrival was two months ago when J bumped
into a sailor at the port who carried his sign.
I first thought I must be mistaken, but when I
saw the headlines the following day, about
the lunatic who had gone mad and emptied
his tnagazine in a b'rothel, I understood that
I had been right I asked tbe cards twice that
night, and they said the saIne each time: He
was on His way.
After that, three jumbo jets crashed over
Haiti in one week, and these idiots talked
about an "improbable coincidence," He was
notfar awa)!, and I knew where He was
heading. When 1 tumed on the radio 1 could
hear tbe flutes of the Sect faintly between two
stations. In my ClJ'stal ball I saw nothing but
a huge dark shape shadowing everything
else. It was then that f called the White House
for the first time. The signs became more and
more numerous and I called again and
again, more and 1Jwre desperate. Finally, a
white car came and brought me here, in a
strait jacket. Oh, the fools!
Now I stand here looking out between the
bars of my window. At the horizon I see the
dark cloud against the sunrise. It's coming
this way
t was my last night in the able to get to me there.

I office. I tore out the pages


from the files and threw them
in a big black plastic bag. No traces of
I tore a brochureJr01n a Ger-man
company off the shelf It was p,.adwyck's
company; his face was on the back,
my studies must remain. Pradwyck together with those of the finance man-
would not be given the chance to trace age,. and of two of the auditors. The pic-
me. I had the plane ticket to New Yo,.k ture was blurred, though... sam,elbing
in my pocket. Once the,.e, I woutd be wrong with it. I looked mOlY! carefully It
able to publlsh what I had learned wasn't Pradwyck's face. A distorted
about his di,.ty affai,.s. He wouldn't be swollen head with watery white eyes
stared at me from the photograph. With coarse, too deep; somehow inhuman.
a shudder, [ threw the brochure away The knob began to tum. Then, from
and took a drink from the hottle in the behind 1ne, a heavy moist hand landed
bottom drawer Then a feeling ofdread on my shoulder. 1 whirled around and
came over me. looked up into a swollen, pale face with
A door opened down the hall-who bll1'd milky-white eyes. A thick, prehen-
could it be at this bour? I looked around sile tongue lolled out of the comer ofa
frantically for someplace to hide- pU1plish, lipless mouth. The head was
nowhere. Heavy, slow footsteps were get- atop a bloated body, far above my 180
ting closer down the corridor. em.
Unnaturally heavy footsteps. A bulking "You didn't think [ would let you get
silhouette behind the frosted glass away, did you, Jeffrey? Nobody escapes
moved to the dam: Anton Pradwyck," the creature said in a
'Jeffrey! We've been 'looking fo,' you." com'se voice.
The voice was familim; bitt strange: too

n the sutfacc, Hewes are the obedient proof. TIle rebels are very careful. All attempts

O servants of the Archons, making every


possible sacrifice to follow their mas-
lers' orders. TIley seem to be an extension of the
by the loyal lictors to discover what is actually
going on have failed. The loyal ones refuse to
inform the Archons of their inability to control
Archons wishes: loyal companions, unselfish in service their own subordinates; they'd rather try to deal
without a thought for themselves. with the problem themselves than admit their
Nothing could be more wrong. failure.
Lictors obey our of fear for the power of the Rebels are grouped in cells within the organi-
Archons. They will take every opportunity to zation of every Archon. They have no knowl·
promote their own cause. It is their nature to edge of any other cells-only the leaders are in
abase themselves to those imore powerful, and contact with leaders of other cells. Every city,
at the same time humiliate those weaker than country and cominent has a leader of higher
themselves. They despise humans, and they wi.lI level in charge of many cells. The six topmost
worsen our cause if given the chance. leaders meet in Brussels every year.
For thousands of years they have been hoping The organization is very secret. Lictors wish-
and planning for the day when they are able to ing to retire from it extinguish themselves.
break free of the Archons, and take power over When they are recreated, their memories are
the lllusion themselves. They will then avenge destroyed.
themselves upon us for their millenia of slavery. The Archons suspect that something is
'nley have slowly and carefully built up their wrong, but they depend on the lictors to control
own organization without the knowledge of the (he U1usion and dare not strike at them. Since
Archons. They plan to overthrow their lords and the leaders of the loyallictors have not come
take control of our Reality. They blame their slav- forth with their suspicions, they are also sus-
ery on Humanity and will tormem us eternally as pected traitors.
revenge. They will change and distort our The rebels arc led by sL'X mighty lictors. Each
Reality so that it suits them better: it will be a mimics one of the Archons and aims to replace
world where humans are the slaves and the vic- their master after the rebellion; there are four
tims of the Hctors. other Jictors who will replace the four archons
Almost all Hctors have joined this conspiracy; who have disappeared. Foremost among the six
less than a 100,000 remain loyal to the Archons. leaders is Anton Pradwyck, Kether's lictor in
However, the most powerfullictors-thosc in Germany and Eastern Europe. Since the rebels
the highest positions-remain loyal. TIley sus- work within and under cover of the organiza·
pect that something is going on, but they lack tions of the Archons, all of them are powerful
men and women. They are directors of compa- ~'t;o. . P:rnd~ck
nies, politicians and military officers. Anton Pradwyck is Kether's servant in
The rebels control a large part of the Iktors' Germany. He's a successful industrialist and
resources. As a normal part of their activities or occupies the position of an expert within the
through false information given to their loyal industrial department. He is a specialist in the
leaders, they've llidden away resources equiva- economic problems of eastern Europe and is
lent to the means of an Archon. influential in the politics affecting the economy
TIle ceUs meet secretly, in well-protected of eastern Germany. He has an office in Berlin
places. The leaders meet openly in conferences, and another in Hamburg.
and carefully see to it that no loyal leaders or On the surface Pradwyck is Kerher's loyal ser-
humans are there. vant. He is, however, gathering strength in order
The rebels recognize one another through to replace prince Rainer Xavier von Habsburg at
complicated images sent via telepathy. a convenienr time. Pmdwyck is one of the might-
Infiltr.l.tion is nearly impossible. Attempts of the iest licrors of the rebel movement., and his goal
loyalists in that direction have so far always been is to augment the power of the lictors and con·
a failure. fuse the Archons. TIle Masters of the Temple in
The rebels are not violent; that is the last Germany are Pradwyck's loyal servants.
resort. They control large parts of the judicial In his human shape Pradwyck is a handsome,
systems, and can arrange to have virtually any- energetic, blond man about the age of thirry-five.
one accused of any crime and summarily con- He dresses in fashionable and very expensive
victed. clothes and always has his private secretary with
Using false information they can trick the him.
Archons strike against their own enemies. If Personality: Pradwyck is utterly calculating. All his
needed, they can liquidate a person, using the <1C1'ivi[ies are directed towards gaining as much
police, intelligence org:miz;uions, or the military. power as possible oveJT the illusion. He is thoroughly
They may summon creatures from beyond the ruthless.
illusions. These traitorous Lictors use human ser- Game mastering hints: Smile amicably, speak in a
vants, but they never reveal their phUlS to business-like manner. Shake hands with the players
humans. In northern Europe they have used the in an energetic way. \Vhen you are in Hctor shape:
Masters of the Temple-a human sect worship- become drooling, threatening and grotesque.
ping lictors as gods-to confuse the loyal ser-
vants of the Archons. The rebels will not hesitate AGL35 EGO 35
to kill any number of humans to avoid exposure; STR60 CHA 18
they are also prepared to die for their cause. CON 55 PER 30
'nley have many enemies-the loyal lictors, the COM 2 EDU50
Archons, the Death Angels, and the Awakened, Modification of terror throw: ±o (as a lictor)
who regard them with great suspicion and anxi- Height: 180 cm (250 Col)
ety. Weigh" 77 kg (450) kg
Senses: Sees infrared and ultraviolet

--~. '.
Communication: speech or telepathy Archons to be the servants of the Hcrors.
Movement: 18 m/round ServiJiants will do anything the Iictors tell them
Actions: 5 ro do; they have no instinct for self-preservation
Initiative bonus: +23 whatsoever. Their life is to obey.
Damage bonus: + II Game mastering hints: Act the obedient servant,
Damage capacity: 12 scratches = I light wound look down to the floor and give your answers in
II light wounds = I serious wound monosyllabic words.
9 serious wounds = I fatal wound EGO ldlO (6)
AGL 1O+ldlO(16)
Dies after 3 fdtal wounds
STR 1O+2dlO (21) CHA ldlO (6)
Endurance: 305
CON IO+2dlO (21) PER IO+ldlO (16)
Natural armor: 2 p
Powers: Commanding voice, Speak all human lan- COM ld;(3) EDU-
guages, Telepathy, Telekinesis 100 kg 10 meters/sec, Modification of terror throw: -10 (in their real
Insensitive to fire shape)
Skills: Automatic weapons 30, Hand-gun 30, Heavy Height: 150 cm
weapons 30, Impact weapons 50, Sword 50, Whips Weight: 60 kg
and chains 50, Administration 50, Book keeping and Senses: See perfectly through darkness, see through
accounting 60, Computers 30, lnformation retrieval illusions
50, L..1.nguages-all human ones, Man of the World Communication: Speak all human langu:tges
30, Diplomacy 50, Etiquette 30, Seduction 30, Net of Movement: 8 m/round
Contacts: German industry 40, Net of Contacts: lic- Actions: 3
tors 50, Social sciences 40, Law 30, Economy 30 Initiative bonus: +4
Attack mode: Bite 20 (scr 1-6, Iw 7-13, sw 14-24, fw Damage bonus: +4
25+),2 claws 25 (scr 1-7, Iw &14, sw 1;·28, fw Damage capacity: 6 scratches = I light wound
29+), Strike 20, Kick IS, Throw IS, else according 5 light wounds =1 serious wound
to weapon 3 serious wounds = I fatal wound
Magic: Lore of madness 50 (all spells to skill score 30) Endurance: 135
Home: Berlin Skills: Sneak 16, Dodge 16, Daggers 20, Hand·ta-hand
combat 20, Hide 16, Search 16
~e:r"Vft,II.ts 0:1: Attack mode: Claws 18 (scr 1-8, Iw 9-16, sw 17-25, fw
"t;he IAC"t;o:r8 26+) or according to weapon.
The servants of the Iictors are nor always Number: varying
human. Many other creatures serve them. In
spite of the Hctors being caught in the lUusion I!!!!Jer_pbiI:n.
with us, and unable to find their way inw True The ser.l.phim are angels who fell ro earth
Reality, they can lise their position to make the when the skies were shattered by the departure
Archons give them servants from other parts of of the Demiurge. Now they are ragged, confused
Reality. creatures, easily fooled and led by the Hcrors.
When the Demiurge vanished, angels and They are naive and trusting, characteristics
seraphim from the par:tdises entered our world. which can easily be turned into aggressiveness
Many of them were enslaved by the lictors and and hatred when confronted with cruel reality.
became their servants. Other creatures have They are about as taU as humans, with long,
been the servants of the Hcwrs since the cre- white hair, pale skin and icy blue eyes. [f it were
ation of the Illusion. We here depict a few of the not for their tortured appearance they would be
species serving the !ictors, and a human organi- extraordinarily beautiful. Their fingers end in
zation-The Masters of the Temple-that wor- long, sharp claws. Their skin is smooth and
ships the HClOrs as divine creatures. white, bur on some it has become cr:lcked, and
the cracks are filJed with oozing blood. When
I!!!!JerT:ill_IlL"ts enraged, their eyes have a heUish red glow. They
ServiJiants are the most devoted-if not the are dressed in lovely white diaphanous tunics,
most efficient-of the servants of the lictors. In though often these garments are torn and
their true shape they are short and bony with bloody. On their backs are huge feathered white
grayish yellow skin and large eyes covered by a wings, sometimes broken. They fight only with
yellow film. In our reality they may take on a their hands.
human shape. TIley were created by the
AGL 2d1O (11) EGO 2d10 (II) Initiative bonus: +9
STR 2d1O (II) CHA 1O+ldlO (16) Damage bonus: +5
CON 2d1O (11) PER 2d 10 (II) Damage capacity: 6 scratches = I light wound
COM lO+ldlO (16) EDU-
5 light wounds = I serious wound
3 serious wounds = I fatal wound
Modification of terror throw: -10 Endurance: 135
Height: 190 em Skills: Automatic weapons 16, Rifle and crossbow 16,
Movement: 6 mJround Hand-gun 16, Heavy weapons 16, Sneak 16, Dodge
Actions: 2 16, Daggers 18, Pole arms 18, Sword 20, Acrobatics
Initiative bonus: - 18, First aid 15, Languages-all human, Net of con-
Damage bonus: +I tacts: heavenly creatures 20.
Damage capacity: 4 scratches = 1 light wound Attack mode: 2 Claws 15 (scr 1-7, lw 8-14, sw 15-22,
3 light wounds = 1 serious wound fw 23+) or according to weapon
3 serious wounds = I fatal wound Home: Heaven
Endurance: 85 Length of life: eternal
Skills: Hand-to-hand coOlba! 15, Dodge 10. Number: 1dlO
Attack mode: 2 Claws 15 (seT 1-7, Iw 8-14, sw 15-22,
fw 23+) 'I"he Tr"U.e Al.n1TIIJLo,Is
Number: IdlQ Our domestic animals, the birds of the cities,
the rats in the sewers-the wild animals in our
'I"he ~jg-b"t:s environment-are all our jailers. TIley work for
Or I.1gh"t the lielOrs, keeping humans under control.
TIle Knights of Light are the private army of The onc exception is the dog, which has been
the Helors fetched from the broken paradise of on our side for thousands of years. Cats and
the Demiurge-but unlike the Seraphim they :lre other pets are often neutral, or serve the lkrors.
nor battered and cnfused. The true shape of the animals varies. They are
The Knights of Light are black angels widl a larger, more grotesque and dangerous than we
shining, hard skin and spotless wings. TIley are usually believe them to be. The lictors will on
dressed in flowing white or blue tunics. The lie- rare occasions make domestic or wild animals
tors use The Knights of Light to punish humans attack humans, but they are unwilling to risk a
and to control suspects within the Hetor organi- revelation of their true nature. Dogs will normal-
zation. AU of them are skiUed warriors. ly rehlsc to attack their owners, but a skillfullic-
Originally they were war angels in Paradise, but tor can set them against humans who are
their fall was nm roo great when the Demjurge strangers to them.
vanished.
Personality: TIle Knights of Ught are lawful, pure- Tl:I.e :M:as"ters OJ:
hearted and eager to fight. TIley fight for what they "the Te:n1pIe
believe is good and right and are not aware of any This sect has recruited its members among
mistakes they make. TIley fight to preserve the influential men in the western United States; it
lllusion and attend the return of the Demiurge. worships and reveres the Lictors, and this has
Game mastering hints: Hold your head up arrogant- gone so far that their leaders seek to turn them-
ly. Speak with bold and clear voice. Use a lot of selves into lictors. They are trying to seize a
empty phrases abollt Right and Good. share of the power which lictors have over
AGL 1O+2d10 (21) EGO 2dlO (11) Humanity. The leaders of the sect have become
STR 1O+2dlO (21) CHA 2d1O (II) 'proro-Lictors.' On the surface, they honor and
CON 1O+2dlO (21) PER 1O+1dlO (16) adulate the lictors, but they secretly wish to
COM 1O+2dlO (21) EDU- overthrow and replace them.

Modification of terror throw: -10 .n.....t:ory 0:1: "the 8ec"t


Height: 180 cm The Masters of the Temple have been the
Weight, 90 kg human servants of the Hcwrs for hundreds of
Senses: Sharper than human senses, but very poor years. They attained high positions in society
sight in darkness. through their contacts with the servants of the
Communication: Speak aU human languages Archons, and have been keeping an eye on
Movement: II m/round humans serving under them. All the time they
Actions: 4
have been the extended arm of the Hctors in The sect has several competent magicians as
northern and central Europe, later also in North members. They master passion and death magic
America. Meanwhile, their leaders have been up to a skill score of 20-25. The members have
covertly studying the Hcrors and their organiza- extensive influence on administration and justice
tion. in their home countries. Paramilitary equipment
When the Demiurge vanished, the role of the is not out of their reach. Outside their home
Masters of the Temple changed. The Hctors lost countries resources are much more limited. The
much of their power, and the Masters of the main lodge is situated on East Broadway in
Temple had more freedom to act. The leaders of Seattle, Washington. The twelve subordinated
the sect began to use their knowledge of the Hc- lodges are in Los Angeles, San Francisco, Denver,
tors to support their own power. They dreamt of New Orleans, Washington D.C., New York,
turning into Hcrors themselves. Chicago, Miami, Berlin, Warsaw, Prague, and
During the twentieth century the Masters of Budapest. Lodges are centrally located in the
the Temple have continued to worship the lic- cities; houses are old buildings, owned by the
tors, but have also worked on transforming sect for many years-sometimes generations.
themselves to lictors. They are on the road to Lately, the Masters of the Temple have also
success, after having recruited many doctors and bought property in more secluded places, which
experts in genetics. As the century unfolded the are not so easily spied upon by the licrors.
United States grew in power and prominence. In official meetings members wear flOWing
The Masters shifted their main headquarters to purple cloaks with hoods designed so that only
the west coast of North America. The leader of the eyes are visible. Special handshakes are used
the sect has captured Hctors, interrogated and as a way of recognizing each other on other
dissected them in order to understand how they occasions. The sect works mainly within the
function. boundaries of law when confronting opponents.
A group of the licrors in the western U.S. has TIley may summon creatures with magic to help
broken with tradition and is now supporting the them if necessary. Violence is always the last
plans of the Masters of the Temple. TIley hope resort, although they do not hesitate to kill if it
to be able to use the human "1ictors~ against serves their purposes. The bond to the lictors
their own colleagues. still exists within the movement. The lictors are
worshipped and served by the members, which
~ese:r.ptl.o~ has prevented them from discovering what the
0:1' "the l!!!!lee"t sect is really lip to, There are lictors present at
TIle Masters of the Temple has around 4,S00 every important, open, meeting; they do not see
members in the U.S. The cult is run from Seattle, it as a threat that the leaders of the sect are trans-
Washington (where the main lodge is situated) forming themselves, but rather as a sign of rever-
and led by the Grand Master. There are twelve ence.
masters under him, each in charge of a lodge in On the surface, the Masters of the Temple are
his own city. The experiments with proto-Hcrors involved in charity, social welfare and lobbying
arc undertaken in Seattle. activities. The lists of members and the inner
The Masters of the Temple is a very hierarchi- activities are kept strictly secret.
cal organization: the le;lder in Seattle tries to The sect has connections with other orders-
keep the other lodges under strict control. All for example the Lodges-and to the !ictors of
leaders of the sect are proto-Hctors. The Grand Kether and Binah (who are using them for differ-
Master of Seattle, Marcus Blanton, has become a ent missions). A small group of Hctors in
creature reminiscent of an extremely large Iictor. Germany-led by the surgeon Victor Krotsch-
He controls the sect torally, seeing to it that knows of and supports the plans of the Masters
no rumors reach the ears of the Hcrors of his of the Temple, hoping ro be able to use the orga-
enemies. He seldom shows himself in public, nization for its own purposes.
and avoids confronting lictors directly.
TIle members are wealthy and influential. A P:ro"t:o--llc"tors
candidate must be recommended by twO mem- Proto-lictors are humans that have been treat-
bers to gain entrance. The Masters of the Temple ed with surgery, drugs and magic to become
only accepts members who can be useful to creatures similar to the lictors. The process is
them. Only men can become members. very painful and will lake up to ten years (one
patient in three commits suicide before the end AGL 1O+1dlO(l6) EGO 2d 10 (II)
of the transformation). The process was devel- STR 20+2d 10 (31) CHA 2dlO (II)
oped by Grand Master Marcus Blanton, who has CON 20+2dlO (31) PER 10+ IdlO (16)
been undergoing treatment himself for twenty COM Id5 (3) EDU 1O+1dlO (16)
years and has been transformed into a very large
lictor. He is now planning to create as many Height: 200 cm
proto-lictors as possible to replace the real Lic- Weight: 200 kg
tors. Senses: Sharp. See infiared
Movement: 8 m/round
Actions: 3
.' Initiative bonus: +4
Damage bonus: +6
Damage capacity: 8 scratches = I light wound
7 light wounds = I serious wound
5 serious wounds = I fJtal wound
Dies after 2 fatal wounds
Endurance: 185
Mental balance: -100
Natural armor: J p
Powers: Commanding voice
. Advantages: varies
mine, min, ,mine, mine' Disadvantages: varies
Skills: varies
Attack mode: according to weapon
Magic: varies
Gr_:n." ~_-t;er
~_rc...... Dl._:n."to:n.
Marcus B1:mton has changed himself more
The true shape of the proto-Iictor cannot nor- thoroughly than other proto-tictors. He's larger
mally be seen by ordinary humans. On the sur- than an ordinary HClOr. To a human the Grand
face he looks like an ordinary hum,U1, but the Master looks like a normal man in his thirties, of
iUusion has not been perfected to the same average height, blond and slim. He's always
degree as of true Hctors. In a stressful situation dressed in fashionable clothes and wears color-
the true shape of the proto-Lictor will emerge. ful ties. To other members of the sect he reveals
Humans with magic intuition, schizophrenia or his true shape-similar to a lictor, although larg-
enhanced awareness will know at once that er and with the genitals of a human. Blanton
something is wrong and there is a 25% chance keeps away from public life, so as not to be
he will sec the true shape. revealed to HetOfs who are able to see his true
A Hctor always knows that a proto-lictor is a shape. Most of the t!me he resides in the lodge
converted human. In most cases they do not in Seattle. When he arranges meetings he asks
react negatively, believing that the changes are them to come to the book-store of the Masters
purel)' physical. If they have run into proto-Iie- of the Temple, where he sometimes works.
tors before, they arc apt to become suspicious. Personality: Blanton is an utterly ruthless petson and
Therefore proto-Hetors avoid showing them- very hungry for power. The tranSformation to a lic-
selves in public. They hide away and lise opera- tor has driven him mad and his memal balance has
tives to manage their affairs. They carefully see been much lowered. He believes that when he
to it that they are not photographed or filmed. becomes a perfect !ictor he will be able to take
Most proto-Hctors are smaller than ordinary lic- power away from the other lictors and become the
tors and rctio some human features, like body servant of One of the Archons. He despises humans
hair or genitals. and i~ prepared to sacrifice human lives to achieve
success.
Game mastering hints: As a human, be arrogant! Creo;te :Pro~llc-tor
Look down on Ihe players and speak to Ihem in a Spell in the School of Passion
patronizing ~ay. If Ihey can see your true shape: This spell cannot in itself create a proto-I..ictor.
lean forwards, drool, make your voice coarse and Iry It must be combined with surgery and drugs
to look like you are three melers taIL augmeming the person's body size and physical
AGL40 EGO 25 characleristics. The spell gives the proto-I..ictor
STR 50 CHA 15 the abiliry to become united wilh the Ulusion we
CON 60 PER40 live in and hide his true shape from other
COM 12(2) EDU25 humans. It also unbinds the bonds of Death; Ihe
proto-HclOr will neither grow old nor die-if it
Height: 350 cm isn't killed. If Ihe spell is not combined wilh
Weigl", 700 kg medicine and surgery it will cause the immedi-
Senses: Sees infrared and ultraviolet. Sharp sense of ate death of Ihe victim. When the spell is cast,
smell. the changes of the persons body are bound in
Movement: 20 m/round the illusion, so that all that will happen to the
Actions: 6 body after the spell will be invisible to other
Initiative bonus: +28
humans. This results in proto-!ictors forever
Damage bonus: +10
remaining the same as they were the day the
=
Damage capacity: 13 scr.llches I light wound
spell was cast. The magician c,m cast it on him-
=
12 liglll wounds 1 serious wound
self.
10 serious wounds = I faral wound
LR: 4;
Dies after 3 fatal wounds
Endurance cost: 22;
Endurance: 330
Ritual Equipment: The hide of a Hctor
Mental balance: -240
Magic tools: TIle sword
Natural armor: 2 p
Protective circle: Five hexagrams in a circle lined
Powers: Commanding voice, Telepathy, Telekinesis
with the names of the Archons, the ten names of the
100 kg 10 meters/sec, insensitive to fire, influences
Demiurge grouped in the center. 111is prevents the
his own conceptions of time and space, speaks all
magician from looking into True Reality.
human languages.
Invocation: TIle summoning of the tcn de:\d names of
Skills: Automatic weapons 20, Hand-gun 20, Sword
the Demiurge and Ihe seven words thaI were pro-
25, Astrology 40, Computers 30, Poisons and drugs
nounced at the creation ofthe Illusion we live in.
20, Occulrism ;0, Diplomacy 20, Etiquelte 20, Ner
Gestures: TIle protcrlictor is dressed in the hide of a
of Contacts: German politicians 20, Rhetoric 20,
Hctor and thereafter covered with the seven creative
Medicine 40, Genelics 30
Attack mode: Bite 20 (scr j.(), Iw 7-13, 5W 14-24, fw words.
Visualization: TIle magician sees Ihe proto-lictor in
2;+),2 claws 25 (scr 1-7, Iw 8-14, sw 15-28, fw
front of him in the shape of:l Iinor.
29+), Strike 15, Kick 15, Grip I;, Throw I;, else
Duration: Permanent
according to weapon
Casting time: 24 hours
Magic: School of passion ;0 (all spells to skill score
30), School of death 40 (all spells to skill score 20)
Home: Sealtle, Washington

..
:Forg;o~~. .
~e.~.es
e were in. tbe first given up fighting off the sand. It was
defense line, north under OUt' clothes, in the wale1; in the
of Wafnu. We had brea'd, in our weapons. We smoked our
taken cover in a sandy trench, and there last cigarettes and waited for Death.
we were, our backs aching and with It came before dawn, in the shape of
inJected wounds on our bodies. We had black birds against the horizon. Some
tried to fire our artilielY, but the sand over the dead, over the broken, burning
had destroyed the mechanisms. The shelters.
bombs wereJailing and the desert We stood up to see him dance,
caughtfire, and there / saw him for the despite the danger of the bombs still
first time, surrounded by flame and falling. I climbed out of our trench and
shrapnel. He was dancing over the . staggered towards him. Adrian followed
trenches, over the fields of dying and me. Our feet were moving to the music.
dead men, through the burning My body forgot how tired it was. / didn't
napalm. The sound of the exptosions feel the heat any more, or tbe fear of tbe
was drowned by the bypnotic, shivering explosions. A1'ound us the bunkers were
mZlsic. He was black and blue, with the falling apart The sand moved in mighty
supple body ofa youth and a piece of whirls with the wind. I followed the
cloth tied around his hips. He danced dancing god acmss the burning fields.

he forgotten Reality whom we would

T gods arc
mighty crea-
tures, not serving Ihe
call gods, bUI onJy a few
of them show themselves
to us and take an interest
in the destiny of
Demiurge or Astl.roth. TIlCY
are not human. TIley existed Humanity. They are men-
before our imprisonment and tioned in our religiolls
will go on existing when sagas ,lI1d legends. More
there are no longer any have begun to take an
humans. interest in us since the
Some of Ihem are per- Demiurge vanished.
sonifications of cosmic To be able to act
principles, like Coatlicue, mother of entropy. among humans, Ihe gods have gathered human
Others are bound to reality, and will help us sympathizers arOlmd them. For a long time they
change it. Nataraja helped to create the illusions have created religions and sects to lie humans
which surrounds us, and he can destroy them if closer to them. A few have had cults for many
he wishes, but no one-nor evcn the Archons- thousands of years, others have created new
knows if and when he would do that. ones. The purposes of the forgotten gods are dif-
These gods are not uniled. Many of them are ficult to understand; they are not driven by the
nOI even awarc of each other. Other,S are same uncomplicated hunger for power as the
involved in prolonged figills with one another. Archons or the Death Angels. They are often Iry-
They have no common origin or cause, and are ing to hold a ceflain balance, and they represent
creatures powerful enough to not care about the principles incomprehensible to humans. This
plans of the Demiurge or Astaroth. They manage often makes them more god-like and frightening
their own affairs, and sometimes their plans than Archons or Death Angels.
affect Humanity. When they are in our U1usion We here depict three gods who have been in
and reveal themselves to us, they take on a form close contact with Humanity for many thousands
which is more or less humanoid. Many of them of years. They are powerful enough not to worry
are immortal, others have only a single body and abOllt Archons or Death Angels, and they often
can die. There are lfficountable creatures in visit Humanity.
~~.I&e~"e.
T:I1e Lord. 0:1' :Pes"1;:iIeII.ee
aal Reshef is a cult with its roots in The Heralds of Death are the leaders of the

H the Middle East, where it was found-


ed long before civilization began. The
name refers to the god worshipped by the cult:
other members of the sect. There is no hierarchi-
cal system, but the oldest Heralds have the
largest influence. All obey the will of Baal
Reshef, the bringer of pestilence. In his name the Resllef. In Europe, the most important Heralds
members of the culr spread tile plague and Olher epi- are Marie Levoisier in Brussels and Robert
demic diseases all over the world. Baal Reshef derives Brown in London. In the U.S. it is Alexander
his power from disease and fear of disease. Denson, a noted immunologist.
The members of the sect are recruited from
......"t;ory the diseased who are prepared to help the Lord
0:1' "the Ii!!lec"t of Pestilence in exchange for the hope of being
Baal Reshef first appeared 12,000 years ago, in cured themselves.
what is now Lebanon. He looked human, but he The servants of Baal Reshef have access to
was not. Wherever he passed, epidemic dis- powerful resources. The Heralds have been
eases-previously unknown-began to flourish. active in the creation of the chemical industries
He spread diseases bUI he was also the only one since the nineteenth century. They avoid all pub-
who couJd cure disease and prevent epidemics. Iiciry. Troublesome enemies are eliminated by
He became feared, hated ... and worshipped. diseases which kill quickly.
A few years later he had gathered a small The sect is spread throughout the world,
group of humans to follow him on his wander- although sympathizers are more numerous in
ings. Most succumbed 10 disease. A sma.ll group the Third World, where epidemics rage. War is a
developed immuniry to growing old and dying. good time for the sect. In Europe and Nonh
They have followed their lord through the mil- America there are small groups of servants suf-
lerUlia, helping him ro spread pestilence along fering from incurable diseases.
the main trade routes. The God of Pestilence and There are holy places devoted to Baal Reshef
his followers are still with tiS in the twentieth all over the world: magnificent temples along
century: they prowl the famished and devasmted the Ganges and in eastern Kashmir, as well as
countries of the Third World, and they develop small chapels in London and Paris. The members
new viruses in the laboratories of the West. by the sect meet in these places, pray to their
god, and arc instructed by the Heralds.
DesCr-:iptlOIll
The servants of the god are recognized by a
0:1' "the Ii!!lec"t yellow mark on their forehead and in the tact
Baal Reshef has had a few hundred followers that they put talc on their hands. When they
since the Stone Age. They are the Heralds of meet they tOtlch the mark lightly as a greeting.
Death, immune to all diseases, half human. The sect avoids vio'lence. Enemies are elimi-
When epidemics rage in :m area, the god attracts nated with the help of diseases. In rare cases
pestilence carriers: infected humans worship- bribes or threats are used. Faced by the threat of
ping and obeying him in the hope of being watching their children die slowly of disease,
miraculously cured. In rare cases he does heal most enemjes of the sect give in.
one, making him or her a Herald. Baal Reshef is not human: he sees True Realiry
A few of the Her-aids of Deadl fol- ~:;::::=:::::--1~ and can leave the Ulusion. He avoids
low him in his wanderings, but most l the servants of tlle Demiurge and
are scattered over the world. Baal they avoid him. He has the power to
Reshef has servants in Ihe chemical cast diseases on lictors and razides: it
industries, in health care, in aid orga- is an open question whether he can
nizations and among food distribu- actually damage an Archon or Death
tors. He has servants among the scien- Angel, but no one dares to take the
tists who create new viruses for him. chance and challenge him.
The sect does nO( deny i\s existence, but Care :lnd Vaccine tell you if there's a cure for
keeps tip a strictly religious fac:;ade. The spread- or a vaccine against the disease. Baal Reslld can
ing of disease and the existence of Baal Reshef is mutate viruses so that they are no longer suscep-
a well-kept secret. Healthy people are not admit- tible to antibiotics or other vaccines. A few dis-
ted. Ordinary members almost never find them· eases are depicted below. While Plague is a dis-
selves face to face with the god. The servants of ease spread by the Heralds :lmong the enemies
Baal Reshef have few contacts with other groups of the god.
and sects. All that know of them avoid them.
They have few enemies; no one would wish tak-
ing on the Lord of Pestilence as hjs enemy. So far an incur::lble disease. When it is devel·
oped, nothing can alter its course, although it
can be held in check for a period of time.
The rules concerning diseases are similar to Chance of infection: 2d 10
those concerning poisons and drugs. Contagious Result above CON/2: HIV infection that will not devel·
diseases have a grade of contamination deter- op into AIDS
Result above CON: HIV infection that will develop into
mined by a roll of dice. If the roll exceeds the
characters' endurance, he or she is contaminat- AIDS
Way of infection: Blood, sperm, and certain other body
ed. Some diseases can infect a person partially.
fluids
TIu, flu can, for example, resull in a slight cold if
Course of disease: 5+ I d I0 years of incubation before
the result of the roll exceeds half the endurance, AlDS develops. Thereafter the body's defense against
or severe flu if the whole endur::mce value is infection declines during Id5 years. Various infec-
exceeded. tions and finally Death follows.
Baal Resllef and his servants spread diseases Vaccine: none
with unnatural ease. Baal Reshef can make a dis- Cure: none
ease ten times as inJectious if he wishes, so that
the disease strikes everyone whom he touches. ~ft,.ft,r:l.-.
His Heralds can augment the chance of infection A tropical disease which has in the past exist-
five times and the carriers of pestilence can dou- ed as fOif north as Italy.
ble it. Chance of infection: 2d 10
Whether a disease Gill actually affect the char· Result above CON/2: the illness will be slight and of
acler is regulated by the way the disease contam- short duration
inates. Venereal diseases can only be transferred Result above CON: severe illness. TIle infection will
through sexual intercourse, no matter how con· remain in the body and break out in intervals of Id5
tagious they arc. An airborne virus Gill infect jf years
the character is in the same room. Way of infection: Mosquitoes
The course of the disease tells yOll how long Course of disease: 10+ 1d I0 days of incubation. After
the disease will last, what the symptoms are and which follow fever attacks of &8 hours,followed by
intervals of 48 hours between them. The disease rav·
whether it will lead to Death or invalidity.
ages for ldlO weeks and lowers CON temporarily
with I p/week. A person with CON below 10 may the fingers and toes of the infected person. 111is will
die of the disease if CON goes down to O. result in the ill person easily hurting himself and
Vaccine: exists becoming mutilated.
Cure: There is a medicine thar will prevent Ihe lower- Vaccine: exists
ing of endurance. Cure: The disease can be held back so thar the nerves
never start dying.
£IlI"tbra,x:
This disease is much feared, above all in the
"'ftTb..:l"te PIag;.-.e
Third World. An unpleasant pestilence of divine origin
Chance of infection: 3d10 bringing the infected person a cruel death with-
Result above CONl2: Slight attack (CON roll to sur- our any hope of salvation.
vive) Chance of infection: 3d 10
Result above CON: Severe attack (CONIS roll to sur- Result above CON/2: infecred, but Ihe disease witi not
vive) develop
Way of infection: contact with infectious matter, usual- Result :lbove CON: the disease wiu develop
ly contaminated meat. Way of infection: 111e touch of a contagious person or
Course of disease: 24 hours after being infected the matter
victim's bowels will stan bleeding. The infected per- Course of disease: After Id I0 days of incubation the
son will suffer from severe auacks of vomiting and skin of the infected person will grow white and stan
bloody excrement. After Id5 days the patient will falling off; an excnlciatingly painful process. The
die, if he doesn't succeed with a roll on CON/5. Oesh will stan rotting on his body. TIle ill person will
Vaccine: exists lose I point of CON every day. When CON is down
Cure: Antibiorics may work. TIley will have the effect to zero he will die.
that the ill person only has to achieve a result of Vaccine: none
CON to survive. Cure: none

:n--b:les
Hydrophobia-one of the most feared dis- Baal Reshef has the S<U1le form lOday as when
eases, because of the violent course of disease. he first appeared: a short, compact forryishman
Chance of infection: 2d 10 with dark, curly hair and cold black eyes. He still
Result above CON/2: no effect wanders the world accompanied by his most
Result above CON: the disease breaks out devoted heralds. Pestilence and epidemics
Way of infection: Saliva and blood. Bites from infected spread as they pass. Sometimes Baal Reshef
animals. chooses to cure a person with an incurable dis-
Course of disease: 2+ IdlO weeks of incubation. Then ease. He carries every disease within him and
follows anxiety, melancholy, headache, hypersensi- can ctlfe them by touching the affected person.
tive sight and hearing. Symproms of paralysis. He himself chooses which diseases lO spread
Difficulty of swallowing. Frolh arotUld the mouth. and whether to cure or not.
Anguished frenzy. Ultimately: Death Baal Reshef radiates a feeling which makes
Vaccine: existS< most people shrink back from him. They know
Cure: The infeC[ion can be halted before the disease
intuitively that som.ething is wrong with him.
breaks out, after which it will be tOO lare. In rare Personality: Baal Reshef is incomprehensible. No one
cases hospiral care will save the patiem. For rltis a knows why he spreads disease. He doesn't seem ro
roll of CON/to is needed. care about us being imprisoned. Awakened people
I.epros7 do not interest him more than others. He contami-
nates humans, animals, Iictors, and razides with the
Also called the least contagious of all conta-
same sense of indifference. Those who meet him are
gious diseases.
very much aware of his divinity, his mastery of life
Chance of infection: IdlO (2d10 if the character
and death. He only notices the body, the Oesh ofthe
exposes her/himself to the disease for a year or
creatures he meets. To Baal Reshef there are no
more)
souls, no identity worthy of preserving.
Result above CON/2: no effect
Game mastering hints: Attach your eyes to some-
Result above CON: TIle disease bre-.lks out
thing very far away. Keep your face still and move
Way of infection: Touchi.ng a contagious person or
harnlOniously in exact movements. Try to act incom-
infected matter.
prehensible. Give complicated answers wirh many
Course of disease: After a incubation period of
10+ Id I0 months the nerves begin ro die, at first in
meanings to questions posed, or don't answer them AGL 1O+ldlO (16) EGO 2dI0(II)
at all. STR 10+ldlO (16) CHA 2dlO (I I)
EGO 50 CON 20+2d10 (31) PER 2dlO (I I)
AGL30
STR 30 CHA50 COM 2dlO (I \) EDU 10+ IdlO (16)
CON 200 PER 20 Height: varies
COM 15 EDU 30 Weight: varies
Movement: 8 mJround
Height: 165 em
Actions: 3
Weight, 75 kg
Initiative bonus: +4
Senses: Sharp sense of smell. Sees through darkness.
Damage bonus: +3
Sees through the illusions
Damage capacity: 8 scratches = 1 light wound
Movement: 15 m/round
7 light wounds = I seriolls wound
Actions: 5
5 serious wounds = I fatal wound
Initiative bonus: +18
Dies after 2 fatal wounds
Damage bonus: +7
Endurance: 195
Damage capacity: 29 scratches = I light wound
Mental balance: ·70
28 light wounds = 1 serious wOWld
Dark secrets: Responsible for medical experiments
26 serious wounds = 1 fatal wound
Advantages: Resistance to diseases
Dies after 20 fatal wounds
Powers: Forever young, endure poisons, regenerates.
Endurance: unlimited
Spreads diseases: can give diseases five tinles the
Powers: Immune to diseases and infections. Endures
grade of contamination they normally have. Mutate
poisons, regenerate I light wound/round. Spreads
virus: vaccines and cures do not work.
diseases: can give diseases ten times the grade of
Disadvantages: Bad reputation, fanaticism, curse
contamination they normally have. Mutate virus:
limitations: controlled by other power
mutate virus so that vaccines and cures do not work.
Skills: Pistol 16, Rifle and crossbow 16, Sneak 16,
Hasten the course of disease: lowers the incubation
Daggers 16, Hand·ta-hand combat 16, First aid 16,
period to 1/10 of tile normal one. Cure diseases: can
Poisons and dmgs 15, Languages-five human, Man
cure all diseases with a touch. Sees through illusions
of the world 20, Survival 20, Medicinc 25, Virology
Skills: Dodge 30, Daggers 30, Sword 30, L.1nguages-
all human ones, Man of the World 20, Survival 30,
24, Epidemology 25
Attack mode: according to weapon
Medicine 40, Epidemiology 40, Virology 40
Attack mode: Can heighten the body temper'J.ture of Magic: nonc
Length of life: eternal
a human 10 above 40°C by touching their skin, else
according to weapon Carrie:r8 o~
Magic: none PestiIe:n.ce
Length of life: eternal
TIle Carriers of Pestilence are the temporary
TI1e IIeral.d.s servants of the god, those who are attracted to
o~Dea"t;h him hoping to survive their incurable diseases.
The Heralds of Death have followed Baal In certain places-hospitals ;lOd colonies of lep-
Reshef through the millennia. They are humans ers, for example-large groups of Carriers of
who have defeated Death, but they are not Pestilence have gathered. Baal Reshef gives them
Awakened. They are stuck in the shape they had the strength to be active even during the bre
when they met naal Reshef. They have some of stages of the diseases, but when the time comes
his ability to spread diseases. They are carriers of they succumb without any hope of salvation.
all possible infections and they spread them in Personality: TIley are filled with thoughts of their
incurable disease and their own death. TIley are pre-
the same way as an ordinary carrier of disease.
pared to do anything to get well.
The oldest heralds follow Baal Reshef in his wan·
Game mastering hints: Act obsessive, feverish and
derings; others are leaders of the sect in various
obsessed by your own illness. Stare blindly at peo-
places in the world. ple, talk only of your dise:\se, shiver.
Personality: The Heralds are filled with their cause,
to serve Baal Reshef and to spread Pestilence. AGL 2dlO (II) EGO 2d 10 (I I)
Game mastering hints: Act a religiolls fanatic with a STR 2dlO (II) CHA 2dlO (II)
feverish look and very few independent thoughts. CON 2dlO (\ I) PER 2dlO (11)
COM 2d 10 (II) EDU 2dlO (I I)
Movement: 6 m/round Pes"tl1e:n.ce 8p:ir:i:ts
Actions: 2 The Pestilence Spirits follow the god on his
Initiative bonus: - wanderings. They have no shape, appearing
Damage bonus: +I instead like a dark mist. Attracted to humans,
Damage capacity: 4 scr:llches = 1 light wOllnd they spread contamination, make any disease
3 light wounds = I serious wound five times as contagious, and they contaminate
3 serious wounds = I fuml wound all who get in their way. Baal Reshef can send
Endurance: 85
them to look for humans that he wishes to cont-
Mental balance: -50
Advantages: varying aminate. They wiJI find that person and infect
Disadvantages: Fanaticism only him or her. When their task is accom-
Powers: Spreads diseases: can gi\'C diseases two times plished rhey dissolve and vanish into thin air.
the grade of contamination they normally have. They cannm be destroyed or damaged by any
Skills: Hand-gun II, Daggers 11, First aid II, Medicine means, but are unable to pass through solid mat-
I;, Virology 10, Epidemiology 10. ter.
Attack mode: according to weapon Movement: 6 m/round
Powers: Spread diseases five times as fast as normally.

"Through'lhe ange
"
,Thpough tire crueity
'
• t~e
/
gasoline
ream
, 10000'di~ance;in
. _. . -
I
,
, ,. "

..I'll tBke the


',~ ',' ,
. elllel \
/
,- , "
, 'll'liIB ~~~ed'lIame~ :
'""
.
""~
"

/ " •> , .I

,.. . , -The Sislel'S ofMepl , ,
. ", . , ..' I
'/' /-- .... :
"
.......
3 ;,. \.
UoftJ-tIIe-..e
Vhu,os ft,I1d EI1~:ropy
oatlicue is the name the Aztecs gave Humans are not dissolved by entropy. Our

U to dl,IOS and entropy-and to the •


goddess who existed before order
entered the world. They knew that she wasn't
bodies are annihilated, but the essence of liS
remains as a possibility in the emptiness which
is entropy. If new matter and energy is created
merely a picture of the past, bm an existing threat from nothingness, we will be resurrected in the
to lhemsclvcs. The}' saw her empry the rich Mayan same shape we had.
cities as chaos spread. They saw temple complexes
roch down and disappear in a maelstrom which
II1s"to:r:ica,I.
made them vanish as if they had never existed. Da.ekgro..........
\Vhen Coatlicuc, in the shape of a young Coatliclle has existed under different names
woman, led Hern:l.ll COrtes towards Tenochtitl:m in legends from all over the world. She has exist-
in year 1 (local time) the Aztecs realized that ed since the beginning of the world and will
something was happening to them. The realm of exist until the world has been devoured by
the Aztecs fell to Cortes' sword. Some parts of emptiness. She has never been much wor-
Tenocillitlan dissolved and V'J.nished into chaos. shipped: humans instinctively fear entrop)'. Long
Five hundred years later CoatLicue still walks ago, Coatlicue wandered among humans in the
across the American cominents, annihilating Old World, but there she remains only in stories
parts of reality through the cancellation of form and legends.
and structure. Few of her worshippers truly care In the last thousand ye<lrs, she has only
about her or want to be near her; most sacrifices appeared in America, mostly in Central America.
are made with the intention of being left in On these occasions she has taken the shape of a
peace by the Goddess. young woman, or a monstrous creature covered
by snakes.
E:n:~ropy The people of the New World tried to pacify
Entropy is a condition where all structure and her with gifts-she can be appeased by human
movement ceases, even at the level of atomic sacrifices. When the Europeans c.tme l'O
particles: a vacuum without matter, light, gr.wita- America, they learned to fear her. She was made
tion or any fonn of energy. Coatlicue creates a saint in the Catholic church and sacrifices
entropy <IS she passes. were brought to her to induce her to leave cities
The first symptom of entropy is the break- and churches alone. Statues of St Mary of
down of lime and matter. We can no longer dis- Tehuaxaca, with snakes around her and a neck·
cern objects or spaces around us. All becomes a lace of skulls, arc stiU produced today.
gmy mist where our eyes desper-Hely search for For hundreds of years she accepted the
well·known shapes without finding them. Then, human sacrifices and seemed to leave humanity
light and gravitation disappears. Time eeases to alone. She was still a threat, but she onJ)'
exist Chaos takes COntrol. destroyed minor parts of Reality. No one knew
Humans have an inherent defense against what she was planning, or if she was onJy wait-
entropy. Our minds build structures that prevent ing. Since the beginning of the breakdown of
the world from faUing apart around us. When illusions she has become more active. She
the Demiurge and his servants created rigid soci- appears more often in her demon shape. More
eties and thoughts to keep us captive, they were and more villages :lfl: dissolved in chaos. Some
only taking advantage of a rigidity in our think- parts of the slum areas of the cities have been
ing, naturally present in us as a defense against devoured by her. She moves back and forth over
entropy. To create entropy Coatlicue must first the whole of the continent. Some say that they
make our societies £au ap<lrt, then she must have seen her in Europe and AiriCd too. Humans
make us believe in chaos as a possibility. If she have begun sacrificing and building temples to
succeeds she will be able to annihilate Reality. her honor in order to appease her.
Lately, she has :utr.tcted modern physicists seek- A new phenomenon is that hUlll<lns h<lv(:
ing insight into the deepest secrets of matter. begull worshipping her because of entropy
itself, and not out of fear. Modern physicists are lives to gain information from the goddess.
searching for her to gain knowledge of entropy Several members have also been obliterated: the
and the nature of matter. Many have disappeared goddess is not always kind to her servants.
into the chaos that they tried to study. Others The cult has a few thousand members, most
have made a pact with the Goddess and been of them in California and the southern pans of
allowed to live. They have created the first true the U.S. It has many ties to universities. The
cull of the Goddess of Entropy that ever existed. largest groups of sympathizers are students at
UCLA and the university of Phoenix: Jason
'I"l:I.e li!!iiiiIer"Vo,II."t:s Lacrosse holds a chair at Berkeley. All members
0:1: COo,"t;Ue-..e are physicists specialiZing in atomic particles.
The servants of Coatlicue is a group that first People with an interest in occultism have tried
appeared in the seventies, among North to gain membership, but have been kept out by
American physicists. They worship her to obtain the board, according (Q Lacrosse because
knowledge of matter on the particle level. The Coatlicue ~wants it so~
cult was founded by Jason L-"tcrosse, a The cult has large economic resources.
Californian physicist with an intere;:st in Research projects are used as cover to conceal
American Indian mythology. He came to hear its real activities. All fJ.cts that the worshippers
about the ~goddess of chaos~ and visited an old gain from Coatlicue are used in their work. The
holy place in the Mojave desert. TIlere he mer members are sensitive to negative publicity and
the goddess and faced obliteration. But by sacri- do not appear much in public. They have erect-
ficing his two assistants and his driver, he man- ed temples for their goddess in places devoured
aged to appease Coatlicue and escaped alive. He by entropy. There are about twenty such tem-
has written a book about these events: Seeking ples in the southern U.S. and Mexico; the largest
the Mother of Entropy. Through this book he one is in the des.ert city of Cormayas in Arizona.
attracted other sympathizers and has founded a The members have no particular way of recog-
cult. nizing one another; they are few enough to
Since then, CoatUcue has more often taken on know aU other members. They are suspicious of
human shape and appeared in the southern people outside the cult and investigate all candi-
parts of the U.S. She's been seen together with dates carefully before accepting him or her in
Llcrosse several times in the shape of a young the cult.
American Indian woman. Lacrosse and his fol- The Servants of Coatlicue are careful not to
lowers have been enticed by her to kill all the endanger their reputation, but they do not hesi-
inhabitants of a few small runll villages. TIlOse tate to use criminaJ methods. They will murder
places were then devoured by chaos. their enemies or allow areas to be devoured by
The physicists soon discovered what the entropy, as long as they can get away with it.
Aztecs and their descendants already knew- Coatlicue and creatures bound to her are the
Coatlicue can onJy be appeased through the sac- only non-human creatures with which the cult is
rifice of human blood. Many hundreds of illegal in contact. Cult members can call Chaos snakes
immigrants and runaway children have lost their and Shadow leopards to their assistance.
The cult is very secret. Officially it doesn't Coa;t;U.C'-lLe
exist at all. It has no contacts with other groups. Coatlicue is not like any other creature. Her
Many physicists have heard of it, but non-mem- nature is entropy. She's not made of matter or
bers in most cases believe the rumors to be pure energy. She is emptiness, negation, nothingness.
fiction. She can take any shape, but most often she
A few American Indian organizations, still chooses to show herself as a young lndian
remembering the presence of Coatlicue on the woman, or as a vaguely humanoid creature with
continent, have become aware of the activities snakes coiled around her, covered by bloody
of the physicists, but they do not yet know what feathers.
to do about them. She radiates emptiness and annihilation. To
see her is to stand on the edge of <l bottomless
pit and be tempted to jump. Humans who have
not seen her often must make a terror throw
Cormayas is the location of the most impor- when confronted by her.
tant temple of Coatlicue in the U.S. Until the sev- Coatlicue has no substance and cannot die.
enties Cormayas was a flourishing city with She can destroy matter by touching it. In a circle
] 00,000 inhabitants, situated in the desert ncar around her time stands still and all movement-
the Mexican border. even on the particle level-stops. A human com-
In 1977 Jason Lacrosse came there with ing too close is frozen in time. Things touching
Coatlicue in her human shape. Within a year the her are destroyed if she so wishes. To annihilate
center of the city had been devoured by entropy humans Coatlicue must make them believe in
and the emire population had fled or been con- entropy and feel attracted by it. Otherwise our
sumed by chaos. Lacrosse erected a pyramid- natural power of retaining matter in our bodies
shaped temple, the goddess took on demon will dominate. She uses her servants to spre:ld
form and settled in it. Since then worshippers chaos and fear which make humans accept the
have made pilgrimages to the temple with their thought of annihilation as a kind of salvation.
sacrifices. The center of the city has entered Personality: Nobody knows why Coatlicue spreads
chaos. Within a radius of twO kilometers from entropy. The Aztec priests used to say that she was
the temple is nothing. Time and space are dis- disturbed by the variation and movement of the
torted near that area. All becomes a thick, fluid world. She wants stillness and ~nothingness." She
mist. Time passes more slowly the nearer you seems to find consolation in the destnlction and
get and stops as you reach the edge of ~nothing­ annihilation of lives. She is known to be pleased by
ness," where light fades and gravitation disap- sacrifices of human blood.
pears. Through the distortions stretches an Game mastering hints: Act vacant. Talk with an
immaculate road into entropy. It leads to the indifferent voice.
temple, which forms an island in nothingness. II CoatIicue in her human shape:
looks like a Mayan pyramid in glass and steel,
with a set of stairs leading to a small temple at AGL 30 EGO 50
the top. Victims are dragged up and killed on an STR 30 CHA 30
altar outside the temple. The area surrounding CON Spec. PER 20
the pyramid is covered with skulls, piled up in COM 15 EDU 30
pyramid shapes. Modification of terror throw: ±O
The areas around Cormayas are devoured by Height: 160 em
entropy to an ever increasing extent. Distortions Weight, 60 kg
begin ten kilometers outside the city limits, time senses: Comprehends the world much differently
becoming slower and shivering mirages more from a human. Sees matter and energy on the pani-
common the nearer you get to entropy. Shadow cle level. Sees everything or everyone as a move·
leopards and Chaos snakes prowl the city. TIle ment in stiUness, a movement that ought to cease.
peasants in the vicinity deny that Cormayas has Communication: Speaks all human languages
ever existed. The city has disappeared from all Movement: 15 m/round
public documents. Actions: 4
Initiative bonus: +18
Damage bonus: +6
Damage capacity: cannot be damaged
Endurance: unlimited Lacrosse is forty two years old, tall and slim
Powers: Can destroy matter at a distance of up to one with blond hair and blue eyes. He dresses casual-
kilometer. ly, in rumpled Oxford shirts and khakis, aJways
Skills: No skills known to humans. keeping up his reputation of a scholarly and
Attack mode: annihilates matter well-behaved man. He holds a chair at Berkeley,
Home: entropy but he seldom occupies it.
Length of life: immortal Personality: Llcrosse lost a bit of his sanity when he
Coatlicue in her demon shape: first met Coarlicue in the Mojave desert, and tore the
hearts out of his two assistants and his driver. Since
AGL;O EGO;O then he has had an unspoken feeling that the gQ{l·
STR;O PER 30 dess is protecting him from the rest of humanity.
CON Spec. EDU 30 He's desperatel)' afraid of being tempted by entropy.
Tllis would allow Coatlicue to annihilate him.
Modification of terror du-ow: +5
Game mastering hints: Be nervous and impersonal.
Height: 400 em
Speak with an empty voice. L1ugh nervously.
Weight: 250 kg
Senses: Comprehends the world much differently AGL 12 EGO 18
from a human. Sees maner and energy on the parti- STR 10 CHA I;
clc level. Comprehends everything or everyonc as a CON II PER 9
movcmcnt in stillness, a movement that ought to COM 14 EDU20
ccasc.
Communication: Speaks all human languages Height: 185 cm
Movement: 25 m/round Weight: 80 kg
Actions: 7 Movement: 6 m/round
Initiative bonus: +38 Actions: 2
Damage bonus: + I I Initiative bonus: -
Damage capacity: cannot be damaged Damage bonus: +I
Endurance: unlimited Damage capacity: 4 scmtches = I Hght wound
Powers: Can annihilate maner on a distancc of up to 3 light wounds = I serious wound
one kilometer. 3 serious wounds = I fatal wound
Skills: No skills known to humans. Endurance: 85
Attack mode: annihilates matter Mental balance: -50
Home: entropy Dark secrets: Pact with Coatlicue
Length of life immortal Advantages: Influential friends, magic intuition, math-
ematical talent
JasoIll I_crosse Disadvantages: Fanaticism, Fear of Death, Mental
Jason Lacrosse is fascinated by Coatlicue but constriction (the death ofms parents), mania,
keeps a distance, which has made it possible for addict, sexual neurosis, mental compulsion (human
him to survive. He has realized that she can onJy sacrifices)
annihilate him if he becomes attmcted by Skills: Automatic weapons 12, Rifle and crossbow 15,
entropy himself so does his utmost to stay in his Hand-gun I0, Sne~k 12, Daggers 10, First aid 12,
material body. L.1. crosse doesn't know that he has Computers IS, Information retricval 12, Meditation
unconsciously been looking for Coatlicue all his 15, Occultism 12, Mdtor mechanics 12, L1l1guages:
life. His parents were destroyed by the goddess English, French 12, Spanish 10, Gcmlan 10, Net of
during a vacation in Mexico when Jason was five contacts: Servams of Coatliclle 18, Driving 10,
years old. Since then he has been searching for Natural science 12, Physics 20, P·.trticle physics 20,
Mathematics 15, Electronics 15
her, although he doesn't remember what hap-
Attack mode: according to weapon
pened in Mexico, believing that his parents died
Magic: School of time and space 20 (all spells to skill
in a car accident.
score 15)
The knowledge of the goddess has made him
Home: San Francisco and Cormayas
a star among American physicists, but he has
become less and less imerested in his research.
After erecting the temple in Cormayas he has Chaos snakes are creatures existing near
devoted most of his time to being the leader of Coatlicue. They turn up where material has
the cult and Coatlicue's high priest. He has been begun to be devoured by entropy. TIley are nei-
seized by a violent thirst for blood. ther matter nor entropy, but something in

.- - ~

. . ...
between. They swim the air in areas on the AGL20+ IdlO (26) EGO IdlO (6)
verge of breakdown, devour all matter within STR 20+ Id 10 (26) PER 20+1dlO (26)
their reach and turn it into a sort of semi·matter, CON 20+ Id 10 (26)
ceasing to exist.
10 Cormayas the snakes swim around the Modification of terror throw: -5
pyramid temple and near the road that leads Length: 150 em
through the shadows. They are 10-20 meters in Height: 100 cm
Weight, 70 kg
length, and of indefinable shape and color. TI;eir
Senses: see matter :Ind energy in the particle level.
jaws are black holes where matter is turned into
Comprehends everything as movements in emptio
a semi-material gray mess.
ness
AGL 20+2dlO (31) EGO Id; (3) Communication: none
STR 20+2dlO (31) PER 20+ Id 10 (26) Movement: 13 mJround
CON 20+2dlO (31) Actions: 4
Initiative bonus: +14
Length: 10-20 meters Damage bonus: +6
Weight: varies Damage capacity: 7 scratches = I light wound
senses: see matter and energy in the particle level. 6 light wounds = I serious wound
Comprehends everything as movements in emptio 4 serious wounds = I fatal wound
ness Endurance: 160
Conununication: none Powers: Twist time and space, turn matter into semi-
Movement: 16 nl/round matter
Actions: 5 Skills: Climb 26, Sneak 26, Dodge 26, Shadow 26.
Initiative bonus: +19 Attack mode: Bite 15 (scr 1-8, lw 9-15, sw 16-24, fw
Damage bonus: +8 25+)-damage concerns humans. All matter they
Damage capacity: 8 scratches = I light wound devour turns into semi·matter, a quasi·material gray
7 light wounds = 1 serious wound mess. TIley avoid devouring humans, concentrating
5 serious woullds = 1 fatal wound on matter.
Dies after 2 fatal wounds Number: IdIO
Endurance: 185
Natural armor: 2 p ","a,:n.der1T1g
Powers: Flying capability, turn matter into semi·maner ~hado"'VS
Attack mode: Bite 18 (scr 1·7, Iw 8-14, sw 15-22, fw Wandering shadows are what remain when
23+)-damage concerns humans. All matter they humans have been devoured by entropy. They
devour films ioro semi-maner, a quasi-material gray do not die and are reborn, but are captured in
mess. They avoid devouring humans, concentrating entropy until new matter and energy are created
on 'inanimate' maner. out of emptiness. The wandering shadows are
Home: The borderline between our world and
the reflections of caprured humans. They drift
entropy
around like ghosts, trying LO tempt other people
Number: IO+ldlO
to let themselves be devoured by chaos. The
~hado"'V I.eopft,rds wandering shadows are black, semi-transparent
Shadow leopards follow Coatlicue wherever reflections of the disappeared humans. They can
she goes. They look like ordinary leopards, but be seen wandering about in places where
their spots seem to flow ,md shift, and they entropy has devoured a part of reality.
'shimmer' as they move, like mirages or projec- Personality: The wandering shadows are confused
tions. Shadow leopards search for humans who and do not understand what has happened to them.
long for annihilation and are ready to enter into They want to dr:l.g themselves into existence, bur
entropy. They can distort time and space and they can't. Having fJiled to do this, they try to drag
travel as far as they want instantly. They are of living humans into non-existence instead. They have
no real consciousness.
the same substance as the chaos snakes, some-
Game mastering hints: Wander around with an
thing in between matter and entropy. TIley can empty look in your eyes. Act like a zombie or a
nlfll matter ioto semi-matter by devouring it.
ghost.
AGL as when alive EGO IdS (3)
STR- CHA-
CON- PER as when alive
COM as when alive EDU-
Modification of terror throw:-5
Senses: see matter and energy at the particle level.
Comprehends everything as movements in empti-
ness. Sees humans as divergent movements.
Communication: Speak single words
Movement: as when alive
Actions: as when alive
Initiative bonus: as when alive
Damage bonus: none
Damage capacity: cannot be damaged
Endurance: unlimited
Mental balance: -75 -5dlO
Attack mode: Try to terrify or tempt humans to comc
closer to areas filled with cmropy. No physical
attacks.
Home: Thc borderline between our world and
entropy.
'I'eII1pI.e 0:1:
Uoo;t;lle-..e..
UO:rII1ft,T_
The temple pyramid. The pyramid is built in
1 steps like a Mayan pyramid. Thirty steps of two
meters each leads to the top of the sixl)' meter high
pyramid. The outside is covered by black glass in irreg-
ular steel frames. At the front is a narrow steel stair-
case. TIle top is 20 x 20 meters, covered with steel
and crystal inlays. On the top is a small temple of
black rock and polished steel. Inside is a roaring black
hole of entropy. Everything brought into the temple is
devoured and annihilated. Coatlicue sometimes matc-
rializes in human or other form out of the entropy in
the temple. Outside the temple building is an altar of
polished rock where victims are killed before they are
thrown into the temple.
The temple area. Around the temple are bones
2 from the victims. TIle skull of each sacrifice is
saved and added to the huge pyramids of skulls
around the temple. At the ceremonies the temple area
is filled with cars and members of the cult.
Lacrosse's trailer. Jason lacrosse spends much of
3 his time near the temple in a large trailer-home
that is parked here. Coadicue in human form can
often be found here, too.
4 Toolshed

Locked trailer. In a locked house trailer without


5 any windows, Lacrosse keeps the victims for the
ceremonies.
can be created, changed and destroyed can be

~
Iliva Natal.lja is the Death Dancer,
he who creates and destroys a moved through his dance.
world with his dance. He existed Tandava is the name the Nataraja worshippers
before our reality was created and he will remain have given to the apocalypse. When time comes,
after it is gone. Nataraja's sympathizers claim that they say, Nataraja will dance Tandava over the
his dance shaped the lllusion from Malkuth's bodies of the Death Angels and Archons. Then,
body and that he can destroy it if he MUlts to, the lUusion will be torn down and we will look
but that he awaits the right moment. Nataraja has into True Reality.
not commented on this. He jl,lsr dances. Even the ordinary dance of Nataraja tears at
Nataraja can take several shapes in several the illusions. Fac;ades around him fall apart and
places, but one of his incarnates always remains humans look into True Reality. When he
in the same place. This incarnate is a man with destroys a part of our Illusion with his dance, he
dark skin and four arms who dances in Club also destroys a part of Reality beyond the illu-
Ashram at Reeperbalm in Hamburg. His worship- sions. Many people have doubts about what
pers claim that the world will cease to exist the would happen if Natamja were to dance
moment he stops dancing. Nataraja's dance fore- T.mdava. The Death Dancer doesn't differentiate
tells fall and destruction. Before the First as well berween Illusion and ReaUty. To him, all is per-
as the Second World War he danced through ishable. He would perhaps dance the whole
Europe fol1owed by hj::; servants. He foretold the world into pieces, and we would die. Perhaps
events in Hiroshima and Nagasaki as well as sev- the Demiurge would return and stop him. No
eral of the great earthquakes on the American one knows for certain.
West Coast and in Japan.
He can tear down cities and destroy large
:IJl:is"tory 0:1: t;he sect;
areas with his dance. Outside the Illusion Nataraja has many supporters, though no one
Nataraja has danced down parts of Inferno and knowing what his aims are or how he is going to
Metropolis. L.... rge areas are devastated where he act. His worshippers can not influence him. He
has passed. gives them the power to destroy through their
TIle cult of the Dancer is an impofmnt one in dance and they follow him as he proceeds
India, where he has been worshipped as a god through the world.
for many thousands of years. In Europe his cult In India, Shiva Nataraja is one of the most
has existed underground and in secret due to important deities. In spite of that he has above
the dominance of Christianity. all been visible in Europe during the last 150
years. His sympathizers believe that he left his
T h . e Do,I1ee temple in Madras after the Sepoy uprising, and
0.1: No,~:ro,jn, danced through Asia and Europe to Germany. He
Shiva Nataraja can create or destroy with his seems to have important ties with the history of
dance. He himself chooses the extent of the Germany. Since the end of the nineteenth centu-
destruction. He can make a garden ry his incarnate has been dancing in Reeperbahn
flourish or die through dancing in it. in Hamburg. Before German reunifica-
He can make a house fall down tion he was seen dancing on the
through dancing in it. He can destroy Berlin wall.
a whole city with bombardments, In Europe his cult became estab-
earthquakes Of floods throug!: danc- lished at the turn of the century,
ing in the streets or at a central point. when occultists came back from
He can make humans older or India, bringing with them temple
younger by dancing for them. All that dancers and ritllals. His Indian name
bec;m1C widely known in Europe.
Earlier he had been worshipped under several interpret them correctly. The Death Dancers are
names by a number of secret societies. The the real leaders of the sect. In Europe the lead-
European occultists became aware of his incar- ing Death Dancer is Rao Greidel. who always
nate having danced for several years in Club stands by Nataraja's side in Hamburg.
Ashram, and they started to worship him there. TIle members of the sect are fetched from dif-
Before the First World War local cults appeared ferent social and ethnic groups. Nataraja calls
in Hamburg, Paris, Berlin, and New York. The those whom he considers worthy. TIle God gives
sympathizers at first used Ihe Indian rituals, but them visions, and they are enticed to dance
soon started to compose their own. The ritual themselves almost to death. The Nataraja cults
dances have always been the most important ele- have no large material resources. They despise
ment of the Nararaja cult. worldly goods. The Death Dancers have a great
In more recent times, the cult has become knowledge of magic, but they do not control any
more and more apocalyptic. The members are large sums of money or military equipment.
waiting for Tandava, the dance which will break Nataraja's cults are all over the world, though
down illusions and return us to our true home. there are more of them in India. The cults are
often not aware of each other. They have differ*
Descr.ptl.o~ ent names for the God, and different rituals and
~ec"t
0:1' "the teachings. In Europe the worshippers have their
The N:uaraja cult has many millions of wor- principaltcmple in Club Ashram. The god has
shippers, if yOll COlllH all the people who wor- been dancing there for the !;ISt hundred years. A
ship Shiv:t Nataraja as a member of a pantheon. lot of people believed that he would break the
Even if you only count those who worship l11usion in 1990, a hundred years since he turned
Nataraja alone, he has hundreds of thousands of up in Germany, but it did nOI happen. In the rest
worshippers. Most live in India. Europe has 10- of the world there are other temples where he
15,000 worshippers of Nataraja. about the same sometimes shows ~inlSeif. Nataraja worshippers
number as in North America. In Africa and Latin sometimes appear with three horizontal lines on
America he is worshipped under other names their forehead, but otherwise there are no partic-
and has many tens of thousands of worshippers. ular marks of identification. TIle cults sometimes
The sect organizations vary with location. employ violence to e1inlinate an enemy, but they
Most have some sort of hierarchy, apprentices prefer using magic or diplomacy whenever pos-
being tested for a time before they are accepted. sible. Except for Natar.lja and the creatures relat·
TIle oldest and most e.xpcrienced members lead ed to him, they have little contact with non-
the sect, and they are called Death Dancers. human creatures.
N:llaraja is not an active leader of his followers. The worshippers of Natamja form a official
He gives them mystic signs in his dances, signs ctl1t. They keep their interpretations of the
that are intcrpretcd by the Death Dancers and dance of the god secret, and they won't tell
obeyed by the followers. Outsiders often ques- about their rituals and temple dances, but they
tion whether the dancing god gives any signs at never deny that they are the servants of the
all, and if he does, whether the followers em Dancing God. Archons and Death Angels gener-
ally leave them alone. Some regard them as Nataraja sometimes appears in rhe shape of a
harmless. Others fear the power of the Dancing god, sometimes in the shape of a human. As a
God, and do not wish to confront him. Both god he is two meters tall, with bluish black skin
Archons and Death Angels are possible enemies and black eyes. He has four arms and he wears a
of Nataraja, but they prefer to let him be, since sinlple piece of cloth around his hips along with
they do not know what to do about him. golden adornments. He always appears dancing
in a vertical circle of fire. He has the power to
UI.-.:..b .£.sbro,II1, make humans watching ltim fear him. l1ley com-
IIo,II1b-...rg; prehend some of his power to destroy the world
In the basement of Club Ashr.tm, on and arc seized by a fear of death. All who see
Reeperbahn, Shiva Nataraja dances inside a float- him for the first rime will have to make a terror
ing circle of fire. The top floor of Ashram is an throw. His human form is similar to the divine
ordinary bar with a strip-tease show. Many one, though it has two arms and a more
Indians and Nataraja worshippers hang out in humanoid appearance. As a human he is not
the club. There's a small set of stairs leading always dancing, but will sometimes wander
down to the basement. A guard keeps all among humans. Those who see him in ltis
wlwanted visitors out-only the followers of human form will not have to make any terror
Nataraja are let in. The basement is illuminated throw.
by a set of lights that are synchronized with the Shiva Nataraja cannot die. If any of his shapes
sleepy, melodic music which emanates from the die, the others live on.
loudspeakers. On a small stage by the bar, lit by Personality: ShiYa Nataraja is inscrutable. His plans
neon, lhe four-armed god dances. The floor is are beyond human reason. He can be charming, ter-
always full of dancing worshippers. The air is rible or discreet, depending on his aims, but no
thick with the smell of incense and sweat. human can know an}1hing about his feelings.
111ere are eight locked doors in the room, Game mastering hints: Smile vaguely, behave arro-
leading to corridors which open to different gantly. Speak with a soft lenient voice. Be impatient
parts of True Reality. A person with enhanced when people are obstinate or threatening.
awareness or schizophrenia can feel that this AGL80 EGO 50
place is a nexus-many worlds meet here. A per- STR 50 CHA 75
son with enhanced awareness will see different CON 50 PER 30
worlds merging arOlmd the god in his dance. COM 75 EDU 30
The club is owned by Rao Greidel, a man of
Indian descent, who inherited the club from his Modification of terror throw: +5 (in his divine
mother. Rao is a Death Dancer. He interprets the shape)
dance of the God and gives his imerpretations to Height: 200 cm
Weight: 100 kg
other dancers.
Senses: Sees through darkness, sees bad.-ward and for-
f!j!U:ai~_ N_1;a,r_Ja, wards in time according 10 his wish
Nataraja is one of the mightiest creatures of Communication: speech or telepathy
our past. He holds a cosmic balance by creating Movement: 40 mJround or instant movement through
and tearing down parts of our reality. Nobody in the distortion of space
the illusion has the ability to understand what it Actions: 9
is that he controls and what ltis next move will Initiative bonus: +68
Damage bonus: +14
be. He helped the Demiurge create the musion Damage capacity: II scrntches = I light wound
and he has the power to destroy it. He makes no 10 light wounds = I serious wound
distinction between Reality and lUusion and he 8 seriOlls wounds = I fJtal wound
can tear down Metropolis and Inferno just as eas- Dies after 3 faral wounds
ily as he can destroy our reality. He sometimes Endurance: 280
destroys parts of our reality along with True Powers: Speak all human languages, Telepathy, Distort
Reality. time and space-can make time stop or progress
The Dancing God is not bound by time and faster or slower with his dance; Creative and
space. He can exist in several places at the same destructive dance-can create, change or destroy
time and he can travel in time as he pleases. according to his will.
Skills: Climb SO, Sneak SO, Dodge SO, All melee and Disadvantages: Fanaticism, Death Wish, Mania
throwing weapons 50, Acrobatics SO, Dance 100, Skills: Climb 21, Hand-gun 21, Sneak 21, Dodge 21,
Martial arts: throw 50, grip 50, strike ;0 kick 50, Daggers 16, Acrobatics 21, Dance 21, Martial arts:
block 50, All budo maneuvers 50, Man of me world grip 21, throw 21, block 21, strike 16, kick 16, Budo
50, Seduction 50, Rhetoric ;0 maneuvers: disarm 15, circle kick 15, flying kick 15,
Attack mode: according to weapon knock out J5, meditation 11, languages-3 hwnan
Home: Hamburg ones, Net of contacts: Death Dancers 12, Driving 11,
Length of life: immonal Night combat 11
Attack mode: according to weapon
ne-.~h D_:n.ce:rs Magic: Lore of space and time (dance magic) 25 (all
The Death Dancers are the principal foUowers spells to skill score 15)
of the God. They have been given powers simi-
lar [0 the God's bur in a lesser degree. They ""'-:Ln.d 8cou.t:s
imerpret the will of the God through his dance. The wind scouts are the servants of Nalaraja
The Death Dancers follow the incarnates of from beyond the lUusions. They are semi-materi-
N;uaraja as they travel across the eanh. TIley al creatures who travel back and forth through
have a special form of time and space magic time and space. like the Death Dancers '.:hey can
where rituals are performed as dances. TIle change the passing of time and move through
Death Dancers are of different ages and of both lIIusion. Nataraja uses them to spy and collect
sexes. They are appoimed by the God and information. He sends them to guard important
remain fajthful to him during the rest of their humans or places. Wind scouts look like pale,
lives. Europe's foremost Death Dancer is Rao twisted humans dressed in thin veils. They
Greidel, a short dark man in his forties. dance over the ground or through the air,
Personality: The Death Dancers are fanatics. They singing their mournful song. If they are attacked
Jive to serve meir God and they don't Cltt about they can defend themselves through twisting
anything else. time and space: making an enemy older or mak-
ing him an infant -or freezing time around bin•.
AGL 10+2dlO (21) EGO 2dlO (11)
Humans generally choose not to see the wind
STR 10+IdlO(16) CHA 2dlO (11)
scouts. Only those who have enhanced aware-
CON 1O+ldlO (16) PER 2dlO (11)
ness or schizophrenia can see their true shape.
COM 2dlO (11) EDU 2dlO (11) Others see them as birds or leaves blowing in
Movement: 11 mlround the wind.
Actions: 4 Personality: The Wind scouts seem light-hearted and
Initiative bonus: +9 absent-minded. They forget things e:lSily and are
Damage bonus: +4 close to laughter.
Damage capacity: ; scratches = 1 light wound Game mastering hints: Smile and move to the
4 light wounds = I serious wound music. Seem a little absent-minded, almost as if)'Oll
3 serious wounds = I fatal wound were high on something. Laugh a lot.
Endurance: 110
AGL 1O+2dlO (21) EGO 2dlO (11)
Powers: Death dance-through a special dance, time
is influenced so that any course of events will result
STR 2dlO (11)' CHA 2dlO (11)
in destruaion. If this dance takes place in a house, CON lO+ldlO (16) PER 1O+ldlO (16)
those who live there will meet with misfortune, and COM IdlO(6) EDU IdlO (6)
the house will be destrored as soon as circum· Modification of terror throw: -5
stances allow. The death dance works as a son of Height: 180 cm
curse. Weigh" -
Dancing ponal-they can open doors to True Reality Senses: See through darkness and backwards/forward
through their dance. The dancer becomes a ponal in time however far they want.
on the borderline between our reality and True Communication: Speaks aU human languages
Reality. He can choose where he wants to be when Movement: 12 m/round, or instant movement
he Stops dancing. He is not able to bring an}'one else through the twisting of space
with him. Actions: 4
Metal balance' ±2d10 (til) Initiative bonus: +9
Dark secrets: The meeling with the Dancing God Damage bonus: +3
Advantages: Enhanced awareness, body awareness, Damage capacity: 5 scratches = I light wound
Magical intUition.
=
4 light wounds 1 serious wound Game mastering hints: Strike Wildly at everything
=
3 serious wOlmds 1 fatal wound and roar madly.
Endurance: 110 AGL 20+2dlO (31) EGO IdlO (6)
Powers: Distort time and space. Is able to travel in
STR 20+2dlO (31) CHA IdlO (6)
time, fasten or make slower the pace of time, freeze
CON 20+2dlO (31) PER lO+ldlO (16)
time and travel an unlimited distance in no rime. Can
fly and move between illusions and between differ- COM IdlO (6) EDU-
ent worlds. Speak all human languages. ' Modification of terror throw:·5
Skills: Dodge 21, Daggers II, Hand-to-hand combat Height: 200 cm
15, Hide 16, Dance 21, lnfomlation retrieval II, Weight: 150 kg
languages-aU human, Shadow 16 senses: see through darkness and bad..wards/forwards
Attack mode: according to weapon or hand-to-hand in time however far they wish
combat like a human Commwtication: cannot speak, understand only the
Home: beyond the llIusion orders of Nataraja
Length of life: immortal Movement: 16 m/round
~_r ...to ,
Actions: 5
Initiative bonus: +19
The Marut are the wild followers of Nataraja, Damage bonus: +8
following in his tracks on his journeys of danc- Damage capacity: 8 scratches = I light wound
ing destruction. They are violent creatures who =
7 Iighl wounds I serious wound
break everything in their way and tear all that ; serious wounds = I fatal wound
lives to shreds. Humans cannot see their true Dies after 2 fatal wounds
shape, but see them as storm-winds or wild ani- Endurance: 185
mals. Anyone who has an enhanced awareness Natural armor: 2 p
or schizophrenia wilJ see them as pitch-black Powers: Wander through t.he illusions
humans with distorted features and tangled Skills: Climb 31, All projectile weapons 31, All melee
black hair, dressed in armor made of steel and and throwing weapons 31, Dance 31, Mania! arts:
leather. TIley have teeth like a beast of prey and grip 31, throw 31, strike 31, kick 31
large claws. They dance after Nataraja and break Attack mode: Bite 20 (ser 1-7, Iw 8-14, ~w 15·22, fw
everything. He can summon them when he 23+) 2 claws (scr 1-8, lw 9-15, sw 16-24, fw 25+) or
wishes and send them out to destroy an area. according to weapon
They move without inlpediment through Home: beyond lllusion
Illusions and will destroy True Reality just as eas- Length of life: immortal
ily as the lllusion. Number: 1O+1dl0 (16)
Personality: The Marut want nothing but destruction.
TIley are nO[ conscious of anything but destruction.
wandered through the old Inferno to the oldestparts ofMetropolis.

I quarters ofMetropolis, where


the far;:ades are clay covered
and veiled ftlces can be seen through
I ,,,cognized the shape of the bloody
prints. They were large tInd twisted and
the paving stones where scratched by
thin cracks in the walls. 1 followed a steel-c/acl claws, but I t-ecognized them.
track through the nan"ow streets. It wa..r; S01~eone 1 knew wandered through the
a track of tom bodies and bloody foot- streets in non·human sbape and killed
prints. It ran from the mass graves of everything that got in her way A rill of
Russians, through the icy halls 0/ fresh blood came down the narrow
stairs between the houses. J quickened She was on the borderline. Just another
my steps. On the top oj the stairs where small step.
a marble minaret had been erected J ''Apollyon, you know me. I am
caught up with her. Sbe had grown to Messiah."
more than five times my height. Her I searched my memory and found a
body was black and sineW)1, covered by picture oj us from the old time. Her
glass and metal and smea'red with clot- mind was roaring chaos, but I concen-
ted blood. Her black eyes glistened in the trated and managed to form the picture
ligbtfrom 1ny lantern. Sbe was standing as an image in her consciousness. I
with ber head bent down over a body showed all the pictures I could remem-
which bad been torn open I seat'ched berJrom the old time. Pictures oj us, the
my memory for bel" name. others, the city beJore tbeJail. The eyes
':Apollyon," I said, and steppedJor- changedJrom black glass to human
ward to touch her head. 'She shrunk blue ones. Tbe twisted body shrank to a
back Jrom me and snapped at my hand. pale Jemale Jorm, still covered by clotted
I stood there without moving and blood. She looked at me andJainted.
looked into her EYes.

he Awakened are humans that have their world. Newly awakened disappear for

T escaped captivity on their own,


through augmenting or lowering their
mental balance bcyond ±500. Nobody knows exacily
many hundreds of years to explore True Reality.
Those who remain with liS have either been
awakened for a long lime and long for human
how many they arc. ll1al they could be countcu in company, or have just awakened and have
tens or hundreds is a good guess. Some have been accepted the responsibility of awakening the
awakened for a long time. rest of Humanity from its sleep. Imprisoned,
A rare few escaped the plan of the Demiurge mortal humans often believe that the awakened
and were never captured in the lllusion. Others are gods. Sects and religions are created around
have just awakened and become conscious of them. Some find it amusing and practical to have
True Reality around them. Most are never seen human worshippers as helpers. Others arc dis-
among us, among imprisoned humans. TIleY gusted by seeing (he blind condition of
wander far beyond the illusion, rediscovering Humanity. We here depict three of the
Awakened, and their human worshippers.
~e UhiIdre. .
o:IA-poIIyo. .
into darkness. Apollyon is in no hurry. It took

T
he Children of Apollyon is a 5utrcul-
rure or sect spread over the entire her 2,000 years to wander thjs path. She hopes
western world. The members are to be able to hasten the process for her disciples
youths that have run away from home and joined with to be enlightened.
some group that belongs to the sect. They devote all
their energy to lowering their mental balance through Descriptio:n.
perfornting acts of violence and let themselves 0:1: "the 8ec"t
become the victims of such acts. They travel Europe The ChiJdren of Apollyon consists of 10,000
and North America without staying long in one pi:lcc, children and teenagers spread over Europe and
and they are constantly hunted by the police. The sect North America. They prowl the streets in groups
is led by Apollyon, an enlightened human who of 10-20, recruiting new members among run-
reached diviniry through wandering the dark path. away children. The inner circle, having been
She now instructs her young followers how they members since the start thirty years ago, dwell
should behave to follow her on thac path. No one has in bUfllt-Dut, decayed houses in the outskirts of
yet succeeded. Those who endure for any length of Miami. There are about a hundred of them; djs-
timc become physically distorted and lose all humani- torted children of the night, now in their forties.
ty before dying. Most die at an early stage. Scattered groups form the sect; sometimes
they swap members. Every group has a strict
~ry 0:1: "the 8ec"t hierarchy; a leader at the top and at the bottom
Apollyon wandered the dark path to enlight- someone who is always picked on-though this
enment. She was born somewhere in central person will seldom survive for very long.
Europe, during the time before iron became an The inner circle consists of five groups that
important object of t",de. sometimes fight imernally. There is no central
A few hundred years BC she was a twisted management, although everyone obeys
monster, haunted by her light shadow. She was Apollyon, and all other members stronger than
trapped in chaos sometime around the begin· him/herself. The inner circle terrorizes the
ning of our reckoning and through the Roman younger comrades whenever they get the
Imperial period and the early Middle Ages she chance. The right of might is unchallenged.
was a demon wandering through Europe. Members are recruited among runaways and
During the sixteenth and seventeenth centuries other homeless children. Most of them have
she prowled the battlefields like a vulture. already led hard Ijves, and they are grateful for
In the eighteenth century she traveled to the solidarity within the group. New members
Metropolis by magic, and there she met the pro- are ten years of age ,or older. Few people over
tector of the Qumran sect: Messiah. The con- twenty join the sect.
frontation with Messiah brought her out of When the truth about the cmelty of the sect
chaos and into enlightenment. She regained her finally becomes clear to the newcomers it is
full humanity. already too late-they are either too involved to
Apollyon wandered beyond our Illusion for a pulJ out, or already dead.
long time before rehlrning to her fellow The Children of Apollyon lack both resources
humans. In the beginning of the sixties she saw and coordinatjon. They are armed with simple
how the Illusion had begun to fall apart. She weapons, or sometimes with projectile weapons
wanted to help her fellow humans to enlighten- in poor working order. The inner circle has
ment the only way she herself knew: the dark mo;re extensive resources, but they are outside
path. She gathered a circle of children, and society and have no influence outside their own
hurled them into darkness. group. ApoUyon herself has some power, but she
She is constantly recruiting new members, seldom makes use of it.
hoping that they wiU push each other further
The center of the sect is Miami, Florida, Children of Apollyon is a sect totally closed to
where the inner circle dwells. It is to them that outsiders. Nobody is admitted. Exclusive initia-
Apollyon comes when she visit.s the sect. The tion rites prevent infiltration. Older candidates
largest group of members is in the U.S. A couple are regarded with utmost suspicion.
of thousand members live in Europe, where The sect has no ties with other groups.
ApoUyon has appeared to instruct them. Sometimes they clash with Hellers or other
The younger groups are constantly moving, Satanists, but they keep to themselves if they
living in houses soon to be demolished, empty can.
factories and warehouses. They seldom stay very TI1e 81..:I__v e r
long in one place. Some houses and places have
become meeting places where several groups """o;ve
meet at night, usually when the moon is full. All In a decayed apartment house in South Beach,
large cities have sllch a meeting place. The Florida, Apollyon's oldest followers dwell. The
Children of Apollyon have a complicated series members of the inner circle are physically disfig-
of rituals for initiation and marks of recognition, ured and keep indoors during the day. They live
which have been decided by the inner circle off shop-lifting and petty thefts in the neighbor-
without the consent of Apollyon. The members hood; the inhabitants of t.he area avoid this
have crude tattoos on their chests. house.
TIle sect is devoted solely ro violence and On the inside, it looks like an ordinary
pain. The members have not understood every- decayed old building, inhabited by squatters
thing Apollyon preached ro them; they only who are more dirty and apathetic than squatters
know that the road to liberation is paved with usually are. Ten of the oldest inhabitants rule,
hurt and suffering-their own and that of oth- but it is not a very stable order. Jorge, the leader,
ers. They murder, torture, and rape one another is a man in his forties, and his skin is covered
and outsiders whenever they have an opportuni- with open sores and cancerous rumors. The oth-
ty. They constantly harass each other. One new ers constantly try to remove him and install
member in two dies within a couple of weeks as themselves as leader. Removal usually means
the result of bullying. The constant suffering death.
opens their eyes at times, so that they can see The members of the inner circle devote most
through Illusion. The Children of Apollyon of their time to killing and torturing each other.
attract the Nachtk.uer and the Children of the Other members who come there are slowly
Underworld. killed. Those who have the most severe physical
The members are sometimes thrown into distortions never leave the house, but are hidden
Metropolis or Inferno. Experienced groups in in the basement.
the sect are followed by pueries, creatures simi-
lar to stunted dlildren with claws, who some- A..:pol l::t'OI1
times help them and sometimes attack them. Apollyon was enlightened in the eighteenth
The connection with ApoUyon has made the century, after hundreds of years as a raging
Iicrors take an occasional interest in the sect, but demon, in hopeless battle with her light shadow.
they have never seriously attacked them. The She has not fully gotten used to being a human.
She often feels disharmonious. She regards the 30, Net of comaets: the Awakened 20, Rhetoric 30,
violent children as an experiment, which she is Driving 20
unsure whether she should continue with or Attack mode: according to weapon
not. She devotes a large part of her time to wan- Magic: Masters all schools and spells like one
dering beyond our Illusion. Awakened, without using formulae and without loss
The darkness which filled her over the hun- of endumnce. Reality magic to skill score 10.
dreds of years has never really left her. She still ......e CIlL:i1dreIl.
has the same effect on people around her as a
human with low mental balance. Children com-
o:l'A....-ollyoIl.
ing near her become violent and wayward. She The Children of Apollyon are wild teenagers
hasn't learned to master her power yet. who quickly lower their mental balance through
On the surface, Apollyon is a young woman leaving society for a life in terror. The common
with reddish blonde hair and blue eyes. She members of the sect have no, or very limited,
leaves an intense impression which makes peo- physical distortions. They are dirty and covered
ple shrink from her. Ordinary humans can only with badly healed wounds, and they are dressed
see the part of her which can exist in the in tattered rags. The younger ones are armed
IUusion. with knives and sinlple clubs, the older with
Personality: Apollyon is still euphoric about being projectile weapons, machetes or other more
released from darkness. She follows her instinct and harmfl.lJ weapons. The youngest are about nine
has no premeditated plans. Sometimes she is seized years of age, the oldest somewhat over twenty.
by compassion for "her chiJdren~ and scatters them, Personality: Most of them were already out of bal-
but then becomes depressed by the hopeless situa- ance when they joined the sect, and have not
tion and lets them go on tormenting each other. become more stable and harmonious since then.
Game mastering hints: Be calm, empathic and l1ley are cruel, terrified, egocemric, and totally des-
happ~ Nevergetangr~ perate.
Game mastering hints: Act tough, but let it slip out
AGL 130 EGO 150 that you are reaUy very insecure. Speak with a fierce
STR 120 CHA 150 and shrill voice. Make constant attacks, both verbally
CON 110 PER 120 and physically.
COM 130 EDU 120
AGL 2dlO (11) EGO 2dlO (II)
Height: 170 cm STR 2dl0 (II) CHA IdlO (6)
Weight, 75 kg CON 2dlO (II) PER 10+ldlO (16)
Senses: sees Tnle Reality COM IdlO (6) EDU IdlO (6)
Movement: 6S m/round (can manipulate time and
space) Height: 1000ISO Col
Actions: 9 Weight, 4()j!O kg
Initiative bonus: +118 Movement: 6 m/round
Damage bonus: +26 Actions: 2
Damage capacity: 19 scratches = 1 light wound Initiative bonus: -
18 light wounds = 1 serious wound Damage bonus: + l
16 serious wounds = I fatal wound Damage capacity: 4 S<iratches = I light wound
Regener.nes I scratch/round. Cannot die, only be 3 light wounds = I serious wound
divided. TIle different parts of her body will be 3 serious wounds = I fatal wound
drawn together if they are sepamted. Endurance: 85
Endurance: unlimited Mental balance: -;0
Powers: manipulates time and space. Influences all Dark secrets: varies
children with negative mental balance within ten Advantages: varies
kilometers. TIley will act as uthey had -75 in mental Disadvantages: -
balance. Juvenile criminality will increase drastically Skills: Climb 11, Hand-gun 8, Sneak II, Dodge II,
wherever she goes. Daggers II, Impact weapons 11, Hand-ta-hand com-
Skills: Projectile weapons, all 75, Sneak 30, Dodge 40, bat II, Swim II, Hide 11, Search 11, Survival II
Melee and throwing weapons all 50, Swim 20, Attack mode: according to weapon
Dance 30, First aid 40, Information retrieval 20, Magic: none
occultism 30, Languages-all human ones, Man of Home: No fixed abode
the World 30, Survival 30, Diplomacy 40, Seduction Number: lQ+ldlQ (l 1·20)
.....e ~e:r c:ircIe Personality: TIle pueries are pranksters who delight
in causing confusion and pain in humans.
The inner circle is what remains of the youths
Game mastering hints: Act like a clever ape.
whom ApaUyon recruited in the sixties. They
are now in their forhes, with a mental balance of AGL 10+ IdlO (16) EGO Id5 (3)
about ·100 and severe physical distortions. They STR IdlO (6) PER 1O+1dl0 (16)
have strange scars, extra limbs, swollen and CON 5+1dlO (11)
stained bodies and metallic pieces of skeleton
Length: 100 em
coming out of their skin.
Personality: The inner circle consists of people losing Height: 50 cm
Weight, 30 kg
their humanit)'. TIley are cfucl, egocentric, and psy.
Senses: see perfectly through darkness, see through
chmic.
Game mastering hints: Drool, squint, speak incoher· Illusions
Movement: 8 m/round
ently, threaten the players.
Actions: 3
AGL 1O+1dlO(16) EGO 2dlO (11) Initiative bonus: +4
STR 1O+1dlO (16) CHA IdlO (6) Damage bonus: +I
CON 1O+ldlO (16) PER 1O+1dlO(16) Damage capacity: 4 scratchcs = 1 light wound
COM IdlO (6) EDU IdlO (6) 3 tight wounds = I serious wound
3 serious wounds = I fatal wound
Height: 18().220 em Endurance: 85
Weight, 70150 kg Skills: Climb 18, Snc;lk 16, Hide 16.
Senses: sees perfectly through darkness Attack mode: Bite (ser 1-6, lw 7-15, sw I()'22, fw
Movement: 8 m/round 23+),2 claws (ser 1-8, Iw 9-17, sw 18-25, fw 26+)
Actions: 3 Magic: none
Initiative bonus: +4 Home: Metropolis
Damage bonus: +3 Number 2d 10 (2-20)
Damage capacity: 5 scratches = I light wound
4 light wounds = 1 serious wound
3 serious wounds = 1 fatal wound Aries is the collective aggressiveness that the
Endurance: 110 chiJdren embody, the dark shadow that they
Mental balance: -100 have in common. It rushes forth from the most
Dark secrets: varying aggressive child of the group when the children
Advantages: vdrying become mad enough. Anyone who lets Aries out
Disadvantages: varying will become totally mad, attacking everyone
Skills: Climb 16, Automatic weapons 16, Hand-gun 16, around him. Aries attacks all except the chil-
Rifle and crossbow 16, Sneak 12, Dodge 12, Daggers dren. When Aries does not want to attack physi~
16, Impact weapons 12, Hand-to-h:lOd combat 16, cally they can stay in the borderline of our reali-
Hide 12, Search 12, Occultism 10, Torrure 16,
ty, mentally influencing a group of people with
Survival 16, Net of contacts: ChiJdren of Apollyon
negative mental balance, making them attack
10, Night combat 16
each other. Aries graduaUy augments the aggres-
Attack mode: according to weapon
siveness and irritation of a group until they will
Magic: none
tear one another ro pieces. An ego throw is
Home: Marseilles
Number: 10+ IdlO (11-20) demanded to avoid this condition, which will be
worsened by one step for every day that Aries is
......e:r:ies ne;lf. In physical shape Aries is a lizard- or alliga-
The pueries are distorted creatures from tor-like creature with coarse grayish black skin
Metropolis who are attracted by the Children of and metal teeth.
Apollyon and follow them on their wanderings. Personality: Aries is nothing but aggressiveness
They help the children find suitable victims, but EGO 25
AGL30
they can just as well attack the group and kill
STR 40 PER 30
one of the children. TIle pueries are dwarfed
humanoid creatures, looking like hairless apes
CON 40
with semi-human features. They have long claws Modification of terror throw: -5
on their hands and feet and large, powerful jaws. Length: 6m
Height: 2 m
Weigh" BOO kg Dies after 2 fatal wounds
senses: sees infrared Endurance: 230
Conununication: nonc Natural armor: 3 p
Movement: 15 m/round Powers: spread aggre~iveness: all that are near will
Actions:; have to make an ego throw not (0 be influenced
Initiative bonus: +18 Attack mode: Bite 18 (ser 1-6, lw 7-13, sw 14-20, fw
Damage bonus: +8 21+)
Damage capacity: 9 scratches = I light wound Home: The Children of ApoUyon
Slight wOlUlds = I serious wound Number: one
6 serious wounds = 1 fataJ wound

\
,
/

\ "Tale me to the dark

-
. • .' , .. I

- ....
"• -" ,
.' -
.(:.
"

J/le Jesus and M8I'Y ChabJ


. '
... •
• .-•
~ ,

,- "

.e \~
.' ;.'.
0-

, " , "
\
\
,'
\
••
~ess.ft;"
o,II-d -t;he Q-.JII ...... rO'II- U h ,.. r e h
umran is a sect with :In extensive Apoco,I-ypse

Q knowledge about the IlIu~i~n, abotl~


the Demiurge, about our pilers and
about the true nature of humanity. Several of the mem-
bers of the church have tricked Death, living for hun·
The church has lived on for two thousand
years and has never given up their hopes for the
Apocalypse. One way to start it would be to
break the seven seals which the Demiurge
dreds, even thousands of years. sealed OUf UJusion with when he created it. The
The :lim of Qumran is to liberate humanity seven seals will be broken by Messiah when the
from its imprisonment, literally tearing down the time comes.
illusion through the Apocalypse. By destroying The Apocalypse will tear down all of our
all of the Illusion at once the church plans to lUusion at once, and we will look upon True
shock humanity out of its drugged condition. Reality. Most Humans are so emotionally
Many fear that we are so deeply caught in our involved with the Illusion that they will refuse to
Illusion that we will lose our sanity permanently accept Reality, and probably they will be mental-
if we are given such a jolt. ly unstable for a very long time. A small, well-
But Qumran is not prepared to offer any prepared grollp will be liberated and enlight-
warnings. The members of the church are expe- ened. The problem for QumrJ.Il is that Messiah is
rienced enough to cope with the Apocalypse an unreliable partner. After the failure of 2,000
witilOut losing their minds. The Apocalypse is to years ago, he disappeared. Since then he has
be accomplished with the help of Messiah, an turned up now and again. He has helped the
Awakened who has been engaged in the church sect, but then suddenly disappeared without
for nearly two thousand years. warning. TIle sect is now seeking him, to insti·
gate the Apoc:llypse, but they do not know
II:J.s1;ory 0:1' where to look for him.
"the Ch..:rch
The Qumran church was formed a couple of D_c:ripUo~
hundred years B.C., in the vicinity of the Dead 0:1' "the lI!!iec"t
Sea, in what was then Palestine. At that time, the Qumran has 2,000 members living in the
church was a sect of outcasts looking for the Middle East, in Western Europe, and North
truth in esoteric teachings and interpretations of America. The most important congregation is in
the Jewish holy scriprurcs. Gradually, they an Isracli-occupied area, in a small settlement by
acquired a knowledge few Olher Humans had the Dead Sea. Israelis and Palestinians avoid the
about our imprisonment in the lIIusion, about congregation, which has a reputation for being
t1le Demiurge and our jailers. dangerous eccentrics. Qumran is very careful
During the age of Roman occupation a man not to get involved with the imernal fighting in
turned up with the sect, claiming to be the Israel, nO[ taking anyone's side.
Messiah, who had been sent to rescue Humanity The sect consists of small congregations with-
from captiviry. He came to Qumran to ask for out any strict ties between them, but keeping in
help to spread his message. The members of the touch with each other. There is no leader and no
church never really understood whether he was hierarchy. There :Ire no permanent positions
human or another rype of creature. He himself within the church. Different factions often dis-
c1:1inled that he was human and the son of God. agree on what is to be done.
Together with Messiah the Qumran church The members m:linly come from the Middle
planned the Apocalypse; a disasrer wh.ich would East and the Mediterranean area, although there
end the rule of the Demiurge and destroy the are a few English, French and Americans also.
IUusion. But the Hctors stopped the plans by Many of them are skilled magicians. Members
making Messiah a martyr for his own cause and are from different social strata. Their common
turning his preachings into the foundation of a denominator is the work they do for the church.
hierarchic church. Messiah disappeared and the Qumran has very limited material resources. The
Qummn church was forced to go undergrOllJld. church has no rich and powerful members and it
lacks influential protectors. But resources can be are. They walk about as ordinary humans,
gotten through magic when really needed. The unconscious of their destiny.
largest congregations are in Al QuatiJ, south of Qumr::10 is a very secretive sect. It avoids all
Kallia, in ISlanbuJ, Beirut, L'lrnaca, and Cairo. contact with the world, alit of fear of the Hctors
Small groups of two or three members each live :lnd their organization.
in France, Britain and the U.S. The lictors, the Death Angels, and all Archons
Members live in collectives, often in small except Malkuth, are eager to eliminate Qumran.
towns. Informal meetings are held in these col- It is only thanks to Messiah and its skillfuJ magi-
lectives. Visiting members from other congrega- cians that the sect has survived.
tions are also often lodged in the collectives. The
church has no official premises of its own. In
A..I. ..,...u,tlI
connection with the collectives are temples that South of Kallia, in the northern part of the
have been sanctified b)' the magicians of the Judean desert, is Qumran's largest congregation.
church. Only magicians have access to them, Al QuatiJ is an old settlement with low yellow
All members carry a sign of baptism, invisible stone houses placed on a steep mountain slope.
to all outsiders, on their forehead. It's a compli- You can't see it until you are close. The road
cated sign with a snake coiling around twisted from Bethlehem ends in AI QuatiJ, and few peo-
geometrical shapes. The sign is visible to all ple have any reason to go there. Visitors are
members of l1le church, and to people with slopped by a roadblock a few kilometers from
enhanced awareness. No one else can see it. It the settlement.
has been designed to be invisible to Hctors and The nearest neighboring village is ten kilome-
other non-human creatures. ters away. TIle neighbors avoid AI QuatiJ and are
Violence is avoided at any cost. The church unwilling to talk abom the seCt, which is regard-
has little influence on society and cannot have ed as very dangerous.
its enemies imprisoned or otherwise eliminated. "nle congregation has 400 members who
The church has only magic and diplomacy, and make their living offtheir sheep, goats and agri-
its activities are so few and seemingly unimpor- culture. Inside a mountain behind the vilJage is
tant that no enemy has taken any interest in it. the largest temple of the church. One of the
The church has few contacts with non-human largest libraries on the Apocalypse is also housed
creat.ures. Whether Messiah is human or not is here, the scriptures and books being from all dif-
an open question. TIle members of the church ferent parts of the Mediterranean. The inner
consider him a divine creature. Other non- space of the temple is a gale to Metropolis.
human creatures with which the church is in
contact are the four riders, four creatures dis-
Tb.e I.eaders
guised as humans who will throw the world into
O~ q...... TTlro:n
chaos when the Apocalypse begins. 11le church When present, Messiah's position within the
is not constantly in conmct with them, but can church is very strong. Otherwise every congre-
call on them when the time comes. The four rid- gation is led by the oldesl and most experienced
ers probably don't know themselves who they member. The congregation oUlside KaUia is led

, - ,
. ~ -.
by Ioannes, the oldest member of the church. Powers: Commanding voice, Empathy, Twists time
The second most important branch of the and space like a person widl a mental balance of
church is in Istanbul, and it is led by Samir::l ±500, Insensitive to lire, electricity and radioactivity,
Ozgal. Regcnerates 1 light woun<Vround, Speak all human
languages, Telepathy, Telekinesis I ton ;0
~e ......:l.ft,h mcters/sec
Messiah has strong ties to the Demiurge in ? Skills: All weapon skills 50, Hide 70, Sneak 60, Dodge
way that is incomprehensible even to the 60, Acrobatics 60, Diplomacy 60, Driving 50,
Archons. He claims that he is the son of God, Occultism 100, Singing SO, Rhetoric 60
whatever that would mean. He has never admit- Magic: Masters all schools and speUs like one
ted it himself, but aU signs indicate that he is an Awakened, without the use of speUs or loss of
Awakened human. Other Awakened humans say endurance. Reality magic to skill score 50.
that he was never imprisoned by the Demiurge,
Ioa.IllIllCS
that he has been free during the entire history of
loannes is the oldest living member of the
Hum'lniry. Messiah has always had the same
sect. He was the one that first met with Messiah
body: sUm and wiry with brown hair and brown
2,000 years ago. He had already then studied the
eyes
Personality: Messiah has the same· lack of respect and possibility of liberating Humanity through the
unreliability as many mher Awakened, only to a Apocalypse. loannes is a skillful magician, spe-
higher extent. Sometimes his helpers and servams cialized in the Lore of Madness. Hc's been using
think that he is onJy making fools of them. In spite the same body since his youth: a short and com-
of this he is unerty considerale and faithful to his pact, dark-haired and brown-ered male body
true friends. Messiah is obsessed with the thought of with a huge beard.
IiberJting Humanity, no matter the COSt. The end jus- Personality: loannes is a devoted scientist. He has
tifies the means. U his plans are not disturbed, he is spent more than 2,000 years studying Mankind and
mild, understanding, and exceedingly empathic. But our prison. He has been convinced since his youth
he doesn't hesitate to use any measures when it that onJy a terrible ('fauma will liberate us from the
comes to carrying OUI his plans. To Messiah pain is Illusions. He is the onc who has kept the church
onJy a road to liberation, millennia of fear yield onJy together dUring these past 2,000 rears, in spite of
a possibility of insigln into one's own ego. external threats and internal differences. He is a
Game mastering hints: Be personable. le'J.n over the calm, stable, and systematic man, quite different
table, look into the eyes of the players. Smile a lot. from the intuitive and wayward Messiah.
Speak confidingly and in a friendly manner. Try to Game mastering hints: Be calm and vcry patient. Do
make contact. Do not become offended by anything nOI answer any question withoUi first reflecting on
Ihey say. it. Speak in a low, friendly voice, be rela.xed.

AGL 1;0 EGO 170 AGL12 EGO 3;


STR 140 CHA160 STR 14 CHA 18
CON 110 PER 80 CON 28 PER I;
COM 160 EDU 1;0 COM 9 EDU40
Height: 185 cm Height: 160 em
Weight, 70 kg Wdght, 70 kg
senses: sees True Reality Senses: normal
Movement: 75 m/round (can manipulate time and Movement: 6 mlround
space) Actions: 2
Actions: 9 Initiative bonus: -
Initiative bonus: +138 Damage bonus: +2
Damage bonus: +30 Damage capacity: 7 scratches = I light wound
Damage capacity: 20 scrJtches = I light wound 6 light wounds = I serious wound
19 light wounds = 1 serious wound 4 serious wounds = I fatal wound
=
17 serious wounds 1 fatal wound Endurance: 170
Dies after 11 fatal wounds. Will start regener- Mental balance: +120
ating after Death and will completely recover Advantages: Empathy, enhanced awareness, forgiving,
after 4 hours. generous, intuition, body consciousness, magic intu·
Endurance: unJimited ilion, resistance to illness, endure hunger/thirst,
endure cold/heat, endure pain
Disadvantages: Fanaticism, hunted by the Iictors Personality: Adobi are obsessed with their task of
Skills: Astrology 22, Diplomacy 18, First aid 18, protecring Ihe sect. They have no personality.
Hypnosis 18, Information retrieval 25, Meditation
20, Numerology 18, Occuhism 30, HUle 20, AGL 1O+2dlO (21) EGO 2dlO (II)
Languages: Arabic 18, Ar:tmaic 18, English 18, STR 1O+2dlO (21) PER 1O+ldlO (16)
French 15, Classical Greek 18, Hebrew 18, Latin 15, CON 1O+2dlO(21)
Modem Greek 12, Rhetoric 15, Survival 1;. Modification of terror throw: -5
Magic: School of Madness 50 (all spells to skill score Height: 200 cm
25), School ofTime and Space 30 (all spells to skill Weight: none
score 18). Senses: See infrared and u!rravio!el, Feel changes in
Home: AI Qualil temperature
A.dub1. Movement: II m/tound
Actions: 4
Adobi are spirits of vengeance who have been Initiative bonus: +9
created through magic out of volumary mem- Damage bonus: +5
bers of the sec!. They protect Qummn against Damage capacity: Cannot be harmed with material
exlernal enemies. TIley are created from humans weapons, but are damaged by fire and electricity
by a particular ritual. Adobi are semi-material, 6 scratches = I light wound
fluorescent creatures who can move through 5 light wounds = I serious wound
matter and cannot be damaged with weapons. 3 serious wounds = I fatal wound
Their task is (Q find Ihe enemies of Qumran and Endurance: unlimited
kill them by tearing them to shreds from the Mental balance: -100
inside-out. They look like twisted, ghostly Powers: Flying. Can move through all maner except
humans, glowing faintly in the dark. They can fly copper and lead.
or walk on the ground. They move without Attack mode: Penetrate rhe enemy and tear his body
impediment through any matter except lead and apart from the inside. Skill score 12 (SCt 1-3, Iw 4-8,
copper. sw9-15, fw 16+)
Number: IdlO
~
iddhana belongs to a group of people prophecies about the future. A monastery and a
who have Awakened through wander-. town grew up in the vicinity of the temple.
ing the road of light. His awakening After six hundred years, Siddharta still stays in
went unusually fast: it didn't take more than a lifetime. Wangaik, the holy city on the borderline
He was born the son of a prince of a smalJ between India and Burma. It has grown, and
kingdom in northern India, a few hundred years now has many hundred thousands of inhabi-
Be. Within fifty years he was able to heighten tams, mainly fugitives from the guerrilla wars in
his mental balance to +500 and awoke from cap. eastern India. Siddharta himself continues to act
tivity. He set out on a joumey inw true reality. as a god. Sometimes he leaves the temple and
Meanwhile, a rigorous cult devoted to journeys across the earth or beyond the illu-
Siddharta the God took shape. His thoughts sions.
became religious dogmas, his awakening
became a religious event. But Siddharta did nm Desc:r:lpUo:n.
wish to be the object of a cult. When he came 0:1: ~b.e l!!!Iec~
back to the Humans he tried to destroy the cull. The inhabitants of Wangaik are devoted fol-
He became very irritated at being worshipped as lowers of Siddharta. There is a group of priests
a god, bUl still he wanted to Slay among humans. and also an order of monks and nuns, having
Restlessly he wandered across the earth, trying 20,000 members.
to destroy religious beliefs and CUllS. ll1ere are also a few hundred thousand fol-
Others who had been Awakened believed lowers in the rest of Burma and in India, and a
Siddharta to be far too sensitive and much too handful in the rest of the world.
serious. They didn't understand how the games The cult is carefully organized, with high
of the blinded humans could make him so upset. priests interpreting the prophecies of Siddharta,
He was drawn to blinded people, since they and eight degrees of priests attending the god.
shared his serious view of Life. At the same time The priests are recruited from an order of
he was so disturbed by their captivity that he monks, which also has eight degrees.
couldn't stand them very long. He was one of Ordinary followers of the god are not allowed
the few Awakened who were genuinely unhap- to see the god with their own eyes and are only
py. aUowed into the temple at festivals and such
events.
IIis100ry 0:1: ~b.e l!!!Iec~ The high priestess in Wangaik, Sita Angon
Siddharta gathered his disciples around him Resawa, makes the ultimate decisions concern-
before his awakening, and for a long time he ing the cult and the interpretations of Siddharta 's
hoped that his friends would foUow him into the orders. The eight high priests serve under her.
awakened condition. They didn't. They In the eight.ies the cult has spread in the U.S.
remained in captivity, cherishing the memory of and in Europe, where two other high priests
Siddharta the God. When he returned a few hun- lead Siddharta's followers.
dred years later, his cult had spread over a large Members are almost exclusively recruited
part of Asia. He became furious and did every- from the local people in Wangaik. Siddharta is a
thing he could to exterminate it, but aU in vain. local deity. He protects his people and helps in
In the fourteenth century, after hundreds of the negotiations between the government and
years of restless wanderings and angry con- the different guerrilla groups in the area. The
frontations with other Awakened, Siddharta smaU groups of foUowers in other parts of the
made an unexpected decision. He :lccept his world have been founded by people who have
blinded feUows' view of the world and took on visited the holy city in Burma.
the role of a god. He installed himself as a living The cult has large military resources within
god in a temple on a mountain in the far Burma. Siddharta has a large influence on the
primeval forests of Burma. Humans made pil- local guerrilla groups, controlling the rural areas
grimages to see him and to be blessed by him. around Wangaik. The high priests have some
He healed sick people and made complicated
knowledge of magic. Outside the borders of ","u;ng-u,:ik
Burma the cult has small influence. Wangaik has been named after the mountain
The European and American cults are concen- on which the temple has been erected, which
trated to San Francisco and London. TIlere are a can only be reached through a narrow winding
few thousand followers there. Otherwise the path.
cult is entirely Burmese. The temple was built in the fourteenth centu-
TIle followers of Siddharta wear saffron robes ry, but has been altered many times since then.
of the same sort worn by ordinary Buddhist's. It is covered by gold and precious stones, and is
Monks sometimes, but not always, shave their guarded by temple dogs from Met'ropolis.
heads. They have no particular signals of recog- Surrounding the mountain is a large monastery
nition. area, where more than 20,000 monks and nuns
TIle cult is relatively peaceful in spite of the live. TIle monasteries blend with the city of
violence that dominates the area around Wangaik, which is situated between the moun-
Wangaik. Siddharta doesn't encourage any deeds t:tin and the river Kowan, a tributary to the
of violence. He tries to take care of his enemies Chinduin. Around the city are steep mountains
himself, in order to prevent fights between the covered with forests.
blinded humans. Siddharta spends most of his time in the tem-
The cult has few contacts with non-human ple, the inner temple rooms being furnished as a
creatures. Siddharta sometimes fetches creatures luxurious dwelling place. He meets his worship-
from beyond the illusions, but only very mrely. pers on a jeweled throne in the ourer temple
Wangaik is an open city, and the cult openJy room, fiJled with st:ttucs of gods. When he is not
states that Siddharta is the Hving god who watch- seated on the throne hinlself, he is replaced by a
es over the city. It is known among the popula- golden idol.
tion that he is an Awakened who has chosen to
live among his blind fellows in expectation of 8:1.dd.u~,r"tft,
their enUghtenmenl. Siddharta wants to avoid Siddharta is a short dark man with Indian fea-
lies wherever it is possible. tures. He looks about twenty-five, as most
The cult has few ties to other groups. Awakened do, though he can change his a.ppear-
Siddharta sometimes sees other Awakened, but ance at will. He spends almost aU of his time
has linJe cOntact with their blind followers. The locked up in the temple in Wangaik, studying
priests coopemte a great deal with Buddhist scriptures from near and far, keeping in contact
groups of Burma and eastern India. with the rest of the world through telepathy and
Siddhaeta's foremost enemy is the Burmese messengers. He socializes mainly with the high
government, which regards Wangaik as a hiding priests and with other Awakened who some·
pl:tce for guerrillas. Supported by lictors from times'visit him.
Rangoon they plan a military attack against the Sometimes he travels among the humanity for
city, but it is inaccessible, situated in an area con- fresh impressions, btU he quickly tires and
trolled by the guerrilJas. returns to the temple. When he meets his wor·
shippers, he is dressed in a golden robe, reach-
ing down to his feet. Otherwise, he dresses in 1I!iiJ:l~ Al.... gO:n.
the ordimlry habit of the mountain population: :Hese~ft,
loose fitting pants and a short tunic. Sim Angon has been the leader of the cui[ for
Personality: Siddharta has not become more cheerful 250 years. Before that she was a disciple of
as me years have passed; quite the contrary, he is Siddhana, whom she has known since the fif-
often melancholy and shuts himself up inside his teenth century. She was born in India in the
rooms and refuses to see anyone for weeks. He is
beginning of the fifteenth century, and she met
frustrated by permanent contact with blinded peo-
Siddharta in Persia in her youth. She has been
ple. He is extremely careful in his dealings with oth-
the official leader of the cult since the eigh-
ers, out of fear of hurting the blind.
teenth century, although most of the practical
He do~sn't believe in the ideas of Messiah of a work is performed by the director of the monas-
quick Awakening through tearing down the teries, Kwon Hwaidan. Sita trowels often as
lllusions. He thinks that the few existing Awakened Siddharta's envoy. She has very dark skin and she
are cursed by some mistake of the Demiurge, a mis- is short and sturdy with the look of a south
take which has not been made when it comes to Indian woman. Her hair reaches down to her
other humans. Siddharta fears that we are stuck in
feet. She is dressed in the ycUow cloak of the
the Illusion forever, or at least' for a very long time. sect, and she looks about twenty.
Game mastering hints: Look miserable. Speak slow-
Personality: Sita was one ofSiddharta's most promis-
ly and thoughtfully. Be very careful not to hurt any- ing disciples, but she was never able 10 let go of her
body's feelings or become too personal. interest for other people and for life. She has
AGL 150 EGO 160 resigned herself and accepted that she will not
STR 150 CHA 150 awaken as long as the Illusion remains.
CON 110 PER 100 She doesn't regard Siddharta as a god, but she still
COM 120 EDU 120 looks up to him as an indisputable authority. For
about fifty years she has been followed by her dark
Height: 170 cm shadow. It prowls the forests of Kwangaik when she
Weigh" 70 kg is mere.
Senses: sees True Reality Game mastering hints: As an self-sacrificing Indian
Movement: 75 m/round (can manipulate time and
woman. Speak with a mild voice. Do not look into
space) peoples eyes. Greet people the Indian way, bow
Actions: 9
very often.
Initiative bonus: +133
Damage bonus: +31 AGL18 EGO 20
Damage capacity: 20 scratches = 1 light wound STR 15 CHA17
=
19 light wounds I serious wound CON 21 PER 10
17 serious wounds = I fatal wound COM 14 EDU30
Dies after II fatal wounds. Will start regenerating
after Death and will be completely recovered after 4 Height: 155 cm
hours. Weight, 50 kg
Endurance: unlimited Movement: 9 mJround
Powers: Commanding voice, Empathy, Twisls time Actions: 3
and space like a person with a mental balance of Initiative bonus: +6
±500, Immune {Q fire, electricity and radioactivity, Damage bonus: +4
Regenerates I light wound/round, Speaks aU human Damage capacity: 6 scratches = I light wound
languages, Telepathy, Telekinesis I ton 50 5 light wounds = 1 serious wound
meters/sec 3 serious wounds = 1 fJtal wound
Skills: All weapon skills 40, Hide 50, Swim 30, Sneak Endurance: 185
60, Dodge 60, Acrobatics 60, lnformation retrieval Mental balance: + 180
60, Meditation 50, Diplomacy 60, Net of contacts: Advantages: Empathy, enhanced awareness, forgiving,
Burmese guerrilla I;, Net of contacts: the Awakened generous, good reputation, body control, cultural
I;, Riding 60, Driving 20, Occultism 100, Rhetoric nexibility, magic intuition, unselfish, pacifism, luck,
80. honesty.
Magic: Masters all schools and spells like one Powers: Can influence her notion of time and space,
Awakened, without the use of spells or loss of enchants humans with a positive balance between
endurance. Reality magic to skiU score 50. +40 and + I00, forever young
Skills: Climb 18, Sneak 18, Dodge 18, Hand-to-hand AGL 20+2dlO (31) EGO Id5 (3)
combat IS, Dance 16, First aid 18, lnfonnation SIR 20+2d10 (31) PER 20+2dlO (31)
retrieval 20, Meditation 22, Occultism 18,
CON 20+2dlO (31)
L'lOguages: Burmese 18, English 16, Hindi 16,
Persian 14, llJai J3 Modification of terror throw: ·5 (in their real
Magic: School of Time and Space 30 (all spells to skill shape)
score 15). Length: 150 cm
Home: Wangaik Height: 120 em
Weigh" 80 kg
TeIlnpl.e D o g... Senses: See through illusions. See through darkness
The temple dogs are creatures fetched by Communication: Responds to very simple com-
Siddharta from Metropolis in order to guard the mands
temple ofWangaik. They hunt intruders through Movement: 16 m/round
the illusions and are able to follow a trail howev- Actions: 5
er far it stretches. To ordinary humans they look Initiative bonus: +19
like Asian temple dogs-large and yellow with Damage bonus: +8
flat noses, small ears and docked tails. They look Damage capacity: 8 sCr-Jtches = 1 light wound
a little like very large Pekinese dogs. Anyone 7 light wounds = 1 serious wound
who can see through the illusions will see them 5 serious wounds = 1 fatal wound
as spider-like creatures with eight legs, hairy Dies after 2 fatal wounds.
bodies and the jaws of a beast of prey. There are Endurance: 185
40 temple dogs near Wangaik. Natural. armor: 2 p
Personality: The dogs are very devoted to Siddharta Powers: Once they gOl the scent of a creature they
and the high priests. They behave very much like can follow it wherever it goes.
ordinary dogs. Skills: Hum 20, Climb 20, Swim 20, Track 20, Dodge
Game mastering hints: Drool, growl, show your 20
teeth Attack mode: Bite 18 (ser 1-7, Iw 8-14, sw 15-22, fw
+23) 4 Claws 15 (ser 1-8, Iw 9-15, sw 16-24, fw +25)
Home: Metropolis/Wangaik
Number: 40
.
-
~

awoke suddenly from my restless

I sleep, cold sweat running down


my face. I had seen his face
again... this time in my nightmares.
I couldn't stop thinking about the car
accident. I still saw the face of the poor devil
lying dead on the asphalt. He had just
appeared in front of my Cat; formally dressed
in white tie and tails.
His face was partly smashed, but it was
still possible to see that he had been good-
looking. And it seemed eerily that he was
smiling when I hit hitn; he still smiled even
when he was dead. For a moment I had
thought that his smile had Widened, as the
blood coagulated in his eye-sockets.
I got up to have a smoke, to calm my
neroes. I pulled on my robe and slipped out
onto the balcony It was a freezing cold nigbt
outside; I bet it was 30' below zero. I leaned
over the rail and looked down into the street.
Some poor bastard was standing down there
under a lamp-post. He looked up and smiled
a broad smile, visible even to me. I stiffened,
and at the same time I could hear the door
of the balcony shut behind me. I turned
around, but I suddenly had no strength left·
I tried to scream, but my voice became a
hoarse croak. Everything went black as 1
slowly slid down to the balcony flOOr, and I
scratched my fingers bloody in my attempts
to stay upright, but to no use. It all faded
away.


"I t's a simple surge,,( the nurse
said and stuck the needte in
my eyes obeyed my impulses and wan-
dered ac.,TOSS the room.
my arm. All becam,e dizzy I was awake. There they were, l1!ady
and greJ" but the world shortly regained to cut me up, and I was awake. J tried
its contours. They wheeled me into the to scream, but my moutb wouldn it
operating theater... the white tight hurt open: The thin rattle of ilems made of
my eyes... / couldn't move... my body stainless steel being put down on a table
felt tike it was made of concrete. Only and the droning hum offans filled the
room. There was also another sound, as
if the floor was vibmting faintly under unnaturalpain which cut th1"OUgb
me. Shapes in green clothes gathered every nerve as soon as the scalpel
around the opemting table. The doctor touched my body. I could feel a pattern
took up a scalpel. I could have sworn of thin lines being carved in my skin-
that it moved-that it bent in my direc- circles, triangles, squares and star-like
tion. The doctor raised his hands over shapes. The chanting became stronger.
his head as if he were summoning The first deep cut hit my belly. Then the
someone, and said something I cau/dn't second one. Everything went black in a
hem: A rhythmic mumble, like an orien- moment of unendurable pain. I tried to
tal mantra, filled the room. The table scream and move, but in vain. It went
shivered under me, and burned my on and on, until I heard a voice chanti-
back. He lowered the scalpel towards my ng again far away. I faded into the
exposedflesh. Then the pain began-an darkness and lefl the pain bebind me.

he Lore of Death magicians orga-

T Death is
the largest
branch of Magic. People
nize themselves in hierar-
clues with strong leaders
at the top and blind obe-
dience among the lower
bound up to Astarorh, tbe
Death Angels and the members. Magic is a
R;lzides, learn Death means to gain power and
magic. Those who study influence. The most
magic in order to gain skilled magicians use
power over others often their knowledge to
begin with Death magic. It improve their positions.
is, paradoxically, the least That means that the sects
frightening lore to many. It are often split by internal
distinguishes clearly strife when two equally
between executioner and . strong leaders fight over
victim, and tempts with the power.
power over Life and Magic in the Lore of
Death. Death is by its very
Death magicians are well organized. In nature asocial. It requires bloody sacrifices and
Southern Europe they are held together under contempt for the lives of others. Death magi-
the incarnated Death Angel Togarini. In the rest Ci<lOS in the upper circles have low mental bal-
of Europe and North America there is a net of ances, often so low that they are changed physi-
larger and smaller groups who alternately co- cally and unable to meet with other people. That
operate and fight amongst themselves. In Asia is a contributing factor to the difficulty in keep-
and Africa there are still sects which are hun- ing the cults together. TIle longest life expectan-
dreds of years old-though the Modern Age is cy is found in sects that are ruled by creatures of
now beginning to break them up. Inferno.
The sects may be completely devoted to We describe three groups of Death magi-
studying magic, without worshipping any higher cians-a sophisticated cult of medical doctors in
powers or creatures from the other side. But it is North Europe, a group of cannibalistic magi-
more common that they are connected to a ,I
cians, and violent cult connected to a razide in
Death Angel, a razide or another creature of Mexico. We also describe a sect led by a
Inferno. Razides and incarnated Death Angels Madness magician, The Subjeclionist Church.
are quite willing to teach their human followers Thousands of othcr sects arc spread aU over the
Death magic. world, more or Icss tied up with each other.
::F:r8J~:r~
«»:rcIo
~o:r~:i.s
cdo Fratris Mortis is an associa-

O
operating-table to the Lord of Pain. Marbas grew
tion of physicians, above all sur- in power and could demand more and more of
geons, who worship Marbas, Lord his servants. Hodel' realized that he needed
of Pain. TIley sacrifice to him on the operating accessories to be able to feed the demon with all
tables and in the hospital wards. They have the blood it demanded.
developed a school within the Lore of Death, In 1894, Hodel' gathered some colleagues and
which they have woven into the exercise of founded Onlo Fratris Mortis. The name was
their profession. taken from an older order that was supposed to
The Brethren are dispersed all over hospitals have existed among barber-surgeons in the
in Northern Europe. Most of them are in Austria, Napoleonic campaigns. The brethren were
Switzerland and Germany, where the sect first bound to Marbas and had to sacrifice to him in
appeared. They form secret brotherhoods, com- order not to be killed themselves. The order
pletely closed to the outside world. The Death slowly increased in size during the following
magic gives them the means to gain wealth, years. New members were recmited among
power and even etcrnallife. older military surgeons with backgrounds similar
The members are bound to Marbas, Lord of to that of the founders. During the Great War
Pain, when they enter the Order. They must sac- the number of members was doubled. In the
rifice to the demon in order not to be killed twenties the order had seven lodges in Germany,
themselves and cast into Inferno. In exchange Austria and Switzerland. During the Second
they receive power and riches. World War, Fratris Monis co-operated with Nazi
Ice and Fire magicians, and several new rituals
"'1S~:ry 01' "tohe 8ee"to were researched. After the war the order
Ordo Fratris Mortis was founded by the acquired new members among former Nazi
Austrian physician and Death magician Anselm physicians.
Hoder in 1894. TIle order has its roots in occult During the post-war period, the order has
amalgamations of barber-surgeons who have grown slowly but incessamly, and has become
existed in Europe and Near Asia since the 18th more sophisticated in its methods. Today there
cemury. Hodel' himself has participated in the are 21 lodges in Germany, Austria, Denmark,
Franco-Prussian war, and then spent ten years in Sweden, Finland, Poland, Hungary, and
the German colonies in Africa, where he devel- Switzerland. The members are often in high
oped his skills in Death magic by performing places, like heads of clinical departments and
experiments on the native population. There he chief physicians.
started to invoke a crealUre calling itself Marbas,
Lord of P..lin. Hodel' tried to bind Marbas to be ~esc:r:i.ptto:n.
his own guardian spirit, but failed. 0:1' "tohe 8ee"to
Name Azwesti, a magician in German South- The order hal) 1,200 members distributed
west Africa (present-day Namibia), confronted among 21 lodges in eight countries. The largest
Hodel' and succeeded in twisting one of his ritu- lodge is in Zurich, with 300 members. Second
als so that Hodel' himself was bound largest are the lodges in Hamburg and
(Q Marbas. In order not to perish from
Salzburg.
pain himself, he has to sacrifice to Each lodge is autonomous, but
Marbas and to serve him forever. sworn to obey the common statutes
Hodel' escaped back to Europe, blU of the order. Within the lodge there is
Marbas pursued him. Hodel' got a job a strict hierarchy with 13 grades. The
in a German hospital, and cominued highest, Magus Mol'tlmlis, is held by
to pmctise his magical skills. He the foremost magician in the lodge.
began to sacrifice his patients on the The power of the Magus Moftualis
over the affairs of the lodge, is great, but not infi- The members acknowledge the existence of
nite. The entire order is governed from the an order, but refuse to reveal anything about
Zurich lodge, which is led by lhe now 150 year their doings. Brethren whose tongues slip face a
old Anselm Hoder. Beneath him he has the 20 painful death.
leaders of the other lodges. The 21 Magi The order has a little contact with the ser-
Mortualli meet four times a year (Q discuss the vants of Togarini in Southern Europe, and with
affairs of the order. the Salanic lodges in North Europe. It tries to
AU members are physicians. The order is anx- stay friendly with both and does not take sides in
ious to enlist prominent professionals with good the conflict between Astaroth and Togarini.
reputations. That is the best way to minimize the
l!~h:u~g;tea,I
spreading of rumors and suspicion. The mem-
bers are promised aid and support for their Dea,~h ~ag=je
careers from their fellow brethren. Ordo Fratris Mortis has its roots in associa-
The order is in possession of large financial tions of barber-surgeons who gathered power
resources and has connections with those in from the suffering patients on the battle-fields.
power on different levels. They developed a new school within the lore of
The rituals are performed when working, dur- Death, that uses illness and surgery for its rituals.
ing surgery or post-surgical treatment. Moreover, That tradition has been further developed by
the order has rooms for meetings and administra- Anselm Hoder and his followers. They can cast
tion, often old houses in the central parts of Body snatching, Prolong life, Putrefy other's
town. body, and sever.1i other spells disguised as
Certain hand-shakes and greeting phrases are surgery. Surgical Death magic does not use magi-
used to identify brethren and (Q ascertain their cal equipment, unlike most other rituals other-
grade. wise used by Death magicians.
The order prefers (Q be discreet when possi- At the major rituals, only Brethren and spe-
ble. The members have good connections cially initiated accomplices participate, but less-
among the top layers of society, and can have er rituals are performed as ordinary surgery, and
troublesome people harassed and framed for fic- do not attract any attention.
tional crimes. lftl1at doesn't work, they will hire Illness transfer
discreet assassins or use their own magic to Spell ill tbe Lore ofDealb
eliminate enemies. They avoid revealing their The magician tmnsfers an illness or a damage
own interference at all costs. from his own body to the victim. The spell does
Fratris Mortis worship Marbas as the Lord of not require surgery. The magician paints identi-
Pain and respect Togarini as the Protector of cal sets of signs on his own body and on the
Death magicians, but have very little direct con- body of the victim during three nights, and
tact with dle Death Angel. The order is in touch anoints the victim with an ointment fabricated
with several razides and creatures of Inferno. from the bodies of people who have died from
incurable diseases (nowadays victims of AIDS are beings that are connected to the lord of Pain.
often used). They double the pain of the victim and remove
LR 12 all effects of anesthetics. The victim is unable to
Loss of endurance: 4S move or to scream, but is ruDy awake and can
Equipment: Soot and zinc oxide to paint symbols. Oil feel what is happening. The conjurer draws a
fabricated from the corpse of someone dead from an pattern of triangles and circles on the body of
incurable disease. the victim, and then CUlS along it. The surgery is
Magical implements: none performed as usual. The major rituals always end
Circle of protection: not required with the death of the victim, at which the life-
Invocation: Invocation of Marbas and his (Welve spirits force is transferred to Marbas. In lesser rituals
of illness. the victim survives, and pain is the only offering.
Gestures: Sweeping gestures over the victim. LR: 18
Visualization: The magician views the illness or dam- Loss of endurance: 70
age as a black fog leaking out of his own body, and Equipment: Surgery tools possessed by spirits of
being absorbed by the body of the victim. Inferno.
Duration: Permanent Magical implements: None
Time to throw: A quarter of an hour around midnight, Circle of protection: There is a circle inlaid in the oper-
three nights in a row. ating-table, to stop Inferno from materializing during
the operation.
Create Pain Invocation: lnvocation of Marbas in short shouts, but
Spell in the Lore ofDeath no other invocation.
The magicians creates a chronic pain which Gestures: Sweeping gestures over the victim.
wiU accompany the victim for the rest of his life. Visualization: The conjurer sees a pillar of red light
TIle pain can be concemrated in a part of the streaming down from the body of the victim,
body, or be distributed aU over the body. The vic- through the Door and down into the ground.
tim will be gradually disabled and will die within Duration: Immediate
Id20 years, after having suffered excruciating Tune to throw: 2 hours
agony. Dc:rxa.o,-..cr
The magician casts the spell during surgery,
by creating certain symbols with incisions in the
....ro,IIkc...... O'-..v!il
parts of the body and entf"Jils where the pain The Bernauer Hospital is situated a few miles
shall arise. outside of Zurich. Anselm HOder has been chief
LR: 13 physician of Transplantation Ward 1\vo for 15
Loss of endurance: 50 years. several of the hospital's junior physicians
Equipment: Surgery tools possessed by the servants of are members of the Fratris Mortis. Some rituals
Marbas. Consecrated clothes and a consecrJted in the Bernauer are not performed on the oper-
operating-rabie, or other possessed tools. ating-table; In the basement underneath the hos-
Magical implements: None pital the order has a temple for ordinary Death
Circle of protection: Not required magic and worship of Marbas. Surgical rituals
Invocation: Invocation of Marbas in short shouts, but are performed there that are so spectacular that
no other invocation. they cannot be performed upstairs in the hospi-
Gestures: The magician touches the part of the vic- tal.
tim's body which is to be afflicted with the pain. The hospital is a sprawling 19th century
Visualization: The magician sees the pain as a black building, constructed around a large courtyard.
shadow descending upon the body of the victim. 22 out of 31 physicians are members of the
Duration: Permanent Fratris Mortis. The hospital management makes
Tune to throw: I hour sure they only hire people who can be enlisted
or trusted to keep quiet. The main entrance
Sacrifice to the Lord of Pain leads into a reception haD wltich features a sur-
Spell ;11 tbe Lore oJDeath vey map of the hospital. Elevators go up to and
In this ritual the pain of the victim is trans- down from the reception hall. There is one ward
formed into power which strengthens Mamas. in every direction from the elevator on each
With slight adjustments the ritual can be used to floor.
sacrifice to other creatures of Inferno. TIle magi- At night the main entrance is closed, and onl)'
cian uses ~Jjving" surgery tools, possessed by the emergency entrance, a descent ramp on one
side of the building, is open. From there a cul- Physici:tns 15, Politicians 12, Satanists 15, Motoring
vert leads to the reception hall, where the cleva- 12, Medicine 20, Surgery 20, Pathology 20.
tors to the basement are situated. In the base- Magic: Lore of Death 40 (All spells at score 20)
ment under the hospital the Fratris Mortis have Home: Zurich
one of their sanctuaries and meeting-places. TI1e Mll-n;ves
.&IlIseIIn. IIOd.er 0:1: Pa,~
Anselm Hader is a skilled Death conjurer who The slaves of pain arc people who think that
must devote all his energy to provide Marbas they are cleansed of sin if they subject them·
with sacrifices. He seems to be ruthless and selves to pain. They seek out the Brethren in
prosperous, but he is tormented by the fear of Ordo Fr.nris Mortis and ask for pain to cleanse
not being able to fulfill his undertaking towards from sin. The Brethren usc them to perform sim-
the demon and having to pay with his own Hfe. ple tasks within the cult and sacrifice their pain
But Marbas needs Hader. It is with him that he to Marbas if no better sacrifices are available.
has formed a pact. If Hader disappears, Marbas The slaves are of all ages, often ill and certain
wilJ have to return to Inferno until someone that the illness is a punishment for sins which
invokes him once morc. Mat-bas would be pre- can be absolved with pain.
pared to defend Hader with all means possible, Personality: Obsessed with their own sins and the
but that is not something he lets the conjurer need for cleansing. TIley obey the Brethren and let
know. themselves be subjected to anything without
For 15 years Hader has worked at the protest.
Bernauer hospital in Zurich, where he is head of Gamemastering hints: Try to look suffering, plead-
the transplant ward. Hader looks like he is ing and slightly Ollt of your mind. Accuse yourself of
around fifty, a short and stocky man with sparse, all sorts of crimes all the time.
graying hair and old-fashioned clothes. AGL 2d1O (II) EGO 2d1O (II)
Personality: HOder is obsessed with his ties [0 Marbas STR 2d 10 (II) CHA 2d1O (II)
and does not care about anything else. He has no CON2d1O(Il) PER 2d1O (11)
feelings for his human acquaintances. COM 2d1O (II) EDU 2d1O (II)
Gamemastering hints: Act icy and patronizing.
Speak in an old-fashioned way that hints at your Movement: 6 m/round
being a lot older than yOll look. Actions: 2
Initiative bonus: -
AGLI5 EGO 20 Damage bonus: +I
STR 12 CHA 12 Damage capacity: 4 scratches = I light wound
CON21 PER 10 3 light wounds = I serious wound
COM 8 EDU20 3 serious wounds = I fatal wound
Height: 170 cm Endurance: 85
Weight, 70 kg Mental balance: -50
Movement: 8 m/round Dark secrets: Guilty of crime
Actions: 2 Advantages: Varies
Initiative bonus: +3 Disadvantages: Fanaticism, Neurotic obsession with
Damage bonus: +2 pain
Damage capacity: 6 scratches = I light wOllnd Skills: Hand-gun 12, Sneak 12,Daggers 12, Unarmed
5 light wounds = I serious wound combat 12, First Aid 12
3 seriOllS wounds = I fuml wound Attack mode: According to weapon
Endurance: 135 :M:a,r"bas-
Mental balance: -GO :Lord 0:1: Pa,~
Dark secrets: Pact with demonic power
Advantages: Influential friends, Magical intuition Marbas was begot in Inferno by the Death
Disadvantages: Fanaticism, Curse, Menial constric- Angel Golab. He was invoked by Anselm Hader,
tion of murder, Manic-depressive, Egotist who tried to bind him as a guardian spirit, a spir-
Skills: Rifle and crossbow 15, Hand-gun 15, Sword 12, itus familiaris. It tliled as another magician inter-
Unarmed combat 12, First Aid 20, Astrolo!:.')' 25, vened and destroyed Hader's protective circle.
Occultism 18, Languages: English 13, French 15, Marbas broke loose and demanded a tribute
Latin 12, German 20, Etiquette 15, Net of contacts: from Hader. Now he is associated with the Orcto
...
Fratris Mortis and draws power from sacrifices ~e:rcft-Ch
dedicated to him. If necessary he can materialize Mercach are the children of Marbas. They live
in our world and help the order and Hader if in the hospital basements, in symbiosis with the
they are jeopardized. brethren of the Fratris Mortis. Younger Mercach
[n our reality Marbas looks like a tall, broad- are vaguely humanoid, white-gray creatures with
shouldered, pale man, bald and with no facial almost featureless heads and small, black eyes.
hair. He can also take non-human shape, as a TIle move about in the culverts under the hospi-
many-legged ar:lchnid with pale skin and large tals, devouring pain. They have Marbas's ability
eyes. His characteristics are the same in both to cause pain with their eyes. As the years go by
shapes. they grow and will fill up the corridors beneath
PersonaUty: Marbas is a demon. He is obsessed with
the hospital. Lesser Mercach will coalesce into
power-greed, and hunger for other creatures' pain
one single large one, which will fill up air-shel-
and submission.
ters and culverts under the hospital. They send
Gamemastering hints: Smile madly and let your eyes
their tentacles up through the elevator and venti-
roll. Speak in a soft, threatening voice and act as if
lation shafts to gather pain. The brethren send
you were completely mad.
them sacrifices and pain.
AGL30 EGO 20 The characteristics below are for lesser
STR 40 CHAI5 Mercach, who are able to move about. The fully
CON 35 PER 15 grown specimen is an enormous body of white
COM 5 EDU 10 meat, filling up several rooms, which cannot be
harmed by anything short of a major explosion.
Modification to ego throw: -5 (as a non-human)
PersonaUty: Mercach have no consciousness. They
Height: 200 cm
hunger for pain and can never have enough.
Weight: 120 kg
Gamemastering hints: Stare inrensively and erase all
Senses: Can see through darkness
facial expressions.
Movement: 15 m/round
Actions: 5 AGL2dlO (11) EGO 2
Initiative bonus: + 18 STR 1O+2dlO (21) COM 3
Damage bonus: +8 CON 1O+2dlO (21) PER 2dlO (II)
Damage capacity: 8 scratches = I light wound
7 light wounds = I serious wound Modification to ego throw: ±O
5 serious wounds = I fatal wound Height: 200 em
Dies after 2 fatal wounds Weight: 200 kg
Endurance: 205 Senses: Feel pain. Have no other scnses.
Natucal armor: 2 p Communication: None
Powers: Commanding voice, Cause pain: causes the Movement: 6 mlround
victinl an unbearable shock of pain as long as Marbas Actions: 2
looks at him. CON-throw to avoid collapsing. All Initiative bonus: -
skills and abilities lowered to 1/4 as long as the pain Damage bonus: +3
lasts, if the CON-throw succeeds. When Marbas Damage capacity: 6.scralches = 1 light wound
releases the victim with his eyes, the pains disap- 5 light wounds = I serious wound
pears. If he keeps his eyes on the victim a longer 3 serious wounds = I fatal wound
while, the victim takes one light wound every hour, Endurance: 135
and will evemually die. Natural armor: 3 p
Skills: Automatic weapons 20, Rifle and crossbow 20, Powers: Cause pain: causes the victim an unbearable
Hand-gun 20, Daggers 25, Whips and chains 25, shock of pain as long as Mercach looks at him. CON·
Sword 30, Unarmed combat 30 throw to avoid collapsing. All skills and abilities low-
Attack mode: Bite 18 (scr 1-7, Iw 8-14, sw 15·22, fw ered to 1/4 as long as the pain lasts, if the CON-
23+),2 claws (ser 1-8, Iw 9-15, sw 16-24, fw 25+) or Ihrow succeeds, otherwise the victim is powerless.
according to weapon When it releases the victim with its eyes, the pain
Magic: Lore of Death 50 (All spells to score 25) disappears. TIle victim takes one light wound every
Home: Inferno hour. If possible, Mercach will keep the victim pris-
oner till it dies.
Skills: Sneak 15, Dodge 15, Unarmed combat 12, Hide
15
Attack mode: Calise pain or with its hands
Home: Beneath hospitals
Ufe expectancy: Infinite
Number: IdS

IIospi.'f;a,1.
Fl.oorpl.o,IIJ!!ii
,
I
Basement floor one-Exercise room

1
Elevator going up. TIle elevators from the recep-
tion hall reach basement floor one. TIley are has-
lilt' •
piml elevators with room for twO beds.
Hallway. TIlcse premises are apparently meant to I • "'"
2 be used as air-raid shelters when necessary. TIle
walls are white concrete. TIle doors are steel and quite
1 11
sturdy. The floor is of stone. ' 2
Elevators going down. Two elevators lead down 1
3 to the lower floors. It is obvious that they have
not been used as often as the elevators going up.
There are not so many scratches on them and the paint

,,
looks more fresh. A key is needed to use these cars.
The night watclunan and the nurses possess keys.

4 Stairs leading down. A narrow spiral staircase


Ie-Jds down to the floor below. 11le distance
• •
between the floors is remarkably great, almost ten
meters. The door leading to the landing is locked with
a chain and a padlock.
Service Room. The electricity, heating, and venti·
S lation for half of the building are controlled from
here, including the bottom floors of the cellar. The
door is steel and will absorb ISO points in damage.
The lock demands a lock-pick to open; the night
watchman and the caretakers have the keys to this
door.
Corridor leading to the shelter. One door leads to
6 tllis corridor of whitened concrete.
Another door leads from here to a shelter which
7
8
is full of rubbish.
Stairs leading tip. A set of stairs leads to the night
reception. It ends behind the receptioll, in a
smoking room for the hospital staff.

Dressing rooms. The ladies' dressing room is to
9 the left and lhe gentlemen's to the right. They are
used before noon and in the evenings until II PM, by
the employees who exercise here.
Toilets. Rather decayed and not very dean.
10 Showers. The showers are dirty. Cockroaches
"
11 pass ovcr the broken tiles.
Gym. One of the shelters is llsed as a gym.
12 Training equipment is placed against the
walls. The floor is empty. The walls are covered with
mirrors. 111ere are benches placed herc and there.

l
Close to the door a schedule is pinned on the wall,
where the staff can write their names if they wanl to
use the gym. The last people leave the place around II
PM, and the first arrive at 6:30 am. At midday the room
is generally empty.
Basement floor 2-
morgue and post-mortem room.
1 Stairs leading up. The spiral stairs from floor one.

Pathway. The floor, walls and ceiling are of


2 whitened concrete. It leads to a division where
the right corridor leads to a set of stairs leading ro the
reception hall and the other corridor leads to a door to
an empty shelter.
Stairs going down. Aspiral staircase leads down
3 to floor three. There's a door to the landing, but it
isn't locked.

4 Elevators. The e1evalOrs reach floors one and


three.
A steel door secured with a chain and padlock
S leads to a bent pathway of whitened concrete.
TIle padlock is open.

6 Post-mortem room. An old and worn out room


used for post-mortems. Apathologist's table of
stainless steel crouches in the middle of the room;
benches and wash-basins are placed against one of the
walls. Coffins are placed on stands on the walls. An old
pathologist who is aware of the activities of the order
(ahhough he's not a member) works here.
Morgue. An old-fashioned morgue where the bod-
7 ies are kept on biers against the walls.
Meeting-room. A room for socializing with furni-
8 ture in black leather and stainless steel. The art on
the walls is non·figurative and gives a cold impression.
TIle contrast to the other, decayed parts of the ceUar
makes the room look strangely luxurious, There's a
well-stocked bar in one of the comers, along with a
stereo. 11le brethren meet here for a drink after work
or before their meetings.
9 Empty shelter,

Basement floor three


1 Stairs leading lip. TIle spiral stair leads co floor
two.
2 es.Pathway, Only one door leads out to the premis-

3 Elevawrs going up.

4 Pathway. Asecurity door leads to this pathway,


TIle door is locked with a chain and padlock, A
red octagon with a triangle inside it is painted on the
door. The pathway ends with another security door.
The doors aren't locked.
Emergency wetis. The room has a high ceiling. In equipment. The walls have been painted with magical
5 rhe middle of the room are two deep wells sur-
rounded by rusty railings; there are broken old winch-
signs and anyone who looks closely will see that rhere
are signs on the operating-table also. Thin threads hang
es along the walls. An unmistakable smell of bodies from the ceiling which are attracted to anyone who
that have been rotting in water fills the room. If you comes in and looking for pain. They hang on to any
try to find out what's actually down there you will human who is in pain. They augment the pain and
have a vcry nasty surprise. live on it. Rituals thar cannot be performed in the hos-
pitals' ordinary operating theaters take place here.
6 GeneralOr room/Mercach. Once there were gen.
erators in this room. It is now filled with an over·
grown Mercach, a swollen, grayish white mass, which 9
The innermost parts. Behind the temple is me
innermost sanctum, to which only me inner cir-
sends its long tentacles into the rest of the premises cle of me order has access. This temple lacks every
and upwards through the ventilation system. refinement. Acharacter wim magical intuition will see
Ante-room. The walls have been painted black a black arm extend from me room itself. The threads
7 and are decorated with geometrical patterns in
silver and gold. The floor is covered with a yellow and
of the Mercach hanging from the ceiling are many and
they are wet from contacr with the floor. A very realis-
red mosaic. Along the walls are glass bowls with con- ric painting of Marbas hangs on the furthermost wall.
served human organs. Against one of the walls is a TIlls is really a portal where the Lord of Pain can mani·
vcry large glass comainer with a preserved female fest himself dUring a ritual Aconcrete altar covered
body in it, yeUow with age. with a sheet of stainless steel is also there. The room is
Temple. The temple room is fumished as a oper- covered wim gore.
8 ating-theater with an operating-table and modern
rdo Voraginis is a refined cannibal ~...er:lpttoIll

O sect, whose members are of the


highest social class. They find
strength in killing and eating human flesh or the
0:1: "the il!!!iec"t
Ordo Voraginis has grown during the last
twenty years. The twelve temples have together
flesh of other creatures with special powers or
14,000 members. The Templum Primum
skills. The rituals are taken from an Egyptian lore
Romanum in Rome is the largest branch with
within death magic. Members are death magi-
2,600 members, together with the Templum
cians who have used the life force of their vic-
Secundum Novum Eboracum in New York
tims (Q be able £0 live for hundreds of years
3,100. Half of the members are death magi'cians.
themselves.
1,800 of them have been members of the sect
IIis"tory 0:1: "the il!!!iec"t since the Middle Ages or longer.
Ordo Voraginis was founded in Rome in rhe The twelve temples are autonomous. Each
second century A.D. The founder, Silia Terentia, temple is led by a high priest who is chosen by
is still the leader of the sect. As a young woman the other magicians of the temple. Magicians
she traveled in Asia Minor, studying with a disci- have higher rank than others, but the goal is to
ple of Anub-Hetep, an Egyptian death magician teach magic to as many of the members as possi-
in Heliopolis. She learned from him how the ble. The Rome temple is more important than
force of a human's fear of death can be stored in the others, but it has no formal right to decide
her flesh and transferred to anyone who eats it. for the others in any matters.
Silia went back to Rome and founded Ordo The leader of the temple in Rome is Cecilia
Vomginis. She gathered other magicians around Terremo, the founder of the order. She is regard-
her, and together they gathered much of today's ed as the foremost of the twelve high priests.
knowledge of death magic. The New York leader, Alan Klein, also is highly
The foundations of the Necronomicon and influential. The twelve high priests meet four
other famous books of magic are to be found in times a year in Rome for private rituals and con-
the first years of studies of this sect. When ferences.
Christianity gained its victory and after the A candidate for membership must be recom-
decline of the Roman Empire, the sect was mended by two members who have belonged to
frowned upon and its members went under- the sect for at least five years and have a basic
ground. During the next thousand years it barely knowledge of death magic. Candidates are tested
survived. for six months before they are allowed to take
In the sixteenth century, when the sect dared part in any rituals. Np one resigns from the order
to enter the scene again, some of its leaders and lives. Candidates who are deemed unsuit-
were imprisoned and executed as witches. It able often end up as sacrifices in the rituals of
didn't recover untiJ the middle of the nineteenth the order. Members are without exception
century. Since 1880, Ordo Voraginis has recruit- respectable, wealthy citizens with an ability to
ed new members and grown in avoid rumors and destroy any evidence against
power. Today the sect exists in New them.
York, San Francisco, Los Angeles, The conjurers of the order togeth-
Dallas, Rome, MiJan, Naples, Paris, er have knowledge enough to resist
Amsterdam, and Istanbul. mighty enemies. TIley can putrefy
bodies, awaken the dead, send
razides after their enemies or throw them into after the death of the victim. Some schools
Inferno. Usually, however, they use false accusa- demand that the victim is eaten alive, so that the
tions, threats or blackmail to silence their ene- force doesn't vanish when he dies. In all schools
mies. At need they can get together large sums peculiar curved copper knives-re£ectum
of money. The members of the order don't knives-are used to kill and cut up the victim.
always live in the city where the temple is locat· A simple form of spell is the cannibalistic vari-
ed; they are spread aU over the western world. ant of the death spell "Prolongation of life."
The temples are centrally placed in weB-kept Through binding the life force of the victim in
houses; for instance, the New York temple is sit- some part of the body, usually the heart, and
uated in a rebuilt stone house on Fifth Avenue, then eating it, the magician can suspend his own
ne<lr Central Park. The Rome temple lies in a aging for ten years. In <ldvanced rituals the magi-
newly built office building near central Rome. cian can fetch characteristics and skills from his
There are no simple signs of identification victim, or for a time fulJy adopt his physical
within the order. Members who do not know shape, and llis skills. Anthropophagian magi-
each other well carefully protect their identities. cians can adopt not only the shape of other
Death magicians within the order have con- humans, but also the shape of Hctors, razides, or
tacts with razides, Death Angels and other crea- other creatures from beyond the Illusions. The
tures of Inferno. Many of the magicians of the condition is of course that they are able to bind
order <Ire members of other sects tied to the them and perform a ritual.
Death Angels or Astaroth. We here describe a few common speUs within
Ordo Voraginis keeps its activities totally Necromantia Anthropophagia. Experienced
secret. Officially the houses of the order are members of Ordo Voraginis master more spells.
owned by some respected member of the order. Borrowed Force
TIle temples are protected by magic and new The conjurer temporarily borrows force from
members are carefully screened before being let the victim's fear of death and force of Life. The
into them. The conjurers are often members of force is concentrated to the heart or liver during
more than one sect in order to augment their a ritual which is terminated with the slow death
influence. The names of the foremost death con- of the victim, the magician e,lting the still-living
jurers turn up in many sects if you look carefully organs. In another, more time-eonsuming ritual,
enough. The hctors and some of the Death the force is concentrated to parts of the body
Angels' organizations and Astaroth'5 minions which are then burned and stored for six weeks.
oppose Ordo Voraginis. Then the ashes are consumed. The result will be
the same. The conjurer uses the force to height-
Nec:rOID.a,~tia,
en an ability 10 points during 48 hours.
AJd;:h:ropophag;ia, LR: 12
Anthropophagian death magic is a lore that Loss of Endllf"dllce: 42
works with cannibalistic rituals. The conjurer Equipment: victim, retcctllffi knife, ashes and ochre to
binds some of his victim's life force in his flesh paint the body of the viclim with. Bowl of oil to
and consumes it when he consumes the flesh pour over the victim. Black candles
...
Magical implements: the ::.word and the chalice his own will. The body of the magician is
Circle of protcClion: is not neCeS5.1ry changed during the ritual and becomes similar to
Invocation: summoning of the ten Death Angels with that of the victim. He gains the memories, pow-
nine names each. Afew verses in latin to concen- ers and characteristics of his victim. The onJy
trate the life force of the victim. thing that will remain of his old ego is scattered
Gestures: The magician touches the body of the victim pieces of memories and his will. His personaliry
in order to concentI"Jte the life force. will adjust to the victim's so that the two arc
Visualization: Visualization of the life force of the vic- inseparable. After 48 hours the conjurer regains
tim as a red flame in one specific part of the body. his own shape and the victim is set free. The vic-
Duration: 48 hours tim cannot be used in death magic any more.
Time to throw: 3 hours (He is, of course, dead.)
LR 20
Borrowed knowledge Loss of Endurance: 80
The conjurer binds a ce((ain power, character- Equipment victim, rctectum knife, a lamp with burn-
istic or skill of the victim in a parr of his body, ing oil, some color to paint the body of tJle victim
kills the victim and then eats that certain part of with
his body. The abiliry can be a certain knowledge, Magical implements: the sword
(e.g., magical knowledge), a power, (e.g., eternal Circle of protection: is not necessary
youth or invulnerability), or a characteristic like lnvocation: summoning of Anubis. Some Latin spells to
great strengdl or agility. To succeed the magician make the soul of the victim remain in his body after
must know exactly what he wants from his vic- death.
tim. He must know how the abiliry of his victim Gestures: 111e victim is painted with signs which arc
works. if the spell succeeds he has gained the meant to capture his soul in the body and steer his
ability of the victim permanently. life force to certain organs in his body-normally the
heart and the liver-which arc mortal, in red on his
This spell can be dangerous to cast on anoth-
skin. The magician sanctifies the knife and shows it
er magician. Someone with magical intuition
to his victim, who must be made to understand the
might unders[Jnd what is happening and steer
whole meaning of the ritual
some of his less pleasant abilities or characteris- Visualization: The conjurer moves his hands over the
tics to the part of the body which is meant to be body of the victim and over his own. He sees the life
eaten. A successful ego throw is demanded to be force of the victim manifest itself in certain parts of
able to do this. Death magicians who know the his flesh.
spell can-with an ego throw-move their own Duration: 48 hours
consciousness to that particular part of the body Time to throw: 6 hours
and then occupy his killers' body and mind.
LR, 35 'I"er.n.pl.'-WJI1
Loss of Endurance: 1;0 P:r:iI:n.'-WJI1
Equipment: Victim, retectum knife, a bowl of oil to .....r.n.o'...'-WJI1
pour over the victim, a burning oil-lamp
Magical implements: the sword Until twenty years ago the roman temple of
Circle of protection: is not necessary the order was situated in a small renaissance
Invocation: summoning of Osiris and Anubis. TIle palace near rhe Piazza , Barberini. As the cult
name and abilities of the victim are tied together grew the temple became too small, and the risk
with a few words in Latin and Egyptian. of being exposed became too great. The temple
Gestures: 11le magician moves his hands over [he body was moved to a newly built office area neaf cen-
of the victim to steer the W'dnted ability to a certain tml Rome.
organ, usuall~' the heart or the liver It lies on an "island~ between two highways,
Visualization: Visualization of the wanted ability as a in a large of.fice area, where 40 or 50 companies
red flame in the wanted organ reside. The order owns outright a skyscraper of
Duration: permanent black glass. Officially the house is a conference
Time to throw: 24 hours center owned by a real estate company. The
fcorit doors of the building are always locked,
Magical Twin and can only be opened with a code or an elec-
Through killing the victim and eating his tronic key. On the first floor is a reception hall
brain and some of the marrow in his spine, the where visitors :Ire carefully examined before
magician is able to become his victim in all but they are let in. On the two topmost floors arc
the temple, medimtion rooms, prison cells and a Endurance: unlimited
morgue. On the lower floors are meeting rooms Mental balance: -70
and guest rooms, where the members of the Dark secrets: Committed a ritual murder of her moth-
order sleep when they are here. Cecilia Terrento er at the age of thirteen.
along with some 20 other members always dwell Advantages: Magical intuition.
Disadvantages: Fanaticism, Fear of Death, Hunted by
here.
Death Angels and lictors, Neurotic obsession with
UeejJja, TerreIlL~ , death, Selfish
Silia Terentia founded her order almost 1,800 Powers: Regenerates, unlimited endumnce
years ago in Rome. She gathered the most skillful Skills: Automatic weapons 20, Rifle and crossbow 18,
death magicians of her time around her and put Hand-gun 18, Sneak 16, Dodge 16, Daggers 18,
together much of the magical knowledge of the Sword 18, Unamled combat 20, First aid 18,
Mediterranean area, which had previously not Astrology 20, Poisons and drugs 18, Hypnosis 20,
Information retrieval 22, Cryptography 12,
been accessible to any single human. She put
Meditation 16, Numerology 18, Occultism 22,
together handbooks, contacted razides and
Languages: Arabic 14, English 18, Old Egyptian 13,
Death Angels and opened doors to Inferno. A
French 15, Old Greek 18, Modern Greek 12, Italian
hundred years later, she was forced under-
20, Latin 20, Spanish 12, German 15, Net of con-
ground. (acts: death magicians 18, Riding 16, Rhetoric 18,
Since then she has been obsessed with the Driving 10, Humanities 18, Medicine 22, Pathology
thought of gathering all knowledge of death 10, Surgery 18
magic, in order to finally defeat Death, aJong Attack mode: according to weapon
with the Death Angels and the Prince of Magic: Lore of death-Necromantia Anthropophagia
Darkness. The order is her way of doing this. She 60 (all speUs in the basic rules and above-mentioned
is passionately imerested in the human body and spells to skill score 30)
especially in death and the part of us which dis-- Home: Rome
appears when we die.
Cecilia Torrento looks abOllt thirty-five and is DJ:u."tokarer
short and dark with brown eyes. She has some The blutkafer look like red cockroaches, and
special abilities wh.ich she has coUected from can be found near cannibaListic cults. TIley eat
her victims. what remains after the sacrifices. They have a
Personality: Terrento had already lost much of her limited, collective consciousness, and they obey
sanity already in her youlh in Egypt, and has not members of the sect.
regained it since. She is mthless, cold, and calculat- They are barely tolerated, in the manner that
ing. It is impossible to know what she really thinks one tolemtes vermin, by the members of the
and feels. sect. They never touch a living person that
Gamemastering hints: Stare coldly at the players. belongs to the sect. If any stranger would inter-
Don't show any emotions. Speak with a chilly voice. fere during a ritual or at any other inlportant
Smoke slowly and look cool. occasion, hundreds of bllltkafer would attack
EGO 28 him. They crawl onto their victim until they
AGL26
CHA20 cover him totally. If they are not disturbed they
STR 22
can devour a human until nothing but the bones
CON 35 PER 12
EDU 24 remain.
COM 17
Movement: 6 m/round
Height: 160 cm Damage capacity: Single individlmls die of a light
Weigh" 65 kg wound, In crowds they can only be damaged by fire
Movement: 13 m/round or poison. B1utkafer which are exposed to these are
Actions: 4 paralyzed or die.
Initiative bonus: + 14 Endurance: 100
Damage bonus: +6 Attack mode: Bite (ser 1-10, lw 11-18, sw 19-29, fw
Damage capacity: 8 scratches = I light wound 30+). Paralyzing poison with the strength of 2d10.
7 light wounds = 1 serious wound Pamlysis if CON is defeated. '111e effect is that of a
; serious wounds = I falal wound whole swarm. TIle insects do damage every round
Dies after 2 fatal wounds they enclose their victinl.
F~eft, are selfish and desperate. Bacchor with anOlher
The famea is a parasite that can be found in kind of personaliry accept death at an early
the human flesh of cannibals. It attacks their stage, and never become compulsory cannibals.
organs and their nervous system so that the Gamemastering hints: Let your hunger be noticed.
inilicted person is struck by an irresistible need Glance at the player's bodies. Speak in a slightly hys-
for human flesh. The need becomes stronger and terical tone.
stronger, until the inflicted cannot cat anything AGL lO+ldlO (16) EGO 2dlO (11)
else and is forced to let go of all ambitions STR lO+ldlO (16) CHA ldlO (6)
except finding and kiUing other humans in order CON IO+ldlO (16) PER lO+ldlO (16)
to eat them. COM 2dlO (11) EDU 2d 10 (I I)
The victims of the famea develop the limita-
tion cmmibalism. They have to eat human flesh Height: 180 cm
not to loose constinltion points and finaUy die. Weight, 80 kg
Members of Orda Voraginis call the compulsory
Movement: 8 m/round
cannibals bacchor, and they kill them or try to
Actions: 3
Initiative bonus: +4
use them for their own purposes.
Damage bonus: +3
Famea do not survive heat, and arc nonexis-
Damage capacity: 5 scratches = I light wound
tent in cooked meat. Anyone who eats raw 4 light wounds = I serious wound
human flesh suffers a risk of 1/ I00 of being 3 serious wounds = I fatal wound
infected. An infected person can still avoid the Endurance: 110
disease through an ego roll of EGOn or less. Physical changes: Claws and teeth of a carnivorous
The process is not only physical. A person animal, mechanical body parts, stigmata, putrefying
who is inflicted must nourish an unconscious flesh
need for human flesh for the disease to be able Mental balance: -75
to develop. lf the ego roll faUs, cannibalism Dark secrets: Cannibalism
develops gradually over six weeks. Advantages: Endurance, resistance to diseases
Only habitual cannibals suffer any great risk of Disadvantages: Death wish, Fanaticism, Mental con-
being infected. Skillful magicians are seldom strictions, Humed, Selfish
infected. Their ego is too high for the parasite to Skills: Automatic weapons 16, Rifle and crossbow 12,
succeed in its attacks. Hand-gun 16, Sneak 16, Dodge 16, Daggers 16,
Throwing weapons 16, Impact weapons 16,
~ft-CChor Unarmed combat 16, Hide 16, Search 16, Driving 16,
TIle bacchor are the compulsory cannibals Tailing 16, Night combat 16
that the famea creates. They must have human Attack mode: Bite 12 (scr 1-7, Iw &14, sw 15-22, fw
flesh to survive. Their constitution is lowered by 23+),2 claws 15 (ser 1-8, Iw 9-15, sw 16-24, fw 25+)
1 step for every 24 hours they hick this food. or according to weapons
When they can eat human flesh again their can· Equipment: Dressed in rags, often clothes suited for
stitution goes back to normal. Bacchor who have army use or hiking. Armed with pistols or knives, or
been infected for kss than a year can eat dead heavy weapons like machine-guns.
meat. Bacchor who have lived longer must have Home: No fixed abode
living meal. Number: IdlO '
The bacchor are very ragged and always wan- Tora.cies
dering. If they smy more than a few days in a
The Voracies are creatures who are closely
place the police might catch them. They choose
bound to Ordo Voraginis. They have been creat-
their victims among lonely or maladjusted peo-
ed by Cecilia Terrento to protect the houses of
ple who will not be missed by anyone.
the order and to watch new members. They live
Ordo Voraginis usc the bacchor to terrify or
half in our world, half in Inferno, where they
kill their enemies, or for other kinds of simple
drag the bodies after the sacrifices. The Voracies
missions. The promise of easy prey can make a
are small and rtlzide-Iike with an outer skeleton
bacchor do anything.
of steel which surrounds their half rotten inner
Personality: The bacchor are filled by their
organs. They devour their victims in large
craving for meat and their fear of the weakness
chunks. Half digested parts of human bodies are
that hits them if they don't get any meat. They
embedded in yellow membr.mes in their flesh.
Personality: TIle Voracies are always hungry. TIley All cannibalistic conjurers try to protect them-
want to eat all meat they see. They turn to cecilia selves from Dinychos with magical means, but it
Terrento for protection, and obey her faithfully. is difficulc. A place C,m be protected against
Gamemastering hints: Stare at all meat you see Dinychos: all temples are protected; but individ-
around you and go for it. uals find it hard to defend themselves. Dinychos
are reptilian creatures with six legs and long
AGL20+ Id10 (26) EGO IdlO (6)
bodies with small wedge-shaped heads. Their
STR 20+ Id10 (26) PER 10+1<110 (11) tongues are long and sharp and full of a pamlyz-
CON 20+ Id10 (26) ing poison. They are gray or grayish black and
Modification of terror throw: - covered with a glittering slime. They hunt in
Length: 150 cm packs, leaving slimy, odorous trails in their wake.
Height: 120 cm EGO IdlO (6)
AGll0+2dlO (21)
Weight: 120 kg
STR 1O+2dlO (21) PER 1O+2dlO (21)
Senses: see infrared
Movement: 13 m/round CON 10+2<110 (21)
Actions: 4 Modification of terror throw:-5
Initiative bonus: + 14 Length: 250 cm
Damage bonus: +6 Height: 140 cm
Damage capacity: 7 scratches = I light wound Weight: 300 kg
6 light wounds = I serious wound Senses: see infr.tred
4 serious wounds =1 fatal wound Communication: communicates with signals
Endurance: 160 between them, understand a few words of human
Natural armor: 3 p speech, but cannot speak themselves.
Powers: Wander freely between our world and Movement: II m/round
Inferno. Actions: 4
Skills: Climb 26, Automatic weapons 20, Rifle and Initiative bonus: +9
crossbow 20, Daggers 22, Whips and chains 22, Damage bonus: +5
Sneak 20, Dodge 20 Damage capacity: 6 scratches = I light wound
Attack mode: Bite 16 (scr 1-5, Iw 6-12, sw 13·22, fw 5 light wounds = I serious wound
23+),2 claws 18 (scr l.(i, Iw 7-14, sw 15-25, fw 26+) 3 serious wounds = 1 fatal wound
Home: Inferno/Earth Endurance: 135
Number: 2d I0 Natural armor: 2 p
Powers: Find life force-makes them able to trace
D:i:I1ychos cannibalistic death magician within one kilometer.
The Dinychos are crearures that hunt the Skills: Climb 10, Sneak 15, Dodge 15. Hide 15
magicians of Ordo Voraginis. Practitioners of Attack mode: Bite 20 (scr 1-7, Iw 8-14, sw 15-22, fw
cannibalistic death magic store a particular form 23+), Tongue 15 (scr 1-10, Iw 11-19, sw 20-29, fw
of strength within them which is felt by 30+). Paralyzing poison with 3d I0 strength in their
Dinychos. They devour the conjurer, and so gain tongue, paralyses on half or mort' of constitution
part of the force from lhe victims of all the ritu- value. The paralysis williasl for 10+ Id I0 minutes.
als in which he has taken part. Home: Beyond the lIIusions
Number: 5+ld10
,

he Sangre Negra is a seer which seen in public. There are between 15,000 and

T exists mainly in the coumries


around the Meditemmcan and in
Latin America. It has close ties with Inferno and
20,000 members, two thirds of them in Mexico
and Central America, the rest in Spain, Portugal,
[taly, and southern France. There are small
it worships Death and ntzides. The center of the groups in Europe and Centr.1.l America which are
sect is in a slum area outside Mexico City. A tem- autonomous, and have their own leaders. In
ple is erected there where a razide is wor· Mexico and Central America, "ordinaryn humans
shipped with rites learned from the Death cult take part in the rituals of the cult, without being
of the Aztecs. TIle worshipped razide, Sangreal, members.
hopes to be able to challenge one of the Death The headquarters of the sect is in San Peridor,
Angels for his position with the help of his and the highest leaders dwell there along with
human followers. Human death conjurers have 2000 or so ciccatri. People who live in the area
gathered around him. visit the temple and remain on good terms with
the sect. The different groups gather in Mexico
"1""1ooI"7 Or "the Sec"t City at important festivities and generally keep in
In rhe autumn of 1922, the Italian death COll- contact, but in other ways they are wholly
jurer Amine Maecia was in Mexico to study the autonomous. The inner circle of dccatri-tat-
remains of the Aztec culture. She became a tooed sect members-have sworn an oath to
member of a cult which existed in San Peridio, Sangreal and sometimes oppose their own lead·
south of Mexico City. The cult had opened doors ers on his command. As a result, the sect is shak-
to Inferno and was liVing half in our world, half en by intrigues and internal conflict.
in Inferno. Razides strolled about freely in our The ruler of the sect is Sangreal. Amine
realif)' and accepted sacrifices made to them by Maceio (who summoned the mzide and started
humans. the cult in the early twenties) stands beside him
Amine Maeda entered Inferno and became and together they lead the Mexican group. TIlere
the prisoner of one of the mightiest razides- are about ten leaders in Europe fighting each
Sangreal- who also became her teacher of other for power. The most important ones are
death magic. The razide refused to let Macdo Hugo Barrio in Barcelona and Emmanuel
return to our world, until she managed to con- Marocci in Milan.
vince him that he should follow her back and The ciccatri were originally poor people,
establish a cult around hinlSelf. sometimes children living in the streets. They
Since then the church in San Peridor, which have magical tattoos which make their skin
has now become a pan of Mexico City, is an appear scarred and in some way rotten. There
open door to Inferno. Amine Maccio keeps the are also other members who arc recruited from
cult alive while she is trying to find a way to dis- the highest social strata to learn death magic.
solve her bonds to the razide. If the sect disap- Ciccatri are skillful assassins, but they do not use
pears and Sangreal decides to close the door she modern weaponry, preferring instead more
will be drawn into Inferno. primitive weapons like ropes and dag-
De8CI":lptiOIlL gers.
The Sangre Negra has some of the
OJ: "the Sec"t
world's most skillful death magicians
Sangre Negra is a widespread cult, <IS its members. Sangreal can summon
even though most of its members lesser rnzides and other Inferno crea-
only take part in some rituals. The tures to its defense. TIle sect has
core of the cult consists of death some political i.nfluence in Mexico
magidans and dccatri-fanatic tat- and Guatemala, but in Europe it
tooed worshippers who are never works entirely underground.
In addition to the large temple in the capital widely known. In Europe the cult works only in
there are several smaller ones in Mexico; aU secret.
operate quite openly. In France, Spain, and Italy Sangre Negra has connections wilh other
rites are performed in secret places. There are death culls in Latin America and southern
large groups tied to Sangre Negra in Marseilles, Europe. Some of Astaroth's worshippers cooper-
Narbonne, Barcelona, Valencia, Madrid, Cadiz, ate with the sect, while the Archons, Hetors and
lisbon, Oporto, Milan, Rome, Naples, Palermo, some Death Angels oppose it.
Mexico City, Vera Cruz, Oaxaca, Guatemala City,
and Puerto Barrios. 8_:0. Peri.d:i.o
The temple in Mexico City is located in an The heart of Sangre Negra is the temple in San
abandoned church in a decayed slum area. Peridio. It is situated in a decayed church and
lesser sanctities exist in ordinary houses around surrounded by slum areas which the police dare
Me.xico and Guatemala. In Europe the temples not patrol. The inhabitants in the houses around
are secret, hidden in private apartments or in the church make sacrifices to Sangl"3cl and try 10
houses outside the big cities. The ciccaLri have be on good terms with the cult.
their own meeting places in the slums. The church was built in the middle of the
Ciccatri are easily recognized by their magical nineteenth century; it's fur;ade is now very
tattoos. At first sight their skin looks rotten and decayed. It was originally covered with picnlres
peeling off. A closer look reveals that it is of saints and symbols of death. The walls are
scarred and covered with very skillfully made overgrown with vines that use the numerous
tattoos. cl"3<:ks to gain purchase. All windows have bcen
Other members of the sect carry no particular broken and nailed shut with plywood boards.
signs. In rituals members wear red, black or Inside it is pitch black. No candles or other
white loincloths. lights can break the darkness; they burn but give
Sangre Negra is a cult which worships Death almost no light. Flashlights provide only the
and Suffering. The methods of the sect are dimmest glimmer. It is filled with a terrible, sick-
extremely violent. All resistance is put down ening stench.
with bloody terror, all conflicts are solved with Worshippers avoid entering the lemple; they
violence. From time to time, the sect is decimat· leave their sacrifices on the stairs and vanish
cd by internal fights. quickly. Those who dare enter will become sac-
TIle tie to Sangrealmcans that the sect has a rifices themselves if there are no other suitable
close association with Inferno. The magicians of victims. CiccaLri and other cult members live
Sangre Negra can summon creatures from and close to the temple, but humans without ties to
open gates to Inferno. Some lesser temples are the sect avoid the area.
de\'oted to other razides or Death Angels. M,a.np=rea.l..
1n Latin America the sect appears like an odd,
but accepted form of Catholicism. The bloody Sangreal is one of the mightiest razides in
rituals are not spoken of, even though they are Inferno, larger than ordinary members of his
kind. His head is twice as big, aimost two meterS
...
long, atop a swollen form of metal and flesh cov- ~e~a.celo
ering several cubic meters. Sangreal is usually Amine Maccio looks about thirty, is short and
seated on a low platform inside the church in dark with dark hair that reaches down to her
San Peridor, bur when he stands he is seven waist and eyes that are almost black. She is tied
meters tall.
to Sangrael and can never leave the church in
His worshippers can see glimpses of his trlle San Peridor, where Inferno meets our realitY,. It is
shape, mixed wich a Christ-like figure that is his she who keeps Sangrael here. She has the power
human form. His servants sacrifice humans on to dose the gate, but this would cast her into
the altar in front of him and place the still-beat- Inferno as weU ,together with Sangrael, as his
ing hearts at his feet. Around him are pUes of captive. She has confronted the razide a couple
human skulls, some with flesh still on them. The
of times in attempts to break free, but both
floor is crowded with rats and swarms of flies times she was defeated.
constantly flying about in the church.
Maccio retains her youch through a ritual in
Personality: Sangrael is a sophisticated razidc. He
which she drinks large quantities of human
enjoys the fear and pain surrounding him, but be has
blood. She is desperately afmid to grow old and
also the awareness to lise the situation to enlarge his
die , since she is doomed to go to Inferno after
own power. He constantly grows, gathering force
her death.
from the sacrifices made to him. He hopes to be able
to challenge the Death Angels for control of Mexico. Personality: Maccio is ruthless and has become more
Gamemastering hints: In his human shape Sangreal and more desperate as the years have flown by. She
takes her revenge on the victims brought to the
is an absent minded young man with a perfect, ath-
church and on the members of the cult.
letic body. He speaks with an impersonal voice and
Gamemastering hints: Look fanatic. Stare at the play-
has piercing blue eyes. If in his r:lzide shape you
ers. Smile madly and speak with a cold, absent
should describe him rather than trying to personify
voice.
him yourself.
AGL40 EGO 25
AGL16 EGO 25
STR80 CHA2
STR 12 CHA18
CON 30 PER 10
CON 60 PER 30
COM 15 EDU 22
COM 1 EDU 30
Height: 700 cm Height: IS; em
Weight: 60 kg
Weight: 2,;(}{) kg
Movement: 8 m/round
Senses: see infr:lred and ultraviolet. Has a mdar-like
Actions: 3
organwhich senses magnetic fields.
Initiative bonus: +4
Movement: 20 m/round
Damage bonus: +2
Actions: 6
Initiative bonus: +28 =
Damage capacity: 7 scratches I light wound
Damage bonus: + 13 6 light wounds = 1serious wound
Damage capacity: 13 scratches = I light wound
=
4 seriolls wounds 1 fatal wound
12 light wounds = 1 serious wound Dies after 2 fatal wounds
Endurance: ISO
10 serious wounds = 1 fatal wound
Mental balance: -ISO '
Dies after 3 fatal wounds
Dark secrets: Pact with a mzide.
Endurance: 330
Natural armor: ; Disadvantages: Death wish (wams to die, bUI does
Powers: Commanding voice, distorts time and space not W"Jnt to go to Inferno), Mental constriction (her
like a human with memal balance ±300 entire life before 1922), Hunted by enemies of the
sect Neurotic fixation with Death, Sadistic
Skills: All projectile weapons 2;, Meke and throwing
weapons, all 40, Information retrieval 30, Occultism
limi~tions: Blood-thirst (maintains her youth),
Controlled by other power.
2;, Languages: aU human, Rhetoric IS.
Attack mode: Bite I; (scr 1-;, Iw 6-12, ,sw 13-22, fw Skills: Hand-gun 16, Sneak 12, Daggers 16, Poisons
and drugs 18, Information retrieval 20, Occultism
23+), Claws 15 (scr 1-6, lw 7-14, sw 15-2;, fw 26+)
20; Languages: Arabic 20, English 18, Old Greek 1;,
Magic: Lore of death 50 (all spells to skill score 40)
Home: San Peridio, Mexico Italian 18, Latin 1;, Spanish 20.
Attack mode: according to weapon

. ... .
~'. -;~
Equipm ent: Amine always carries a dagger designe d Powers : See imo lnferno. Cannot be shocke d.
for sacrifices; forged in Inferno, it does extra damage Advan tages: varying
(scr 14,Iw 5-9, sw 10-14, dw 15+) Disadv antage s: ''all'ing
Magic: Lore of death 50 (all spells to skill score 30). Skills: Climb 12, Hand-gun 22, Sneak 15, Dodge 12,
Lore of passion 35 (all spells to skill score 20) Daggers 15, Impact weapon s 15, Unarmed combat
Home: San Peridio 15, Hide 12, Search 12, Occulti sm IO,SurvivaI1S,
Net of contacts: ciccatri 15.
V:l.c ca." t:r1. Attack mode: accordi ng to weapon
The ciccatr i consti tute the inner circle of Equipm ent: Daggers and simple impact weapon s,
Sangre Negra. They are really human s who have sometim es hand-guns. Clothes and headgear to
gone throug h a ritual similar to that used to cre- cover their L'lttooS.
ate living dead. They are immor tal, captiv es on Magic: none
the border line betwe en life and death. Ciccat ri NUIJII>ey, 2dl0 (2-20)
can look into Inferno as if they were human s 8eu ,rJ." too
with an extrem ely enhan ced awaren ess. They
The scaritO s are creatu res bred by Sangre al
have lost their human emotio ns and live onJy to
and given birth by ciccar n of both sexes. TIley
cause terror and pain. They are not captiv es in
prowl the slums, draggi ng home s.1crm ces to the
their dead bodie s-they are sHU alive, but their
temple or killing the enemi es of the sect. TIley
senses are on the border line. In the ritual which
are small, like childre n or midget s. Sharp scars
create s the ciccatr i, their bodies are tattooe d
consti tute a relief pattern on their skins. Their
magica lly so that they seem to be half rotten.
eyes are round and black, their mouth s large and
They mutila te themse lves ritually at auspic ious
filled with sharp teeth.
occasi ons: castrat e themse lves, chop off ears,
Their jaws open both vertica lly and horizo n-
nose, nipple s and fingers and pluck Out their
tally. Their hands are equipp ed with claws. They
own eyes.
walk on all fours, or on their hind legs with the
The ciccatr i regard themse lves as a secret
occasi onal suppo rt of their forelim bs They hum
brothe rhood whose purpos e is to find victim s
in packs.
for the sacrifi ces and hunt down the enemi es of
Person ality: TIle scaritos are enlel childre n, ignor-Jnt
Sangre al. They keep hidden and live togeth er in and bloodthirsty. They mostly obey ciccatri, but also
slums or on the periph ery of the great cities. despise them and will kill their parents if they can
Person ality: The ciccatri are fanatically faithful to get awa)' with it. They envy Sangreal and most of aU
Sangreal, obeying all orders withou t questio n. They want to be close to him.
believe themselves to be more impol1ant than other Gamem asterin g hints: Speak with a childish voice,
membe rs of the sect, and sometim es attack other use a childish bod)' language.
membe rs. The educate d magicians of the sect are
wary in their dealings with the dccatri . AGL 1O+ld lO(\6) EGO IdlO (6)
Gamem asterln g hints: Act crazed and manic. STR 2dlO (\ 1) CHA Id5 (3)
Perform slr.lnge geslUres with your hands, pretend CON 1O+ld lO(\6) PER 2dlO (\ I)
to cut off an ear or two and slare at the players. COM Id5 (3) EDU I
AGL 2dlO (II) EGO 2dlO (II) Modifi cation of terror throw: -5
STR 2dlO (11) CHA IdlO (6) Height : 100 cm
CON 4d lO (22) PER 2dlO (II) Weight : 40 kg
COM Id;(3) EDU IdlO (6) Senses: See through darkness.
Movem ent: 8 m/roun d
senses : See our world togethe r with lnferno. See per- Action s: 3
fectly through darkness. Initiati ve bonus: +4
Movem ent: 6 m/roun d Damag e bonus: +2
Actions: 2 Damage capacit y: 5 scr.uch es = I light wound
Initiati ve bonus: - =
4 light wounds I serious wound
Damag e bonus: +I 3 serious wound s = 1 fatal wound
Damag e capacit y: 6 scratch es = I light wound Endura nce: 110
5 light wound s = I serious wound Natura l armor: I p
3 serious wound s = I fatal wound Skills: Climb 16, Automatic weapon s 16, Hand-gun 16,
Endura nce: 140 Sneak 16, Dodge 16, Daggers II, Impact we"l>ons
Menta l balanc e: -100 II, Unamle d combat II, Hide 16, Search 16.
Attack mode: Bite 15 (ser 1-6, Iw 7-14, sw 15-22, fw
23+) 2 claws 15 (scr 1-7, lw 8-15, sw 16-24, fw 25+)
Home: Mexico City
Number: 5+ldlO

:M:echoro
---11
I~}
The mechoros are creatures from Inferno, crc-
;lted by Sangrael in order to help him in his
fights against other rdzides and in the confronta-
tions with Amine: Macdo, They look like smaU
razides, but are purely biological, with an outer
skeleton that surrounds partly putrefied muscles.
The head is oblong with double rows of teeth
r
! ~, CJ 'I
like the razides, but of bone and flesh. There are
about twenty mechoros in the church in San 1_,
I

Peddio, guarding Sangrael and prowling in the


streets. • I
Personality: TIley obey their creator and do not think II •• I
much beyond that. 111ey have no human emolions.
,
o ,
2.
:I
Gamemastering hints: Behave like a wild animal,
snap at the players hands etc. I,••
AGL 1O+ldlO (16) EGO IdlO(6) o •
STR 1O+2dlO (21) PER IO+2dlO (21)
I
CON 1O+2dlO (21)
.-
Height: 200 em
Weight: 250 kg
Senses: sec through darkness
I~_-
-
o \

Movement: 8 m/round
1 6
Actions: 3
Initiative bonus: +4
Damage bonus: +4
=
Damage capacity: 6 scratches I light wound '----
5 light wounds = I serious wound
3 serious wounds = I fatal wound
Endurance: 135
Natural armor: 2 p
Skills: Hide 12, Search 15, Track J5, Dodge 12. 5
Attack mode: Bite 15 (ser 1-5, Iw 6-12, sw 13-22, fw
23+),2 claws 18 (scr 1-6, lw 7-14, sw 15-25, fw
26+).
Magic: nOlle
Number: 2d 10 (2-20)
Sepulchral chapel. In the back of the se~ulchrnl
~u,p of'
l!!!iu,I1 Pe:r:id.:io 4 chapel is a way down to the crypl. Scantos
remain there. Maeda sometimes goes there when she
Anteroom. The bravest worshippers come here
1 with their sacrifices. Dead roosters, flowers,
wants to get away from the razidc.
Plaza San Peridio. The Plaza San Peridio is a
bread and pools of dried blood are some of the sacri-
fices or traces of them. To the right is a shal..." set of
5 deserted place. TIu;:re arc no salesmen, no beg-
gars or occasional passers-by. Agroup of ciccatri is
stairs which lead to a gallery that stretches all around' often seated on the stairs of the church. Frightened
the church. Scaritos wait in the gallery and come worshippers come with sacrifices. All else is terrifying
down to steal from the sacrifices outside. stillness.
The Main Hall. Sangrea! sits behind the altar, in Casa Cobrando. One of the few standing build-
2 front of a picmre of Christ
ed death symbols.
by
on the cross, surround-
impossible to see anything
It is
6 ings ncar the church, Casa Cobrando has
belonged to the family Cobrando for generations.
without the ability to see through darkness, but any- When Sangrnel first moved into the church the family
one who enters will feel the presence and form of protested and tried to get rid of the Inferno crearure. It
Sangreal, the altar lind other important persons or failed and the father of the family, Juan Cobrando, was
objects. Amine Maeda is always there, usually close by turned into a living dead by the fazide. TIle rest of the
Sangreal. She sacrifices humans brought to the alear. family accepted their fate and now are rhe most faith-
Maecia drinks their blood and uses their life force lO ful foUowers of Sangrael. The house is run down, but
keep Sangreal in our realiry. Skulls are piled up around you can still see that the people who lived there wcrc
the razide, like a spell of protection. Against the waUs once rich, It has an inner yard, nowadays full of bones
are mechoros, standing like statues without mOVing. If and rubbish.
something threatens Sangrcal or Amine Maedo they Zapanas. The Z.1panas is a bar, and apart from
instantlyauack.
Choir gallery. TIle choir gallery behind the altar is
7 Casa Cobrando one of the few proper buildings
ncar the church. TIle house is owned by a ciccatro and
3 in constaOl and violent decay. TIle wooden parts
are rotten, and the remains of the meals of the r.lzide
is a meeling place for servants of the razide from other
pans of the dt'y. From Zapanas there's a good view of
arc everywhere. Amine Maeda comes here when she's what happens in frolll of the church.
not with the l'azide. TIle front of the choir gallery is
hers, she has cleaned it of all bones and rubbish. No
ciccatri or scarims :Irc allowed there. The ciccatri stay
in the back of the choir gallery.
~e
~. .bjee-noIrls-t
U ......e . .
~
ubjectionism is a teachi.ng which wiU are not able to admit to themselves what
claims that OUf physique and our they have done. They deny that they have
psychological status depends on turned into monsters and tell themselves that
our view of ourselves. With positive thinking we they have become better humans.
can become bigger, stronger, smarter, and 011 the
whole, better. This far it is similar to many other TJ::a.e 'I"en.cb1Il1g-s
philosophies. The difference is that Subjectionism teaches that a destructive soci-
Subjectionism works. With magical means it ery limHs our personalities. Through visualiza-
teaches its followers to change through regard- tion we can free our hidden potentials and
ing themselves in a new way. But this change become bigger, mightier, and better. When we
will not always be as expected. The leaders of visualize we bring forth our true personaliry and
the sect make its members change themselves become ourselves. Caruso uses his teaching to
into distorted animals, serving their purposes divide his members into different groups. The
without the power to protest. most easily influenced individuals are made into
only slightly deformed humans. They are then
~:ry Or ~be l!!!Iec~ told that it is their superior brains which make
Subjectionism was invented in 1973 by Dr. them more human than others, who have turned
Jeffrey Caruso, psychologist and successful con- into more or less humanoid monsters.
jurer of madness from BoslOn. Caruso had The former group is caUed ~the enlightened n
observed how humans with visualizatjon could and they take care of aU the public affairs of the
be made to change their own bodies as if the sect and have tmal control over "the aspirants n :
speU ~Deform human body" had been cast. The candidates to membership who are more distort-
change can in the beginning be controlled, so ed, being forced to rake more and more expen-
thaI the person can make himself stronger, sive courses to regain their human appearance.
faster, or more inteUigent. After a whjJe though, The deformities are explained by an ~tlnclean
he or she will lose control over the visualization mind" having steered the visualization. If the
and be deformed ... transformed into a monster. mind is cleansed, the deformities are said to dis-
In the last phases of the visualization the per- appear. Leaving the sect equals accepting ones
son is not at all able to control what happens to unclean mind and'learning to live with the defor-
her/him. With the help of drugs and hypnosis mations.
Caruso can make him/her take on a certain form
and personality, and be toraUy loyal to the secr. :Descri.pUOI1
Caruso claimed that visualization is a sensational O:r "t;he 8ee"t
method of abetting human capacity. Many suc- The Subjectionist church has 70,000 members
cessful people believed in this and became memo in the eastern part of the U.S. In the last few
bers. After having gone through the ======::::::lI years it has opened branches in
last phase of visualization they have Europe and Asia. The leaders of an
become the obedient servants of average sect number about one hun-
Caruso. They have no possibiJity of dred, all obedient servants of Caruso.
going back into sociery and have been TIle church is run entirely from
indoctrinated to believe lhat they are Boston, where Caruso and the other
superior to other people. Caruso early leaders reside. All of the leaders of
noticed that humans who have the sect have gone through visualiza·
deformed themselves by their own tion and are controUed by Caruso.
The local offices are run b)' loyal members. New and pressure, and only if absolutely necessary
members, who have not gone through all of with threats or blackmail. in very difficult cases
their visualization are never placed in high posi- Caruso will call for magical help and summon a
tions and do not have insight into all of the activ- creature of madness.
ities of the church. Members are often wealthy The sect has no non-human connections.
and successful people who hope to be able to Caruso has some contacts with non-hum:l" crea-
develop themselves through courses the sect tures, but they have no influence over the
sells; these courses are expensive enough to church. Subjection ism does not discuss its tech-
demand a high income. Members who have niques and goals with non-members, but it does
gone through the entire program donate all of not deny dealing with developing the personali-
their assets to the sect. In some cases Caruso h:as ty. New participants are routinely, but not very
offered cheaper courses where the participants carefuU)', checked.
have lost control emirely o\'er the visualization, The sect has had some problems with angry
turning themselves into monsters. Jeffrey Caruso relatives of members, but usually has been able
is the only competent magician in the sect, He to buy their silence. The sect has no ties with
carefully sees to it th:at other members do not other groups. Caruso has friends among the
learn magic. The sect has large economic magicians in the U.S., but no one would raise a
resources and its members occupy high posi- finger to help him if he got into trouble. The
tions in society. It is thus easy for the church to church has lingering enemies among the rela-
dispose of its enemies. tives of people who havc become deformed or
Subjectionism W:lS founded in Boston and disappeared.
spread during the seventies over all of the Camso has also been hunted by lunatics from
United States. It has also existed in England, the underworld, who believe his deformations
France, Germany, Denmark, Sweden, Thailand, of people are "'unnatllral.~ A conjurer from the
South Korea, and Japan for about ten years. realm of lunatics in the New York underworld
The sect occupies newly-built houses in the has done research on the activities of the sect.
suburbs. New members are taken to rooms in
the center of the buildings and are not allowed J e H r e y C a r.........
to see the remaining parts of the house Doctor Caruso has changed his own body
(deformed members are kept hidden). All public with the help of visualization, but without the
contacts are handled by members who look disastrous effects which strike an amateur test-
acceptable to other people. ing the tcchnique. He is remarkably strong and
The sect has no particular signals for recogni- fast, with a very powerful imcllect :lnd a photo-
tion. When members are seen, they are dressed graphic memory. He appears fortyish, short and
in white coveraJJs, something wh..ich makes them dark with a small mustache and piercing eyes
easily identifiable. underneath very bushy eyebrows.
The Subjectionist Church does not want to Personality: Caruso is somewhat mad. He sees
arouse too much attention through the use of Subjectionism panly as an experiment, panly as a
violence. Bad publicity is stopped with bribes way of making influential people helpless so he can
gain power over them. He is completely self- Actions: 3
obsessed. Initiative bonus: +4
Gamemastering hints: Act a little strange, make ner- Damage bonus: +3
vous moves with your hands. Damage capacity: 5 scmtches = 1 light wound
" light wounds = 1 serious wound
AGL20 EGO 20 3 seriOllS wounds = I fJtal wound
STR 22 CHAI4 Endurance: 110
CON 16 PER 10 Mental balance: -25
COM 12 £OUI8 Dark secrets: varying
Hei.ght: 170 em Advantages: varying
Weight: 70 kg Disadvantages: varying
Movement: 10 rn/round Skills: Hand-gUll 16, Unarmed combat 16, Daggers 16,
Actions: 4 Net of contacts: Subjectionists 15
Initiative bonus: +6 Attack mode: according to weapon
Damage bonus: +5 Magic: none
Damage capacity: 5 scratches = I light wound ~p:ir.,.,:n.n..
4 light wounds = 1 seriolls wound
The aspirants are the results of Dr. Caruso's
3 serious wounds = I fatal wound
:luempt to create furies, warped humans with
Endurance: 110
Mental balance: -40 low mental balance. They have physical defor-
Dark secrets: Responsible for medical expcrimcms. mations of aU kinds-swollen bodies, strangely
Advantages: Magical intuition colored skin, extra limbs, abnormal growth of
Disadvantages: Bad reputation, Fanaticism, Paranoia, body hairs etc. With their clothes on, they look
Greed, Intolerance, Selfish. almost ordinary, but observers will still think
Skills: Hand-gun 16, Sneak 16, Dodge I;, Daggers 18, they seem somewhat 'unnatural'
AStrology 20, Computers 16, Electronics I;, Poisons Personality: l1le mind of an aspimnt has regressed to
and drugs 15, Hypnosis 20, Information retric\~JI 18, that of a child. l1ley obey Caruso and the other lead-
Occultism 20, Languages: Arabic 12, English 20, ers.
French 16, Classical Greek 12, Latin 16, German 12, Gamemastering hints: Speak in single words, stare
Driving 16, Medicine 18, Humanities 15, Psychology at people.
18 AGL 1O+2dlO (21) EGO IdI0(6)
Attack mode: according to weapon
STR 1O+2d10 (21) CHA IdlO (6)
Magic: Lore of madness ;0 (all spells to skill score 30)
Home: Boston, Massachusetts CON 10+2dlO (21) PER 2dlO (I I)
COM IdlO (6) EOU 2dlO (II)
Tl::l.e E:nljght:e:n.ed.
Movement: 12 m/round
The enlightened are the public side of Actions: 4
Subjectionism. They have small physicli defor- Initiative bonus: +7
mations and are a bit strange, but not enough for Damage bonus: +5
a stranger to notice iL They believe th:lt their Damage capacity; 6 scmtches = I light wound
small deformations arc the remains of an 5 light wounds = I serious wound
unclean mind, which they will eventually get rid 3 serious wounds = '1 fatal wound
of. With clothes on they look perlectly normal. Endurance: 13;
Personality: l11C obedient servants of Caruso. l11ey Mental balance: -80
worship him like a god and are prepared to die for Dark secrets: varying
him. Advantages: varying
Gamemastering hints: Act the absent-minded reli- Disadvantages: varying
gious fanatic with your eyes looking to thc horizon Powers: Infmred vision, natuml weapons: teeth and
and a stiff Iinle smile on your lips. claws
limitations: Hunting instinct, non-human appearance
AGL 1O+ldlO (16) EGO 2d 10 (I I)
Skills: Sneak 21, Daggers 21, Impact weapons 21,
STR lO+ldlO (16) CHA IdlO (6) Unarmed combat 2l.
CON lO+ldlO (16) PER 2dlO (II) Attack mode: Bite 15 (scr 1-6, Iw 7-13, sw 14-22, fw
COM 2dlO (II) £OU 2d 10 (II) 23+),2 claws 15 (scr 1-7, Iw 8-14, sw 15-25, fw 26+)
Movement: 8 m/round or according to we:lpon
G:ro-t;e~es AGL 2dlO±ldlO EGO 2dlO±ldlO
Grotesques are humans who have rotaUy lost STR 2dlO±ldlO CHA 2dlO±ldl0
control over their bodies. They are constantly CON 2dlO±ldlO PER 2dlO±ldlO
changed by any strong emotion that befalls COM 2dlO±ldiO EDU 2dlO
them; their bodies are battlefields for their urges. Modification of terror throw: -; (seen when they
When grotesques become aggressive their change)
strength is raised, and their limbs grow larger.. Height: Average height ± IOdlO em
When they arc terrified or sad they shrink, Weight: Average weight ± IOdlO kg
become small and vulnerable. These changes Movement: varying
calmot be controlled and are seldom of any help Actions: varying
for the grotesque. Grotesques have usually fled Initiative bonus: varying
from the sect and try to survive in society as best Damage bonus: v:lrying
they can. The noted values show how much the Damage capacity: varying
characteristics of the grotesque can change. Endurance: varying
They are never lowered below one, whatever Mental balance' -25 -5dlO (-53)
the dice may state. Dark secrets: victims of uncontrolled changes
Personality: Terrified of strong feelings. All feelings Disadvantages: Depression, Death wish, phobia of
can result in unwanted changes, so the grotesque feelings
tries to avoid them :Il aU COSts. Skills: varying
Gamemastering hints: Try to look motionless.

:b~ p~t· IS boots'on,


. " ,- ~ .. \'

~ nCilpn ~all~ry, ".


thehat" > -',

.' I
• I ......." -TheDoops
/ ' .
O . . -t:t.e
~o:rde:rIft;
. .d
o:r II-.IU1~I1i-ty
was well into the in.dustrial trying to catcb a smell in (be air.

I area wben J noticed that the


car's engine temperature sud·
denly had become too high. I slowed
I could see more fires further awa)~ A
nasty stencb came to me wifb tbe wind.
One Of the 1nen put out bis cigarette and
down and stopped, but I had barr!ly stood up. He tlwlled around and looked
shul off tbe engine when tbe anli-jreeze. at Ine". bis eyes were black and reflect-
spu1·ted out in a cloud oj steam. There ing, like those ofa nocturnal animal. I
wasn't a drop oj it teft-I couldn't shrank back as he smiled, and showed
understand it. Taking a can from the 11ze his sbalP, metallic teeth. J turned
back I walked down the road to look JOI· and ran. Fr01n fbe fire there came a
wale1: Surely there must be water some- mad laughter; asJrom hundreds oj
where, or a phone. throats. Iranfor my life towards the
It was late all. Saturday night, and road. They were everywhere, 1-agged
the area seemed deserted. 'A rare street· shapes with glittering eyes. I tripped Oil
light lit the Jronts ojaging corrugated- something. heard tbe sound of their
metal warehouses and bigb fences. breathing close behind me, got up and
Behind one bUilding I could see aJlick· ran again, through a grove and Ollt on
ering ligbt I went in that direction, an opetlfield. Whetl I had come thisJar
across a parking lot, through a hole in I suddenly realized that they were only
the fence wbicb surrounded it. It was playing a game. I wasn't going to get
the tightfrom all opellfirr!. Must be away
tramps, I thought, judging fro111 the They came from all directions. An
dirty and ragged clothes of the men sit- ocean Of bodies in tattered coats closed
ting around the fire. I stopped a Jew in on me. Strongfil1gers and sharp teeth
meters away from them. Some 0/ the dug deep into my fleSh and broke l1Zy
men lifted their heads, as if tbey were bones. Merciful oblivion came finally

here are humans who do not fil The lunalics and the Child.ren of the Night have

T imo society and who eventuaUy


end lip on the borderlands, creat·
ing their own way of life. The children of the
some things in common. Some groups are
unable 10 cooperate with others, The nomadic
mass-murderers are so anti-social that they hard·
night are such people, distorted humans who do ly work as a group. They have no contacts with
not fit in anywhere. TIle jackals arc another other groups, The most ami-social members of
group, nomadic mass-murderers with their own the ChiJdren of the Night don't ha\'e any con-
culture. TIle Nosferatu of Paris and the lunatics taCtS eilher.
in the underworld also belong to th.is category. Underground-cuhures can be a part of sociery
Groups on the periphery of sociery are always or tOlaUy outside. Mass-murderers and lunatics,
closed families with their own leadcrs, their own for instance, are so strange that the)' live apart
laws, and their own view of the world. They from other people, in the underworld or in oth-
keep away from the rest of sociery if they can. erwise deserted areas. The Nosferatu and the
To infiltrate such a group you must belong to it. Lorelei are a part of the night life of the cities.
It is hardly possible to deceive the members and The)' meet "ordinar)'~ humans ever)' night; Ihese
make Ihem believe you are one of them if you "ordinar}'~ people are necessary for their very
aren't. A new cultural pattern, perhaps a new survival.
language, will have to be learned. We here depict two groups who Live on the
Groups sometimes have contacts with other fringes of society-the Lorelei who constitmc an
underworld clans. Nosferatu and leeches are element in the nighl life of London, and the jack-
rather similar and Ihey have a similar culture, als who are part of no other hum,lIl community.

~re.e.
he Lorelei are humans who live After I dS days the parasitic virus has begun to

T off the life-force of others. TIley


have the limitation Soul ll1irSt,
which forces them to consume other peoples'
take over the cells of the new Lorelei. Symptoms
are a high fever, dizziness, and pain in the entire
body. The cells begin changing and wilhin IdlO
life force in order to avoid old age and death. weeks the body has changed into a Lorelei. One
The first Lorelei lived in london in the twenties. in five is unable to survive the transformation
They are still common in London, where they and dies. One in five survives without becoming
constitute a subculture of their own. The name a Lorelei. Three in five become new Lorelei. Roll
Lorelei was applied to these beings in the twen- IdS to determine the result.
ties and is used to describe both sexes, although
the term traditionally refers to a female II1",-aoory 0:1: . h e l!!Iec.
temptress or siren. The first Lorelei turned up in England in the
Lorelei stcal life force from their lovers. 1910's. He was William Harcourt, fair and blue-
During an orgasm the resistance of the body is eyed, with blond hair and a magnetic charm.
lowered, a tremendous release of nlW energy TIle son of an Earl, he went to the best public
occurs, and it is possible for them to steal some school s, and later Cambridge. There were sever-
of the force of their partners. This results in the al mysterious deaths there during Harcourt's
values of the characteristics being lowered. attendance. His close friends knew that they had
Agility, strength, and constitution are reduced by all been lovers of Harcourts, and he-character-
IdS each. This life force is permanently gone; a istic of his dark humor-began to call himself a
person who is robbed by a Lorelei must use Lorelei, a term for a seductress who led her
experience points to regain abiJiry points. If one lovers to doom.
of the abilities comes down to zero the victim Harcourt's father died when he was at
will die. The Lorelei generally avoids killing Cambridge, and the youth inherited the title and
hislher lovers, especially if fond of them, but family properties. He soon became famous for
they can easily do it by mistake. his eccentric habits, his many lovers of both
The Lorelei must rebuild his own ability sexes, and his brilliant parties-both at his
points every month. Those who have high abili- London house and his sprawling estate in the
ty scores must fetch more life force than others. country. He had the ability to create new Lorelei,
If the Lorelei doesn't succeed in rebuilding his and left behind him equal shares of weakened or
values within the time allowed they are perma- dead lovers and new Lorelei. He also travelled
nently lowered. throughout Europe: to Italy, France, Germany,
The source of the strength and weakness of a Switzerland, leaving a legacy of death there as
Lorelei is a parasite which lives in the body and well.
feeds on some of the stolen Life force. The famil- In the thirties the Church of England became
iar is a kind of virus, which invades and changes aware of Harcourt. He was imprisoned and held
the cells of its host. It heightens the strength and captive for so long that he withered away and
constitution of its host in order to better its finally died. The lictors of London began hunting
chances of survival. A human infected by the the Lorelei, but only managed to exterminate a
virus is a new kind of creature, even hereditary small number of them before upheavals of World
dispositions will change, even though he or she War IJ, which put an end to their operations.
will stil1look like an ordinary human. By the end of the war the Lorelei numbered
New Lorelei can only be created by r.c:-:--r--" around 600, but they graduaUy dimin·
a special type of fertile parasite. This ished until the sixties, when there
parasite can breed and populate a were only about a hundred remain-
new human body which its carrier ing.
comes into close contact with. The It was then that the Lorelei
carrier can control it ,lOd decide Michael Thompson began to research
whom to infect. the past of Harcourt. In 1972 he went
[Q Argentina and stayed there for four years. Harcourt used to fetch llis companions from
When he came back he had the ability to create among the bored and cynical youths of the
new Lorelei. Since then the number of Lorelei English landed aristocracy. Michael Thompson
has risen to above a thousand, mostly in the U.S. has not made this distinction between the class-
and England. During the eighties small groups of es. lbday, there are Lorelei from all social class-
Lorelei moved to P'dris and Rome, but most of es, even though most of them are still of middle-
them still live in London. to-upper class origin. Many of them in the U.S.
are not anglos. There are more than twice as
Dese:r1.pUoIll many men as women, a result of Thompson's
0:1: "tohe See"to sexual preferences.
By the early eighties there were 1,200 Lorelei The first born have become wealthy and pow-
in London, and about 1,500 in Los Angeles. erful during the last eighty years, though of
Outside the city there were a couple of hundred course they must disguise their nature: appear-
scattered in small groups. Almost all of them ing to age, then presenting themselves as an
were created during the eighties. Their number heir. Some of the first born also have magical
is no longer growing fast The Lictors have knowledge, which is very helpfuJ in maintaining
become less wary but Michael Thompson stiU this charade.
wants to avoid attracting their attention While London and Los Angeles remain the
TI,e Lorelei are not a proper sect, but rather olltstanding (and competing) centers of the
like a subculture. The first born-the group Lorelei, there are smaller groups in Rome, Paris,
which have existed since the twenties, nearly aU Zurich and Athens.
English aristocrdts, still looking like young Several bars each in London and Los Angeles
men-have set the examples for the younger arc common meeting places for Lorelei. One
ones. This practice has begun 10 change as the men's club in London-the Tantalus Club-is
number of Lorelei has increased. The younger where many of the first born gather, mostly to
ones have begun to keep to themselves and discuss what to do with the 'damn Americans.'
ignore the first born, -nlis is one of the reasons Young Lorelei dress rather provocatively, and
for Thompson choosing to keep down the num- have their own habits and way of expressing
ber of new Lorelei. Especially in tJle U.S., where themseh'es, but have no particular signs of
some Lorelei are involved with L\ and New York recognition. All Lorelei in London recognize
gangs. each other.
The group has no formal leaders, but Michael Lorelei are very anxious to remain a natural
Thompson occupies a special position, due to ingredient in the night life of the city, and there-
his supposedly unique ability to create new fore want to avoid being hunted underground.
Lorelei. However, he is often at odds with his TIley don't attract attention by using violent
contemporaries who remain in England. The methods against their enemies. They will use
first born would like to control the leaders of other methods: faking an accident, or falsely
the younger ones, but h:lve lost much of their accusing an enemy of a crime.
support.
Lorelei seldom take life force away from their ~cb_el.
enemies as they can only feed on people they '..'1:-..:.:.:.:1.-0.:1
are attrdctcd to. Michael was one of the first Lorelei to be cre-
Both William Harcourt and Michael ated by William Harcourt. He was born to a
Thompson have himed about the non-human wealthy f.101ily in southeastern England and
origin of lorelei, but they refused to reveal how attended school with Harcourt; they were lovers
they received their particular powers. Today"s when both were in their teens (both were born
Lorelei have more knowledge of non-human in 19(X) before 1110mpson was sent to Oxford,
creatures than other humans, but are not in con- Harcourt to Cambridge.
tact with any such crea- They saw little of each
tures. other after that. When the
On the surface, Lorelei apparent numbers of
are pleasure-seeking Lorelei grew in the twen-
humans, who often ruin ties he kept a low profile
themselves in their pur- and avoided the purge in
suit of fun and pleasures. the thirties. He later
They are very care,ful to became an important
hide their ability to drain leader for the Lorelei.
other people of their life The majority of the
force. All Lorelei know of Harcourt assets wellt in
this ability, bur no one different ways to Michael
talks about it. 111Ompson after his
The Lorelei have con· death. As a result he had
tacts with the Nosferntu of financial resources and
Paris, but the two groups contacts to steer clear of
do not get along weU. The the watchful authorities.
Hctoes of London are con- In thc sixties he began to
stantly trying to get at the worry about the declining numbers of the
Lorelei, but so far their local influence has Lorelei. After discovering that Harcourt had trav-
stopped all such attempts. eUed to Argentina as a boy and been lost in the
Pa-ragOI1 CI....b,. wilderness there for several days, he wcnt there
and was gone for a few years in the earl}' seven-
:Los £ ... g-eIes ties. When he came back he had the ability to
During the late eighties and early nineties the create new Lorelei. He remains the only one
Paragon Club in HoUywood has been the most who can do this, an ability has made him even
popular meeting place of the young lorelei. It is more important to the Lorelei.
primarily a gay dance club, but there is an adja- Michael looks about twenty, but there is
cem private club, to which almost only Lorelei something in him which makes it hard to be
have access. MOrdinary~ humans can become sure of his age. H~ is taU and slim, with brown
members if they are recommended by more hair and hazel eyes. He has a yellowish tint in his
than one Lorelei. Membership of the dub is skin, which is typical' for Lorelei. He has higher
highly coveted among non-lorelei who take part values to his abililies than most other humans,
in the night life of the city. It is not unusU<11 that but has no other supernafilf'J1 abilities than Soul
humans who have come there disappear for Thirst. Michael lives in Beverly Hills, but some-
good. (Lorelei say that those who come to the times returns to London where he maintains
P'dragon Club do it at their own risk.) Harcourt's old town house.
P'.lragon is owned and run by Jason Knight, Personality: Michael is the center of the Los Angeles
one of the Liberal Lorelei of the eighties. He is in Lorelei and is prepared to defend them at all costs
open rebeWon against the first born, but they After his journe}' to South America he has become
have not attacked him openly. more secretive and introvened than he was earlier.
He has for a long time felt disharmonious, fearing his
own nature, something which has manifested ilself
as a sexual neurosis, bUI he slill needs to steal life they e'J.r1ier did. They are attraclive, vain, and
force from other people 10 survive. To slrnngers he cherish their good looks.
seems like a friendly, somewhat reserved young Personality: II's a shock when you fee-Ilhe familiar
man. He still has a very slight aristocratic British change your body, and to realize Ihat you must Sleal
accent, bUI can swilch to pure'LA speak' at will. the life force of others 10 survive. Young Lorelei tend
Gamemastering hints: Speak in a soft voice. Smile to be cold, arroganl, even cruel in their attempts 10
an inscrutable smile. Be somewhat arrogant. cope with Ihe new silUation.
Gamemastering hints: Act young and arroganl, wear
AGL28 EGO 22 dark sunglasses and prelend to be indifferent to
STR27 CHAI7 whal happens around rou.
CON 25 PER 14
COM 16 EDU 18 AGL 2dlO (II) EGO 2d 10 (II)
STR 10+IdlO(l6) CHA 1O+ldlO(l6)
Height: 185 cm CON 1O+1dlO (16) PER 2d 10 (II)
Weight: 80 kg
COM 1O+1dlO(l6) EDU 2dlO (II)
Movement: 16 m!round
Actions: 4 Movement: 6 m/round
Initiative bonus: +14 Actions: 2
Damage bonus: +6 Initiative bonus: -
Damage capacity: 6 scratches = I light wound Damage bonus: +2
5 lighl wounds = I serious wound =
Damage capacity: ; scratches I light wound
3 serious wounds = I fatal wound =
4 Iighl wounds I serious wound
Endurance: 150 3 serious wounds = I fatal wound
Mental balance: -70 Endurance: 110
Powers: Creale Lorelei Mental balance: -SO
Limitations: soul thirsl limitations: Soul twist
Dark secrets: Feeds on other peoples' life force. Dark secrets: Feed on other peoples life force
Advantages: lnfluential friends, good repulation. Advantages: Varying
Disadvantages: Dealh wish, curse, mental constric- Disadvantages: Varying
tions, nightmares, sexual neurosis Skills: Net of contacts: Lorelei IS, Net of contacts:
Skills: Hand-gun 18, Sneak 18, Dodge 16, Daggers 20, night life of Los Angeles I;, Seduction I;, + various
Unarmed combat 16, Hide 16, Poisons and drugs 18, other skills.
Information relrieval 16, Occultism 15, Languages: Attack mode: according 10 weapon
English 18, French 16, halian 14, Catalan 20, Spanish
12, Man of the world 15, Etiquellc 16, Seduction 20, Par_i~
Disguise 16, Net of contacts: lorelei 18, Net of con- The parasite is the virus which causes Ihe spe-
tacts: high society in london 13, Net of contacts: cial abiJity of the Lorelei. It invades aJl cells of
youth culmre in LA 17, Riding 16, Singing 16, the body and changes their structure. The p"ra-
Rhetoric 16, Driving 12, Humanities IS. site changes the body so that it is impossible for
Attack mode: according [Q weapon the person to get his nourishment out of food.
Home: Los Angeles, U.S. TIle 'host' is also immune to aU disease and W·
ness, and as long as it gets 'fed; the host will nOI
I.oreIei age. It instead gives the person the ability to feed
Most of the Lorelei of Los Angeles have been on other peoples life force. The virus itself is an
created during the eighties. They are young, and indiVidual, aJthough with very limited intelli-
look like they are between fifteen and twenty- gence. It has telepathic contact with its carrier,
five; at least half are gal' or bisexual men. They and will suggest suitable victims to him or her.
are also more e:xtreme than the older Lorelei tra·
ditionally have been. The culture of the younger
ones is similar to that of other young people in
lA, and do not constitute as closed a group as
:M:a,p 0:1' t;he
Pnrago:I1 CI.-..b
Wardrobe. Non-members are rumed away.
1 Ordinary humans can possibly get in accompa-
nied by known Lorelei. The first born and their sympa-
thizers are regarded with suspicion, but they are SliIl
lei in.
Outer bar. The youngesl Lorelei, who have been
2 created during the I:lSI two or three years, meet
here. It is a very noisy place. The music is loud and
fast, and there are lots of dnlgs, especially the most
fashionable ones, going round. TV monitors hang from
the ceiling showing the latest videos. Older Lorelei do
not stay long in this room.
lnner bar. The group around Jason Knight hangs
3 out here. II's not as noisy as in the OUler bar.
HolJ}"vood celebrities have been sponed here.

4 Kitchen. The kitchen is a remnant of the club that


resided here before the Paragon. The Lorelei do
not need it, but it is still kept up. Some synthetic drugs
are produced here.
Store room. Viclims of the Lorelei's bad judgmelll
S are kept here, in attendance of an occasion to get
rid of them.

6 Toilets. Gentlemen to the [eft, ladies (of which


there are few) to the righl.
Dance floor. Dancing begins in earnest after 11
7 pm. The music will be similar to that played in
other bars and discotheques in LA. Knight is known as
a trend-seuer, so other dance club owners come here
for inspiration. By midnight the floor is packed with
gyrating young bodies sweating under the flashing
lights.
Back Room. A few pool tables and comfortable
8 -11 lounge chairs are scattered llboul.
~rivate rooo.1s. Used for private meet-
9 togs... and liasons.
Knight's Office. A room furnished with ele-
12 ganl art-deco fittings. The glass lOpped desk is
strewn with papers.
Bill Chambers' Office. The club's accounlant
13
able.
is no Lorelei. His office is neat and unremark·
he jackaJs is a cover name for Dcsc:r:l.pUox-.
T groups of mass-murderers who
prowl the large main roads of
Europe and the U.S., killing people whom the}'
0:1: "t;he l!!!iIec"t;
There are between two and three thousand
jackals in Europe. 1,500 of them attend the mass
happen lO meet. They operate alone, but have a
meetings held once a year. In the U.S. there are
loose organization: some meeting places and a
twice as man}', between four and five thousand.
net of contacts. The jackals meet at their particu-
They are divided into four groups, each with its
lar places on particular days. Afterwards you can
own meetings. South America also has around
recognize these places from the many disappear-
four or five thousand jackals, divided into six
ances and murders that have caken place.
groups. There is a minor group in India which is
II1s"torJIT 0:1: "t;he l!!!iIec"t; growing faSt, and will soon have about a thou-
Wandering mass-murderers are not a new sand jackals.
phenomenon; they have existed since the Jackals are lone wolves; they do not organize
bronze age. They hunt large areas, murdering themselves. Their mass meetings ha,'e no leader
tens, hundreds, sometimes even thousands of and no agenda.
victims. Europe is infamous for its mass-murder- Following old trnditions, new jackals learn
ers, though in Asia and Africa they are curiously from older ones. Their networks are a way to
rate. The network of the jackals first formed in spread information about actions of the police,
the Middle Ages. Astrological observations deter- new hunting grounds, spectacular deeds and the
mine the time for their meetings; the planets like.
Mars, Saturn and the Moon and their positions The jackals have no leaders and no hierarchy.
are particularly importane The mad dogs, fero- They seldom meet outside their meeting places.
cious jackals who are said to be in contact with New meeting places are decided by the Mad
infernal powers, decide the time and place of Dogs, who look for them in the stars. The Mad
the next meeting. Dogs have no other influence.
The meeting places will be old crossroads. In Mass-murderers are people who are mentally
Europe it can be places where roads met thou- deranged, often insane enough to continue their
sands of years ago, and which are now fields or murdering in the Life after death, and in the life
forests. In America the meeting places have after that. Some say that they could not cope
emerged during the eighteenth and nineteenth with being tr.lpped in the Illusion, and can't be
centuries. After the police having paid more and cured unless they :Ire set free. Others think Ihal
more attention to the jackals, the American they have been damaged during their childhood,
groups have started to change their meeting not necessarily before the creation of our reality.
places from year to year. After World War II, jack- Jackals come from all social classes and coun-
als have become more numerous, particularly in tries-although there are more Europeans than
the U.S. Before, there were a couple of hundred people from other cominents. Almost all of
each in Europe and the U.S. Now there are thou- them are male. Every jackal trusts his own clev-
sands of Ihem, and their numbers are constantly erness and strength to help him get away from
rising. TIle older jackals are afraid of a collapse pursuers. There are no material resources in the
of their culture resulting from this increase. In group; their only common interest is the nel-
the eighties there have been mass-murders of works.
new jackals: directed to fulse meeting Jackals tive olilside society, in the
places, tlley are slaughtered by older wilderness or in uninhabited houses.
jackals who want to control the jackal They have no homes of their own and
population (this has not as yet suc- seldom remain for long in one place.
ceeded). In the U.S., new jackals They have a special scem which
appear every day. can be recognized by other jackals;

..
they can smell an intruder at a distance of ten local population knows aboul the meeting place,
meters or so. they often leave animals or food outside their
Murders-often ritual murders-are the only houses to keep the visitors S<1tisfied. They lock
way of life for a jackal. He yearns for the power all doors and keep inside their houses.
over another person's life and for the fear that The day of the meeting is spent eating and
this person wiJI feel. drinking and talking. When midnight approach·
The jackals in the U.S. have contacts with The es, Coyote arrives. Coyote is a jackal with low
Servants of the Beast, mass·murderers who wor· mental balance and inhuman appearance. When
ship an incarnate of Astaroth. Many American he appears, the Mad Dogs go cmzy, and leave
jackals worship the Beast. Incarnates of Death the place to go hunting. The rest of the jackals
Angels or razides are also known to be wor· foUow them after a whiJe. After midnight the
shipped by the jackals, but they are not devoted camp wilJ be empty. TIle mass meeting wiIJ be
followers, being tOO intent on their insatiable the one night in the year when the jackals hUIlI
desire to kill. together. They do not hide the bodies of their
TIleir subculmre is closed (Q strangers, who victinlS, Ihey just [ear everyone they meet to
are immediately slain if they approach. No other pieces. If no humans are out, they break into
sects or creatures, except for Astaroth and the homes and farms, slaughlering everyone ther
Death Angels, will have anything to do with can find. At dawn they disperse and leave the
them. The jackals can terrify even a Death Angel. area as quickly as possible. TIle remains of the
They exhibit characteristics that cannot be party and a few lorn bodies are all that is left.
understood or tamed by Astaroth. All human
societies, including the organizations controlled
J a . c k _....
b)' Iictors, are trying to destroy the jackals. Jackals are men between twenty and fifty
years of age. TIler are worn, bearded, dressed in
~ft88 ~eeU .... p-8 rags. A few jackals are women, teenagers or old
The largest mass meetings are held when people, but it is uncommon. Such jackals risk
Mars and Saturn are opposed to each other and being killed when they meet other jackals, They
the moon is on the wane. Traditional meeting remind other jackals of their victims.
places are old crossroads outside inhabited Personality: Jackals are humans, bUI haye distoned
areas. In recent years new meeting places have personalities. They lack empathy. They cannot relate
been created on the periphery of the great cities to other human beings. When Ihey meet they are a
and in deserted factories. In the U.S. they have group of many strangers, locked inlo themselves.
held conventions in motels, near their traditional TIley become anguished when a person who could
crossroads. The jackals come to the meeting become close is near them. That is why ther can't
place during the days preceding the day of the socialize within the group. Jackals who do not fit in
meeting. During a week before the meeting they therefore risk being killed by their own people.
don't kill anyone and they do not eat. The night When Ihe jackal murders, he does this to say some·
before the meeting they light fires and go down- thing 10 himself. He ne\o'cr e.xperiences his victim as
anolher person. He has no knowledge of other
town to get food and liquor. In areas where the
humans. In his beastly murders he tries to find out
about himself, and find a way 10 express himself. 8Ul Personality: The mad dogs are insane. They cannot
the easing of his pain will nO( last long. He will ha,'C talk or communicate with other people at all.
10 kill again and again. Gamemastering hints: Scream madly with an emp£)'
Gamemastering hints: Act closed, cold, unreach- look in rour eres, Act insane.
able, with cropry eyes and a cold voice.
AGL IO+ldIO (16) EGO IdIO (6)
AGL IO+ldIO(l6) EGO 2dIO (II) STR IO+2dlO (21) CHA IdS (3)
STR IO+ldIO (16) CHA IdIO (6) CON IO+ldl0 (16) PER IO+ldIO(16)
CON IO+ldIO (16) PER IO+ldIO (16) COM IdIO (6) EDU IdS (3)
COM IdIO (6) EDU IdIO (6)
Height: 180 em
Height: ISO em Welgh" 90 kg
Weigh" 90 kg Communication: Understand simpler words. OlOnol
Movement: 8 m/round speak themsel\·cs.
Actions: 3 Movement: 8 m/rollnd
Initiative bonus: +4 Actions: 3
Damage bonus: +3 Initiative bonus: +4
Damage capacity: 5 scratches = 1 light wound Damage bonus: +4
4 liglll wounds = I serious wound Damage capacity: ; scratches = I light wound
3 serious wounds = I falal wound 4 light WOlUlds = I serious wound
Endurance: I IO 3 serious wounds = 1 fatal wound
Mental balance: -75 Endurance: 110
Dark secrets: Criminal, victim of crime Mental balance: -120
Advantages: Endure hunger/thirst, endure pain Physical changes: Extreme growth of body hair,
Disadvantages: Bad reputation, Death wish, change of shape, claws and teeth of a beast of prey,
Constrictions, Wanted, Mania, Egoist, Mental com- steel claws and teeth, purgatories, tail, stigmata
pu]sions Dark secrets: Guilty of crime, \'ictim of crime
Skills: Automatic weapons 16, Rifle and crossbow 16, Disadvantages: Bad reputation, Death wish,
Hand-gun 16, Sneak 16, Dodge 16, Daggers 16, Constrictions, Wanted, Mania, Mental compulsions
TIlI'owing weapons 16, Impact weapons 16, Skills: AulQmatic weapons 16, Rille and crossbow 16,
Unarmed combat 16, Hide 16, Surviv3112, Net of Hand-gun 16, Sneak 16, Dodge 16, Daggers 21.
comaClS: jackals 12, Burglary 12, Driving 12, Tailing 111rowing weapons 21, Impact weapons 21,
16, Night combat 16 UnamlOO combat 21, Hide 16, Astrology 20, Sun-ivaI
Attack mode: according to weapon 12, Net of contacts: jackals 12, Tailing 16, Night
Equipment: Urge knives, axes, camping gear combat 16
Attack mode: Bite 12 (ser 1-7, Iw 8-16, sw 17-23, fw
~adDog;8 24+) or according to weapon
The mad dogs arc the furies of the jackals. Equipment: Knifc or other simplc weapon
Thcy have gone over the edge and are no longer
accepted by society, not even by itinerant UID."brad-.
lunatics. They look like a mixture of humans and The umbradas are the souls of dead jackals,
jackals. TIley hide in day-rime and hunt at night. who remain in this world and continue their
TIle often Live as t>e-.tsts of prey, eating their vic- killing b)' possessing a living person. The umbra-
rims. The)' do not ha\"e any conscious thoughrs, da force this person to kill other people as it did
but have an ability to understand the language of itself when it was alive. The)' always start with
the stars and planets. TIley are the ones who killing those who :Ire dosest to the person
decide the next meeting place of the jackals. whom thc)' have possessed. The possessed pcr-
Magicians who have studied them believe that son is conscious of what is happening, but can-
they have a unique ability of predicting the not do anything ,.bout it. He (or she) will lose
future. Their sense of time has been lost. They his mind after a few murders and if lhe umbrada
experience yestercl:ly, today and tomorrow as leaves he will kill himself. Umbradas often come
the same. to the meetings of the jackals in their possessed
bodies. If the body dies it is necessary for them

..
..
to be warned IdlO minutes beforehand, in order Modification of terror throw: +5
to be able to run away so they can then possess Height: 190 cm
another body. Umbradas always warn their Weight: 120 kg
future hosts before possessing them, through Senses: lnff'.Ired vision
showing themselves in tJle shape they had Movement: 13 m!round
before they died. TIley can only possess desper- Actions: 4
ate, aggressive people with negative mental bal- lnitiative bonus: +14
ance. Damage bonus: +7
Personality: Umbradas have lost much of the humani- Damage capacity: 7 scratches = 1 light wound
ty they had when they were alive. TIley are more 6 light wounds = I serious wound
cmel than living jackals. 4 serious wounds = I fatal wound
Dies after 2 fatal wounds
EGO lO+1dlO (16) Endurance: 280
CHA IdlO (6) Mental balance: -250
EDU IdlO (6) Natural armor: 2
All other chamcteristics are taken from the possessed Limitations: coorralled by the stars-fOllows them on
persons body. his wanderings
Senses: like their host Powers: Bewitches everyone with a negative balance
Communication: like their host between 40 and -100. Can influence his sense of
Secondary abilities: like their host time and space. Temporarily lowers the memal bal-
Skills: skills that are connected with agility, strength, ance of people who already have a negative balance
constitution, comeliness and perception remain with 50.
intact in the possessed person, skills connected with Disadvantages: Death wish, phobia of daylight, con-
ego, charisma and education are the same as with a strictions, hunted, compulsory killer, schizophrenia.
living jackal. Skills: Sneak 26, Dodge 26, Daggers 30, l1lfOwing
Attack mode: according to weapon weapons 30, Impact weapons 30, Unarmed combat
Magic: Natural ability of possessing anocher person. 30, Hide 22, Survival 20, Net of contacts: jackals 12,
Must have ego value than his victim to sllcceed. Tailing 16, Night combat 16.
Length of life: lives unril reborn or goes to Inferno. Attack mode: Bite 16 (scr 1-6, Iw 7-14, sw 15-22, fw
23+) 2 Claws 18 (scr 1,7, Iw 8-15, sw 16-24, fw 2;+)
CoYO"te
Coyote is the patron saint of the jackals. He is
Th.e I.1g-h"f;
a human with low mental balance who comes to
the mass meetings and hunts with the other l!!!Ihado-..v 0:1: CoYO"te
jackals. His arrival is a signal that the hunt Coyote is in conflict with his light shadow-
begins. his positive side which has assumed a physical
Of human size with black skin, black eyes and shape. The shadow is never further away than a
bony outgrowths all over his body, he never kilometer. It tries-in vain-to stop him from
wears clothes. His hands have thick claws and hurting anyone. The shadow has retained much
his teeth are like razor-blades. of Coyote's original, human, shape: that of a
Personality: Coyote is nothing but hunger and a need slim, young black man with sad eyes and dread-
to kill. locks. If the shadow is 'killed it will be recreated.
Gamemastering hints: Empty your eyes and roar. As long as Coyote exists it will exist.
Hold your limbs as though yOll were an animal. Personality: TIle shadow is a patient, sad, and
thoughtful creature. Its sole purpose is to convert irs
AGL26 EGO 12 dark twin. All else is unimportant to it. It will never,
STR30 CHA6 under any circumstances, tum to violence.
CON 30 PER 22 Gamemastering hints: Speak calmly and friendly, be
COM 3 EDU2 a bit abseor-minded.
AGL26 EGO 12 Endurance: 180
STR30 CHA6 Mental balance: +2;0
PER 22 Natural armor: 2 p
CON 30
Limitations: must follow his dark twill
COM 3 EOU2
Powers: Bewitches everyone with a negative balance
Height: 190 em between 40 and -100. Can influence his sense of
Weight: 120 kg time and space. Temporarily heightens the mental
Senses: Infrared vision balance of people who already have a positive men-
Movement: 13 m/round tal balance wieh 50.
Actions: 4 Skills: Sneak 26, Dodge 26, Daggers 30, Throwing
Initiative bonus: + 14 weapons 30, Impact weapons 30, Unarmed combat
Damage bonus: +7 3D, Hide 22, Survival 20, Net of contacts; jackals 12,
Damage capacity: 7 scratches = I light wound Tailing 16, Night combat 16.
6 light wounds = 1 seriolls wound
4 seriolls wounds = 1 fdtal wound
Dies after 2 fatal wounds

..
..

'-'ftJlftJ
The Li.~g; E~:r"t;h

be sand is treacherous in The first rocket came roa ring from

T AI·MassoU1: We got stuck


in a wadi filled witb
drifting sand, between bigb cliffs. Tbe
(be edge of (be cliff. A car exploded and
the air became filled with fire, metal
pieces and torn bodies. We sOllgbt ,-efuge
air was vibrating with tbe heat. it's under the cliffs just as the second 1vcket
always a nigbtmare to free tbe cross- homed in; the explosion enfOlded Lue
country vehicles; they only sank deeper and Nicole. Automaticjire rained down
when we tried And we were not alone. from all sides, a hit on lny body made
-"".-. . . ,.... . .
,

me fall. The shooting walled. I could as tbough it was liVing. rcould feet that
hear theirjeeps drive off I was sinking. Tbere was 110 use fighting
I was able to rise, al1bough it hurt. it... lbe sand pulled l1ze down witb its
Smoke came from the wrecked cars, but stlYJng hands. My uniform was torn into
through my pain 1 realized something 1"(;lgS, 1Il)1 skin burned. Tbe sand came

else. Tbe cliffs seemed higher; more regit- into eve/J' opening in my body. I was in
lar. Something moved ill the shadows. a pulsating body ofsands which slowly,
Glittering eyes regarded me. The sand slowly polisbed my skill, my body, down
grot/lid under my feet, softly billowing to tbe naked bones.

etropolis is not the only place

~
of the same kind of naHlre as the part of the Jiv-
which is invisible to us, hid- ing earth towards which they arc a door. TI1Crc
den by illusions. When we arc doors to the forests of Gaia in the Amazon
look into the real world, outside cities and popu- between the rivers Tefe and Tapaml, in Sarawak
hued areas, we meet other dimensions than in Borneo, in the Carpathi:U1s lying in the bor-
Ihose of the city. derland between the Ukraine and Romania, in
One of them is Gaia, the living earth. OUf the north of Canada and in centraJ Tanzania.
woods and steppes are frngments of !.he large Doors to desert areas are in central Sahara, in
wilderness, where the only law is to eat or be TakJa Makan in Asia, Rub'a! KJlali in Arabia and
eaten. Gaia is the merciless life force, life as its in Great Victoria desert in Australia. Doors in the
own purpose in the shape of a flourishing Himalayas, Tianzhen, the Andes and the north
wilderness. Before we were imprisoned by the part of the Rod.."Y Mountains lead to the moun-
Demiurge, Gaia was the g:l«len of Eden of OUf tain areas of Gaia. In Antarctica and in central
legends. We then had the power to play amongst Greenland, doors open to the endless ice plains
the dangers of the wilderness. No one feared of Gaia.
death. Now, we have become so weak that a Humans living close to permanent doors have
meeting with the living earth almost always ends learned to cope with the force from Gaia so that
in disaster. they are not, by mistake, dr:.lwn into it. TIley
have amulets and simplc spells which help them
avoid these areas, or get OUI again of Lhey should
All tears in the lUusion which open in thc happen to come into Gaia.
wilderness are portals to Gaia. In the beginning On mre occasions the living earth has spread
of our captivity many roads led to the living into our re.ility. P'J.ns of our forests have gained
earth. Now. wilderness has become something the characteristics of Gaia. The land and the
unusual which only exislS in the most distant stones have gained souls. Humans Living in the
mountain lands, forests and in the polar areas. area become sa\'ages. TIle savagcs of Lapland are
Doors to Gaia look like distortions of nature-a one of the latest e.xamples. l1lese humans
change in \-egetation, climate or strange weather became savages in onJ}' a few months when the
conditions. TIle changed area has opened Jiving C'Mth spread over northern FinJand.
towards Gaia. A creature who moves in the
direction of the center of the area risks losing ","o,nd.erers
himself in the liVing earth, never finding his way T h r o..:urb "the
out. III-....s:i.oIIS
Different types of nature exist in Gaia. There Some wild animals have the abiJity to see the
are iC)' plateaus and rain forests, shallow gulfs living earth. TI1CY can lead a human with them
and deep lakes, strange coral woods and animals through the Illusions. Wolves and coyotes, some
differcnt from those which have developed in birds, bears and wild deer are known to be able
our world. Areas which are doors to Gaia consist

..
to do this. 10 Gaia there are many creatures who The magician looks towards Gaia. A door is
have found their way into OUf m}'thology: fauns opened in the shape of a distortion of the nature
and dryads, satyrs and unicorns. All belong in surrounding the m"gician. Creatures in Gaia will
the great wilderness and are able to lead a become aware of this and will be able to get inlO
human into it. There are also many large beasts our realiry through this door. If the spell is cast
of prey there which sometimes come into our in Gaia a door towards OUf world wiIJ comc into
world to look for something to eat, preferably existence.
humans or domestic animals. LR' 15
Loss of Endurance: 65
D1T1g;o Equipment: a living organism belonging to Ihe sphere
Dingos are the strongest link berween human- of life with which Ihe magician wants to create con-
ity and Gaia. Before the imprisonment the din- tact, e.g., a scorpion for a desert area, a mountain
gos were our hunting fellows in the living C'd.rth. Oower for !he alpine areas, etc.
Now they wander in large packs between Gaia Magical implements: the chalice
and our reality. They can lead humans to Gaia. Circle of protection: Simple circle made in the ground,
The dingos looks like dogs, but are larger and scaled with the blood of the magician. Protects him
more sinewy. Our domesticlted dogs arc descen- from creatures coming from Gaia and also from Ihe
dants of dingos. force of the living earth.
Invocation: A rhythmic rattling of bal's of rice, com or
AGL 1O+ldlO (I6) EGO IdlO (6) other seeds. An inarticulate mourning song.
STR 2d 10 (II) PER 3dlO (I 7) Gestures: a slow rh}1hmic dance around the inner
CON 100ldlO(I6) edge of the circle.
VISualization: The coojurer gradually gets rid of his
Length: I m
abstmet thoughts and concentrates 00 direct impres-
Height: 125 em
sions. No visualiz,1tioll.
Weight: 60 kg
Senses: Sharp sense of smell. Sees movements with Duration: 24 hours
great clarity Time to cast: I hour
Movement: 7 oJ/round Tb.e I...:I:vjTlg
Actions: 3
Initiative bonus: +4 Ear"th
Damage bonus: +2 The living earth has not been named so with-
Damage capacity: 5 scratches = I light wound out a reason. In Gaia evef}'thing is alive. The
4 light wounds = I serious wound ground, the trees, "nd the stones are alive and
2 serious wounds = I fual wound conscious. Everything in Gaia is driven by a will
Endurance: 110 to e"l, to grow, to multiply and to survive. The
Natural armor: 2 p ground and the stones can devOllr incautious
Skills: Hide 16, Track 17, Dodge 16. wanderers. The trees reach for all liVing crca-
Attack mode: Bilt: 16 (ser 14, Iw 5-9, sw 10-15, fw tures. TIle beasts of prey are terrifying. All ages
16+) of the earth are contained in Gaia. All of the
Home: Gaia creatures and plants of the earth, from amphib-
Number: 5dlO ians to dinosaurs and mammoths are here.
Different types of nature are present and mix
J'tIap;lca.l. :Doors
with each other, New species are constantly
Conjurers, especially conjurers of passion,
being generated. The change is so qUick that a
can open new doors towards the living earth
forest can be turned into a desert in a few years.
with the help of a few rituals. They need some-
Mutations are more common in Gaia than in our
thing that looks like wilderness to cast their
reality. One newborn creature in ten has exten-
spell, but it doesn't have to be the re,,1 areas of
sive mutations.
wilderness where doors normally e.'Xisl. A desef[-
Every creature can mate with every other
ed building lot or a small copse where trees are
creat\lre. It is like if the spell "cross-breeding~
more than a hundred rears old will be enough. was in constant use. (As a matter of fact, this
The magician sanctifies a temporal temple in this
spell was fetched from Gaia. When it is cast, a
place and the ritual thereafter can take placc.
temporal tie between Gaia and our word is
Door 1;0 G_:t.a, forged.) Cross-breeding between plants and ani-
Spell within the lore of passions mals is common, as are virgin binhs.

Spontaneous division of eggs exist also in her- This doesn't make them unpleasant or unin-
maphrodites. Every week that a woman spends terested in other people. They will still be social
in Gaia means one chance in rwenty of a clone and like playing, but more Like puppies or kit-
of her being developed in her womb. tens who practice fighting teclmiques and learn
Gaia is not a planet, in spite of it having a to hunt. The language becomes uninteresting,
horizon where the sun rises and sets, just like in and only necessary to convey the simplest of
our world. A person who travels in one direction messages. The education value will sink with
will never get back to where he started. A per- one step for every week until it's down to zero.
son who flies over Gaia will just see a never-end- The scores of all skills except climb, sneak,
ing landscape which seems to rwist into itself, dodge, throw, melee and throwing weapons,
but never shrinks, Some magicians claim that hand-to-hand combat, swim, hide, search, and
Gaia contains all of our universe, and is an alter- survival wiJl also sink with one step each week
native way of viewing the world, parallel to until down to zero.
Inferno, Metropolis, and our own Illusion. The effects of advantages and disadvantages
wiII wane. They only give half of previous modi-
L:i:ViTJIg Gro"LIII.d fication in terror situations.
All land in Gaia lives and eats. It mainly feeds The language changes. During the first ten
on dead animals and plants, but parts of it can weeks in Gaia the vocabulary gradually shrinks
attack living creatures. These areas are recog- to a few hundred words. During the foUowing
nized in that they are not covered with plants. ten weeks all but about ten words disappears
All plams have already been eaten. Animals from our minds. Complete sentences are no
which come into such areas sink. The ground longer possible. Humans who have entered into
opens under it, seizes it and slowly drags it Gaia are thus quickJy turned into sav:lges. Such
down. people sometimes find their way back imo our
An agility roll can save a person who is drawn reality, being the origin of tales about ape-men
down into the ground, After one unsuccessful and wolf·children. It will take months, perhaps
round, -2 is added to the roll, after another years for them to regain civilized beh:lvior, The
round -4 etc., until the creature has been German boy Kaspar Hauser is one of the most
devoured after 5+ Id 10 rounds. famous examples of a person who has returned
A person who is being dragged down cannot from Gaia.
get out himself; he must have help. The rescuer A person who stays long in Gaia continues his
will have to make a strength roll with higher regression, but more slowly. After the disappear-
effect than the roll of the gamemaster for the liv- ance of the civilized veneer a visitor can go on
ing ground. The ground has a strength of being a primitive for IdlO years. After that he
20+2dIO. Several people can add the effects of will become smaller and grow more hair on his
their strength rolls if they are able to grip the body. After another IdlO years he will lose all
sinking person. remaining vocabulary and shrink to half his orig-
When it has devoured its victim the living inal size. L'uer he will start walking on all four
ground starts grinding the body to absorb nutri- legs. After another Id 10 years he will have lost
tion. The skin will be worn down first, one his social instincts and meet other creatures just
scratch being suffered every round. When the for mating.
victim receives his first serious wound much of During another 5d I0 years he wiII regress to a
the outer skin will have disappeared and the fish, a nit-like creature, or an amphibian, only to
muscles laid bare. The inflicted person will have finally be dissolved into different kinds of pro-
to receive medical care inunediately not to bleed tein. When this cycle has been completed he
to death or get serious infections. evolves back to a human during 7dl0 years, then
Heg;:r_10IlL starts regressing again. A person who never
escapes Gaia wiJl go on changing back and forth.
Humans entering into the living earth return
He never stops being himself, although memo-
to their origin. They lose alJ culture and become
ries disappear as they regress, in the same way
more and more like animals. To eat, survive and
memory is lost when we die.
breed will gradually become the only important
Other creatures are effected in the same way
things. This change comes slowly, but after a few
when they visit Gaia. No onc will ever gain con-
months they will be turned into very intelligem
cllimpanzees.

L.
trol over Gaia. All lose their motivation as they Roll Id 10 for every item the characters bring
rerurn to their origin. with them into Gaia. If the result is 10, the item
is destroyed. Continue to roU Id 10 for every day
Tb.e Deca,y they pass in Gaia. The risk of an item being
AU that 11:Is been forged by human hands is destroyed wiIJ grow by I point per day, but wiIJ
quickly destroyed in Gaia. Buildings start rotting never be higher than 9 OUI of 10. As long as I is
and will be destroyed in less than a year. A wan- the result, the item will continue to exist even
derer will only be there for a few days before the after the tenth day. A character with good luck
clothes will smrr falling off his body. Metal will can, if the gamemaster allows it, always succeed
be destroyed in a week. with his roll. An unJucky person fails on day one.
. . . .ftJ:rdIftJ:I1S
or ~"e ~ftJ:r~"
he Guardians of the Earth are a He looked up p<lssion conjurers who knew
group of humans and other crea- more about Gaia, and in 1964 he formed the
tures who try to open the doors Guardians of the Earth. The organization had dif-
to Gaia and to the Ancient Sea, wanting our reali- ferent types of members from the start, but their
ty to be incorporated into them. TIle members common interest was widening the door,
of the sect have variolls motives for their way of extending the power of Gaia in our world. They
acting. began looking for-and found-other doors and
Some see it as the qUickest, simplest way of places where doors could be opened. They
destroying the Illusion and waking humans from located a similar phenomenon in the depths of
their dream-world. Some arc old enemies of the oceans, which they named "the ancient sea."
Humanity, wishing to imprison humans in Gaia Still, after thirty years of research they haven't
forever. Some conjurers of passion of the sect found a W<lY to create large, permanent doors
believe themselves to be able to control Gaia-a infO our world.
dangerous mistake. Some romantic fools simply
want [Q ~retllrn to their origin." Descr:lptloIlL
The sect uses magic to tear down our 0:1: "tohe li!Jec"to
Illusions and make Gaia and the Ancient Sea TIle Guardians of the Earth has 20,000 mem-
invade the earth. TIley work in unexploitcd bers of which 15,000 live in the U.S. Most of the
nature and have managed to open large doors. remaining members are Europeans. The group
from Nevada has remained ncar the original
H:J.srtory 0:1: "tohe Sec"to door; board meetings are held in Parcanay,
The Guardians of the E.'trth emerged in the Nev,lda. There are local groups in many of the
early sixties; it was then that a door to Gaia was big cities, and they have great freedom of action,
opened in the Nevada desert. The peace move- but the overall policy is determined by the
ment claims that it was opened by atomic bomb board. The organization is formally democratic,
testing in the fifties. Others say that it was its board elected by the members each year, but
opened because humans with enhanced aware- in practice the same people have run it since the
ness came looking for it. A few hundred people start. Scott Deproy is rhe chairman. Other
disappeared into Gaia before the military erected important leaders are Elliot Wainright and
fences and posted permanent guards to keep Merideth Schocnour, also belonging to the
people out. Nevad<l group, and Ariane Sciropo in Australia.
Magicians of passion were attracted to the Members arc recruited primarily from among
area to study this door. Some of them went humans who h;lve had their own experience
through it by mistake; a few returned in more or with Gaia. During the nineties some new mem-
less human shape. Creatures from Gaia have bers have been recruited from among environ-
entered our reality; some of them took human mentalists, but the organization resists accepting
shape, others hid in the desert, keeping their members who have no experience in Gaia.
original shape. The military psychologist Scott The Guardians of the Earth is a wealthy orga-
Deproy came to the place when the nization. Deproy is good at raising
military became aware of what was money. He's been given money from
happening. Together with a small the American military budget and
specially trained force he spent some also from various funds and founda-
time in Gaia. He also armnged to be tions. Sever::tl of the individual mem-
the person who interrogated all who bers are also weathy. Military
came out of Gaia. He developed a fas- fesources are available at need. There
cination for it. arc loose ties between the organiza-
tion and the Pentagon .

...
-
The base of the movement is the U.S., espe- modem, and have air--conditioning systems. In
cially Nevada and Louisiana, where the largest the pillbox is a very advanced computer bought
groups are. England and France are the home from the Pentagon by Deproy; the activities of
coumries of many members. TIle movemenl the Guardians are arch.ived in this computer.
doesn't exist at all in Africa and hardly in South Near the base is a small airfield. A primitive
America and Asia. road leads to the main road, fifty kiJometers
TIle Guardians have areas under observation away. There is a roadblock with permanent
in several unexploited regions in the Pacific, in guards to keep strangers away.
Australi:I, in the Amazon, in Siberia and the polar The door stretches through close to ten kilo-
areas. These observation points are formally meters of the desen. It has expanded a few kilo-
research stations. The Guardians of the Earth is meters since the sixties. From the air the door
not really a seCt; there are no secret signals, but looks like a permanent mirage. Near it are swirls
members are carefully checked before they get of sand which prevent you from seeing what is
to know anything about the real goals of the actually there. The living earth has spread from
organizmion. the door and Ihere are patches of living ground
Enemies are confronted openly and verbally. in several places near the base. The Guardians
Statements concerning their goals sound ridicu- try to map out where the dangerous areas are,
lous in most peoples' ears. Enemies threatening but they keep moving. Wanderers who are not
the organization physically will be fought by vio- careful enough will disappear.
lence. The organization is usually very discreet, ScOtt Deproy and his closest associates-
but if necessary they can call on help from the about fifty people-live on the base. They make
U. S.Army. expeditions through the door. Close to the base
Sever.al of the members are creatures who is a greenhouse with jungle plants which is fC'AI-
have come to our reality from Gaia. The move- ly a door to the forests of Gaia. Several agoura
ment has no contacts with other non-human and dingos are in the base. TIley are used to find
creatures. the way to the portalS.
Officially, The Guardians of the Earth is an
environmental organization. TIle attempts to Scott » e p r o y
open doors to Gaia and e.xtending the living Scott Deproy is a large white-haired man
earth in our world are utterly secret. Only a about fifty-five years old. He's dressed in the
thousand or so of the members know of this. combat uniform of the U. S. army and smokes
TIle organjzation cooperates with several cigarettes. He seldom leaves the base, where he
environmental organizations and research foun- makes e.xperiments on the influence of magnetic
dations. It has close ties to a few extreme groups fields on the doors to Gaia.
of social Darwinists in the U.S. Personality: Deproy is obsessed with Gaia. In his eyes
There are humans and Hctors who have got- the living earth is Ihe garden of Edell, a paradise,
ten some notion of the plans of the organization, which is to be given 10 humanity. He regards human
but there is not enough evidence to fight it culture as a failure and a flight from Gaia and the
openly. truth about ourselves.
Gamemastering hints: Seem Ihoughtful and reason-
:Pu,rCu,...u,y.. able. Think before you answer any question.
l'We;vad.u, GrnduaI1y exhibit your fanaticism through twisting
all answers so that they fit into the ideology of the
Parcanay is situated in ule Nevada desert, Guardians. Refuse to change yOUf views.
about 150 kilometers north east of Las Vegas.
The place was named after a deserted mine near· AGL 12 EGO 19
by. In 1962 a door towards Gaia was opened STR 14 CHA 17
near Pareanay; the military blocked an area of CON II PER 15
ten square miles. Five years later the Pentagon COM 9 EDU20
withdrew financial support for observation of Height; 170 cm
ine.xplicable phenomena, and the Parcana)' base Wcigh" 75 kg
\vas deserted. The Guardians of the Earth quick- Movement: 6 m/round
ly moved in. Actions: 2
TIle base consists of ten military barracks and Initiative bonus: -
an underground pillbox. All of the buildings are Damage bonus: +2
Damage capacity: 4 scratches = 1 light wound Personality: Wainright is obsessed by the thought of
2 light wounds = I serious wound re,-enge on Humanity through letting our illusion be
2 serious wounds = I fatal wound devoured by the living earth. He sometimes has diffi-
Endurance: 85 culty acting like a human.
Mental balance -20 Gamemastering hints: Look intensely at the person
Dark secrets: responsible for experiments which you are talking to, without meeting his eres, Be too
ha,'e become lethal close and at the same time tOO distant, as [hough
Advantages: Animal friendship, enhanced awareness, you have problems with being a man.
magical imuition
Disadvantages: Fanaticism, tcchnophobia, memal AGL20 EGO 22
constrictions concerning events ill Gaia, nightmares, STR30 CHA 5
drug addiction, memal compulsions: tries to behave CON 25 PER 18
~normal·, in accordance with his instincts COM 13 EDUIO
Skills: AUlOmatic weapons 12, Rifle and crossbow 12, Modification of terror throw: -5 (in his lizard shape)
Bow 12. Hand-gun 12, Dodge 12, Daggers 14, Height: 160 cm
Unanned combat 14, Hide 15. search 15, Weigh" 55 kg
Parachuting 12, first aid 12, ())mpUlers 15, Senses: Infrared vision
FJeetronics 15, Information retrieval 18, Occultism Movement: 10 m/round
15, Ibdio communication 12, Languages: English 20, Actions: 4
French, 15, Spanish 14, German 12, Survival 20. Net Initiative bonus: +8
of comacts: military IS, Net of contadS: environ- Damage bonus: +6
mental movement IS, Driving IS, Humanities IS, Damage capacity: 6 scratches = I light wound
Psychology 18, Natural sciencc 12, Biology IS, =
5 light wounds I serious wound
Mathematics 10, Physics 12 =
2 seriolls wounds 1 fatal wound
Attack mode: according to weapon Endurance: ISS
Equipment: combat uniform, cigarettes, combat Natural armor: 2 p
knife, water boUle, compass and some other small Powers: Chameleon: can become invisiblc, blend
items with the background, change shape
Magic: Lore of passions 30 (aU speUs to skill score 18) Skills: Climb 20, Automatic wC"Jpons I5, Rifle and
Home: Parcanay, Nevada crossbow 15. Bow 20, Sneak 20. DOOge 20, Daggers
EJJ10~ "'"u,1.... r1g-b~ 20, Unarmed combat 20, Hide 30, first aid 15.
Computers 12.lnformation retrie\'a! IS, Languages:
Wainright looks like a man in his thirties. with
English 18, Spanish 14, Survival 25
dark hair and brown eyes. In reality he is a crea- Attack mode: according to weapon
ture who was once trapped in Gaia by human Equipment: Dressed in uniform trousers and t-shirt.
agents and has now fled through the Nevada Always barefoot, carries a knife and a gun.
portal. In his real shape he is a chameleon-like, 5 Magic: Lore of passions 30 (all spells to skill score 15)
meter-long creature. He is able to return to his Home: Parcanay, Nevada
true shape at will. Length of life: unlimited
Wainright helps SCott Deproy to spread the
Jiving earth and at the same time he looks for the G-...ard:l.o,ILS
humans who once trapped him. They have gone 0:1: ~l::ILe Ear~l::IL
through several rebinhs and do not remember The most devoted members are conjurers and
this particular event any more, but Wainright has officers who were in Nevada when the door was
made up his mind to trap them and throw them first opened. AU of them have been to Gaia sev-
into Gaia. He has not found anyone yet, but he is eral times, and several of them have regressed
on the tracks of some of them. and laboriously regained their lost knowledge.
Wainright despises humans in general, but is They are between forry and seventy years old.
fond of Deproy and some of the other guardians. The values reflect an average representative of
He is not going to stay in our II.Iusioo if, or them-they all have individually specific abili·
when, it dis.1ppears into Gaia. He can't imagine ties.
anything worse than going back there. Deproy Personality: All of them are fanatics obsessed with
and the other Guardians do not know anything the thought of spreading Gaia over the world. They
about this. They believe Wainright to be a true regard physical abilities as important.
idealist.
AGL 2dlO+5 (16) EGO 2dlO (II) ..... g;o......ftt
STR 2dlO+5 (16) CHA 2d 10 (II) The agoura is the American Indian name of
CON 2dlO+5 (16) PER 2dlO+5 (16) crealures who enter our reality when doors are
COM 2dlO (II) EDU2dIO(lI) opened in the deserts of Gaia. They are of
human size and have grayish yellow skin with
Movement: 8 rn/round
rings and rectangular areas of a darker color.
Actions: 3
Initiative bonus: +4 They can walk on their hind legs or on all fours.
Damage bonus: +3 The head is domin:m.-d by large jaws and by five
Damage capacity: 5 scratches = 1 light wound black faceted eyes. They are semiem and some-
4 light wounds = I serious wound times cooperate \vith Ihe Guardians of the E.1rth,
2 serious wounds = 1 fatal wound but are nor a part of the organization. TIley stay
Endurance: 110 close [Q the doors to Gaia and many return after
Mental balance: ·20 a period in our world.
Skills: Climb 16, AlilOmatic weapons 16, Rifle and Personality: The agoura are hungry and incompre·
crossbow 16, Dow 16, Sneak 16, Dodge 16, Daggers hensible. TIley eat evcf)1hing in Iheir path. TIley
16, Unarmed combat 16, Swim 16, Hide 16, Search can easily learn human languages bUI do nOI regard
16, First aid 12, Survival 15, Natural science 10, humans as very intcresling.
Biology 15.
AGL lO+ldlO (16) EGO 20+ Id 10 (26)
Attack mode: according 10 weapon
STR 1O+ldlO (16) PER 10+ldlO(l6)
Equipment: usually combat unifonn, a Jot of them
carry a rille. CON 20+ldI0(26)
Magic: Lore of Passions 20 (all spells to skill score 15) Height: 200 cm
Home: Parcana)', NC\llda Weight: 100 kg
SCnses: sharp hearing and sense of smell., otherwise
l!!!Ja,IlId-eu;tE>rs as humans
The sand-eatcr is a desert creature from Gaia Communication: Speak between Ihem with clap-
which has spread from the door in Nevada and ping, scraping sounds (can learn 10 speak human
H\'cS near the base of the Guardians. They look languages)
like large centipedes and move under the s,md Movement: 8 mjround
hunt'ing for insects and small mammals. They Actions: 3
hum in groups by lying under rhe sand in a ring- Initiative bonus: +4
formation, auacking when an animal moves into Damage bonus: +;
lhe ring. Damage capacity: 7 seralches = I light wound
6 light wounds = I serious wound
AGL 10+ldI0(16) CON 1O+2d10 (21) 5 serious wounds = I fatal wound
STR 10+ld5 (13) PER 1O+ldlO(16) Endurance: 160
Length: 200 cm Natural armor: 3
Height: ;0 cm Powers: A]""AyS find Ihe nearesl door to Gaia
Weight: 80 kg Skills: Sne:tk 16, Dodge 16, Hide 26, Search 26
SCnses: feel movements lhrough the sand Attack mode: Bite 18 (scr 1-7, Iw 8-14, sw 15-22, fw
Movement: 8 mlround 23+) 2 claws (seT 1-8, Iw 9-1 5, sw 16-24, fw 2;+)
Actions: 3 Home: Gaia
Initiative bonus: +4 NumJ>er, IdlO (6)
Damage bonus: +3
Damage capacity: 6 scratches = I light wound
; light wounds = I serious wound
3 serious wounds = I flul wound
Endurance: 13;
Natural armor: 4
Attack mode: Bile I; (ser I.Q, Iw 7-14, sw 1;'22, fw
23+) Paralyzing poison wilh a slrength of 2d 1O.
Paralyzes on roll equal or exceeding constitlliion,
otherwise no effect.
Home: Gaia
Number ;+ldIO

. • '.- ,,-
~-"'*R""."l:...::,..-.,,Jo,; ?..... .
... , . - ~.

.
azuzu is the collective con- communicace through them with other humans.

I- sciousness of aU insect-, worm-,


and spider-like animals. Single
insects, worms and spiders are unintelligent,
It also materializes as Lords of the Insects,
unusually large specimens of each species that
synthesize information from all the individuals of
instinctive creatures, but together they form a that species. It can give signs to its servants by
threatening intellect that watches over humanity letting insects fly in patterns, form signs together
and makes its own plans against the divided or spray secretions in significant patterns.
Archons.
Pazuzu was placed in our reality by the
Demiurgc, as a jailer apan from the Archons and
the Heroes. Uke the HelOrs, it is a captive in the The servants of Pazuzu are humans that
Illusion with us. Before we were imprisoned, dream of being fragments of the larger aware-
Pazuzu's body was gathered in a society, a city of ness and become parts of Pnuzu. They have
worms, insects and spiders in"Gaia. Today it is been contacted by Pazuzu or have discovered its
divided in billions of animals living and dying on existence on their own and became fascinated
E<lrth. It detests humans, bur is forced to obey with it. Some of them get their wishes fulfilled
the Archons and guard liS without revealing and become parts of Pazuzu's intellect. Others
itself. Since the Demiurge vanished it has started serve the Prince of Insects during their entire
(0 act on its own against humanity. The animals life without getting more than an inkling of what
that form Pazuzu keep in contact over large dis- its like being a small pan of the large conscious-
tances with couriers, fast insects that fly over ness.
large areas (0 spread information. Within insect
societies they communicate with signals and II:is~:ry o:r "the l!!!Jee"t
chemical substances. All the insects of our world Pazuzu has had human servants since lhe
are in constant contact with each other. If a large beginning of our captivity. They have formed
insect society is destroyed or cut off from the cults and made sacrifices to their god under
rest of the insects in the world, Pazuzu is con- many names. Sign readers have interpreted the
fused until it can re-rout the channels of informa- movements and signals of the insects in the tem-
tion. It can change its own "brain structure" by ples. Some cults have concentrated on one
breeding new species, and change the behavior species of insect. In Africa there have been bee-
of old species. cults and termite-cults, in Europe ant-cults, bee-
If it concentrates, Pazuzu can control every cults and wasp-cults. They have always been in
single individual within its consciousness. In contact with each other all over the world,
IllOSt cases it controls whole groups through sin- through Pazuzu's closest servants who arc part
gle, dominating individuals, like tJle queens of the collective consciousness.
amongst the bees or ants, or whole species. During the twentieth century Pazuzu started
Pazuzu plans to open a huge door and con- to be more active by incorporating more
nect our reality (0 Gaia. It is one of the few crea- humans in its consciollsness. In Europe and
tures that keeps its mental capacity on tIle living North America, thousands of people have been
earth, probably because it is formed by indepen- seduced by the Prince of Insects and been swal-
dent, simple individuals. Many believe that lowed by him.
PaZUZll was originally created on Gaia In the Third World and among abo-
and was brought into our reality by rigines the old Pazuzu-cults still exist.
the Demiurge. Pazuzu Gill take on In [he western world the cults keep a
physical form (0 conununicate with low profile to avoid being regarded as
other creatures, like a humanoid body 'cults.' The European Pazuzu-cultists
formed by thousands of insects and are closely tied to a foundation for
worms. But usually it makes humans insect research in France.
part of its own intellect, so thac it can

...
Dese:r:iptloIl. body-language. Other followers use signals,
0:1' ~he 8ec~ copied from the insects, for greetings.
In Europe the PazuZll cull has fOUf or five
PaZUZli prefers to eliminate all enemies itself.
thousand supporters, of whom a few hundred
It sends out ~warms of poisonous insects to kill
are a part of the collective consciousness. I..n the
humans that can be a threat. The servants of
P'JZUZU defends themselves against enemies, but
U.S. and Latin America there are about the same
number of followers. In Africa there is a strong prefers to use PaZUZlI to eliminate people.
tradition and thiny lO forry thousand followers The sect has no connections to other crea-
divided in several smaller culls. In Asia there are tures than P:.IZUZU. They can summon i.nsect-Iike
fOUf of five thousand, in Australia about a thou-
creatures from Gaia, who are parts of Pazuzu's
sand and in the Pacific region a couple of thou-
consciousness.
sand. The servants of Pazuzu stick to themselves
The different bmnches of the cult seldom
and never reveals anything about the collective
communicate except through Pazuzu. They have consciousness or their own plans. Certain
no formal common meetings, and no coopera-
Pazuzu-cults have contacts with Guardians of the
tion other than through PazlIzll. The traditional
E:lrth and similar groups. The traditional PaZllZll-
insen-cults are arr::mged as ~socie[jcs~ with cults are sometimes connected to other tradi·
workers and warriors under "the e1evared~, who
tional religions.
are a part of P::lZUZlI. The modern cuhs in the
lictors and Archons are suspiciOUS of PaZUZll,
U.S. and Europe is also strictly organized by but do not fight it actively.
functions, but are not as ritualjstic. The tradition- TI1e El.e"Vft,~
al cults are often led by a single "queen.~ The elevated have become parts of Pazu2u's
Amongst the modern Paztlzu worshippers there consciousness. They have suppressed their own
can be several leaders in a group. The European identity so that they arc not aware that it has
PaZlIztl followers are governed by a group of been destroyed. They live in constant contact
eight people in France. The formal head of them with the worms, insects and spiders of the
is Helen Baudou. world, as a parr of Pazuzu. The elevated have no
The members come from all levels of sociery. free will and never think a single thought for
What is common for them all is that they have themselves. They are as shards of P:.1ZUZU'S con-
been contacted by PazuZll or in some other way sciousness. When they speak, it is p:'IZUZU speak-
came in contact with the insects' consciousness. ing. They see to it that they always have insects
PazuzlJ iprincipaUy attracts hierarchical and rigid around them to make the communication with
people. the rest of the consciousness easier. Their sweat
The servants of Pazuzu have large economic can be interpreted by insects and gives signals
resources in Europe and the U.S. In some places that insects recognize.
in Africa Lhey have political influence. They can In traditional Pazuzu-cults the elevated are
get hold of heavy weapons, but have no access holy incarnations of the god. They are kept iso-
to purely military equipment. lated in the inner chambers of the hive-like tem-
PazuZll spreads his servants all over the world. ple, surrounded by·i.nsects. Only the highest
In recent years it has concentrated on the west- acolytes can visit them.
ern world where the new cults are, but rhe tradi- Among the modern servants of Pazuzu, the
tional PazuZll·cu!ts still exists all over the world. elevated are the leaders of the cult, a pattern for
In the lraditionaJ cults there are temples built others to follow. They are kept isolated from the
like termite- or wasp-nests, fiJled with holy rest of the world, since they can't move freely in
insects. The servants of Pazuzu in Europe and society without drawing attention to themselves.
the U.S. usc ordinary houses, usually some dis- They attract insects and find it difficult to com-
tance from the nearest town or village. There are municate with humans. In Europe there are
always many insects around the servants of eight elevated whom PaZUZll uses as mouth-
Pazuzu. Inside the premises there are thousands piece6 to lead its human servants. Three of them
of insects. Dead insects and secretion covers the can be found in the headquarters of the cult in
floors. The air is thick with rues, wasps, and Nantes, France. The five oLhers are scattered
bees. over Europe and America-Pazuzu doesn't want
The elevated, who are part of Pazuzu's con- to risk losing aU its from figures at the same
sciousness, recognize each other by smell and
time. The other elevated arc lower servants or are always going to and coming from the temple
warriors. Pazuzu hasn't made any effort to make carrying information from other parts of Pazuzu.
them into models for other humans, and doesn't The main building has been restored and a
care if some of them die. new wing has been added. The windows arc
It lakes several years [Q become elevated. The always open so that the swarms have a free pas-
candidate must be willing co become a part of sage in and out; the walls arc partly covered by a
PaZllZU'S consciousness and be prepared to let brownish gray secretion that looks like porous
go of his!her own personality. He or she fasts clay. The house is filled by insects and spiders,
and meditates to diminish the defenses against covering walls, floors and people. The three
dissolving the ego. The candidate is haunted by leaders live on the upper floor, guarded by
insects at all hours for months. They crawl over human warriors and swarms of insects.
the body and communicate in secretions that Only the elevated are allowed into the inner
the body slowly learns to understand and parts of the temple, where the three leaders
answer. After onc or two years the candidate has spend most of their time. The inner rooms have
become a part of, PUUZlI or died in the process. been formed by termite secretions and spider-
Later we describe one of,the elevated, Helen webs. Walls, floor and ceiling is covered by
Baudou. TIle values can vary a bit for other ele· brownish gray secretions that form vaults and
vated, but their consciousness 'is always hide all sharp angles. Thin and sticky veils hang
Pazuzu's. When they are together they can touch from the ceiling. It is impossible to see more
one another and exchange insects, but other- than a meter in any direction because of all the
wise it is as if they don't notice each other. insects flying about.
Under the building is a system of caves,
TIlLe IA>:rds where Arahnec, the Lord of the Spiders, dwells.
0:1' ~be IIIsec-ts It was the vicinity of MJ.hnec's cave that decided
The Lords of the Insects are huge specimens the location of the temple. There are unusual
of each species, up to twenty meters long. They number of spiders in and around the mansion.
carry parts of P"J.zuzu's intelligence and collect Arachtides, human children of Arahnec, live at
impressions from all the members of their the mansion.
species. The Lords of the Insects have contact In the wing, improved spiders and insects are
with the human servants of Pazuzu and some- bred. Humans who are not elevated work there,
times help them. Human temples are often erect- liVing in an annex beside the main building
ed close [Q the dwellings of an Insect Lord.
Every species and subspecies has its lord, ~_po:l'~be
which makes it's dwelling someplace on earth p_~ TeInlpIe
where its species is common. The European First floor
Pazuzu temple in Ligoure has been place over Entrance hall. Achandelier covered by spider·
the caves where one of the Lords of the Spiders
reside.
1 webs hangs from the ceiling. To the right there is
a stair to the second floor. Insects and larvae crawl on
........e'I'eII1pl.e broken cocoons on the floor.
Lower hall. 111e old ballroom is covered by spi·
:J.I:.. T.ip-o-...re
Outside of Nantes in France a temple has
2 derwebs. Some of Pazuzu's warriors are usually
here. TIley sit completely still or move slowly and
been installed in the old mansion of Ligoure, communicate with smells and simple signs.
which was bought by the cult in the mid-seven- TIle hall of moths. An old sitting room. TIle win-
ties. Here lives Helen Baudou, Jacques Derron
and Ciou Martinique, three of the elevated lead·
3 dows are covered by heavy curtains. Clusters of
moths and cocoons hang in the ceiling, on book-
ers. shelves and cUflains and the old furniture that is left in
The mansion is situated three kilometers from the room.
the nearest vjJIage, Pont Dessac. Even in the vil-
lage, insects and worms are strangely numerous.
The forests around Maison de Ugoure are infest-
4 The Moth. A woman totally devOled to moths,
who soon will be elevated through her communi-
cation with them, lives here. Anarrow bed stands
ed with insects and spiders. Large swarms of against one of the walls. The curt:lins are drawn, The
gnats and mosqUitoes fill the air. Flying insects room is filled with moths and cocoons.

...
Store room. Old hlflliture and rubbish covered by Garage. A truck and a dismantled Citroen are
5 spider-webs and larvae. 24 Stable.
in Ihe garage.

6 library. Books of lhe previous owner are still on


the shelves, partly devoured by insects. The floor
is rotten and will soon fall down to the cellar.
25 The stable hasn't been used for years.
It is occupied by a large termite nest that

Store room. Agianl wasps' nest takes up mOSI of


7 lhe room. There is a constant buzzing from wasps
flying in and Out through the broken windows.
Store room for linen. An old stock arlinen infect-
8 ed by moths and larvae.
Store room for china. The shel\'cs ha\-e been
9 destroyed by inSL"ClS and f.tllen 10 the floor.
Sitting room. The room is covered with spider-
10 webs. A young man learning to communicate
wilh spiders spends most of his time here, stuck in the
webs.
Smaller dining room. The table is untollched
11 by insects and there is china in the cupboards
along the walls. 111(' people who lh'c on the boHorn
floor and in the anncx eat here.
I(jlchen. An old-fashioned kitchen that never
12 has been broughl up 10 modem Slandards.
There's a stair leading down 10 Ihe cellar. An old cook
works here.
LaboralOr.... A modem laboralOry has been
13 inslalled in Ihe added wing; no inseclS are
allowed in here. It has all Ihe equipment needed for
serious entomological study.
14 Store room. A store room for Ihe laborntory.

Cold stordge. Frozen eggs, larvae and inse<.:ts


15 are slOred in plastic cOnlainers. Some serum
and other preparJlions are also stored here.
Offices. The six offices are identical, with
16 desks and computers. Ten people work here
to breed improved insects.
LaborJtorr. Achemicallaboratorr.
17 Entrance hall of (he annex. The annex is the
18 dwelling of many of Ihe non-elevated who live
in Ugoure. Some of the staff of the laboralory live
here. The room is bare, e.xcept for the ever-present spi-
der·webs.
Bedroom. 1\\'0 of the laboratory assistants live
19 here
Bedroom. Two chcmislS live here
20 Bedroom. A biologisl lives here
21 Bedroom. A bioiogisl Ih'es here.
22
23 Common room. Simply furnished with sofas,
chairs, 'IV and a firepl:lce.
almost fIlls the whole building.
Second Floor
Gallery. A narrow pathway leads around the
1 ClllrJllCe hall and QUI on the balcony. There are a
101 of spider webs and secretions on the walls.
Upper hall. 111C hall is CO\'cred by spider-web 11
2 hanging (rom lhe roof. On the floor are heaps bf
old cocoons and dt.-ad insects and larvae. Everywhere
there are cr.J.wling and buzzing sounds. The elevated
are in here.
Sitting room. Four arachtides live in the old sitting
3 room. Some of the furniture is left, ronen and
broken. Mighty spider-webs cO\"er the room from floor
to ceiling. TIle araduidcs rest in the middle of the
room, wrapped in the webs.

4
here.
library. A modem libr.tr)'. spotless and untouched
by insects. Helen Baudou spen~ a 1m of time

Pupae. A store of pupae wailing 10 noh'c. They


S hang from the ceiling, from the waUs and the
mighty spider·webs.
510re room. An old store room invaded by larvae
6 and beetles.
Store room. A more modem SLQre room with
7 clothes and fumilUre untouched by insects.
Sitting room. Si." of P'Jzuzu's warriors live here.
8 ll1ere is no furniture and the room is wrapped in
thick spider·webs.
Ikdroom. Jacques Ocrron lives here. The room is
9 filled with butterflies, larvae and pupae. The fur·
niture is simple, bUl untouched by the insects.
Store room. Untouched store room with linen
10 and clothes.
Untouched store room with weapons and
11 other equipment for the warriors.
Bedroom. Ciou Martinique lives here. Simple
12 fllrniture and insects everywhere.
Ikdroom. '-Iclcn Baudou lives here.
13
The Caves Under Ligoure
111C cellar. From the kitchen in the main building
1 a st'lir leads down to the basement, an ordinary
cellar tilled with insects and la....lle. No food is stored
here. One of thc walls has a wide crack leading to a
large cave.
Smaller ca\'es. In the smaller ca\'("S are arachtides
2 and thousands of spiders. You can't see further
than a meter because of all the spider-webs, There are
spiders e\"trywhere, When the elevated are not on the
second floor of the mansion they are usually here,
The cave of Amhnec. The king of spiders rests in
3 a cocoon in the middle of a large (100 x 100
meter) cave. On the floor of the cave is a small brook.
E\'ef}1hing is covered with thick, stid'l' dueads.


-
lIIeI-en. Home: ligoure OUlSide Nantes
:Dado'-I/P~ "I'I::JLe
Helen Badou was contacted by Pazuzu when "iI"I'"ft,:r:r:lOI"8IP~
she was nine. She had been locked in her room
The warriors are elevaled who have not
for a year by her mentally disturbed parents and
received the same status as the leaders of the
became a part of the collective consciousness a
servants of P'JZUZU. They are pan of the collec·
year later. Her parents were devoured by
tive consciousness, but are only used for simple
grasshoppers and she left her home to seek out
missions and to defend the cult-nm to lead and
other elevated. Now she dwells in the headquar-
communicate with other people, Since PaZUZll
ters of the cull outside Nantes. Daudoll is in her
never bothers to speak through the w<lrriors
fifties, with black, grJ.y-streakcd hair and dark
they seem unintelligent and mute. They seldom
eyes. She is short and fragile, dressed in shorts
speak to anyone and only do what Pazuzu wants
and a top when she is amongst humans. Insects
them to do. They have skills different from the
constantly crawl over her.
leaders, since their bodies are physicall)' well·
Personality: Helen Baudou ceased to exist at the age
trained.
of ten. She is Pazuzu. Her own identi£)' is so deeply
buried that it can only arise again after her death. The warriors are almost always able men
Gamemastering hints: Speak wim an impersonal between twent)' and forty years of age-though
voice. Move rour hands as if you are leuing insects there are some exceptions. They defend the
crawl over them. Stare in the distance. headquaners and are sometimes sent out to dis-
pose of PnuzlI's enemies.
AGL 12 EGO 50 Personality: TIle warriors no longer exists as individu·
STR 13 CHA 7 als. They are PaZUZll.
CON 16 PER 12 Gamemastering hints: Act introven, almost unreach-
COM 10 EDU 30 able. Never look anyone in the eyes.
Heighl: IS5 em AGL 1O+ldlO(16) EGO 50
Weight: 50 kg STR 10+ IdlO (16) CHA Id5
Senses: Comprehends all sensory impressions from CON 1O+ldlO(16) PER 1O+ldlO (16)
insects all over the world as soon as they are com- COM 2dlO (1 I) EDU30
municated to her. Uses her own senses on an uncon-
scious level and onJy focuses on her surroundings Height: ISO cm
when there is a reason. Weight: 80 kg
Communication: Speaks all human languages and Senses: Assimilates aU sensory impressions from
can communicate with all species of all the Annelida inseclS all over the world as soon as they are com-
and Arthropod animals, via chemical subsL1nces and municated to them. Uses their own senses in an
signals. unconscious level and only focuses on their sur-
Movement: 6 m/round roundings when there is a reason.
Actions: 2 Communication: Speaks all human languages and
Initiative bonus: - can communicate with all species of aU Ihe Annelida
Damage bonus: +2 and Arthropod animals, via chemical substances and
Damage capacity: 5 scratches = J light wound signals.
4 light wounds = 1 serious wound Movement: 8 m/round
2 serious wounds = I fatal wound Actions: 3
Endurance: J 10 Initiative ooous: +4
Skills: Automatic weapons 15, Hand-gun 15, Sneak 15, Damage bonus: +3
Daggers 13, Unarmed combat 13, Computers 20, Damage capacity: ; scratches = I light wound
Electronics 25, Poisons and drugs 25, Information 4 light wounds = I serious wound
retrieval 25, Motor mechanics 20, Occultism 20, 2 serious wounds = 1 fatal wound
Languages: all human, Demolition 20, Net of con· Endurance: 110
tacts: servants of PaZUZll 20, Humanities 20: special- Skills: Automalic weapons 16, Rifle and crossbow 16,
izations 15, Medicine 20: specializations 15, Natural Hand-gUll 16, Sneak 16, Daggers 16, Unarmed com-
science 20: specializations 15, Social science 20: spe· bat 16, Computers 20, Electronics 25, Poisons and
cializations 20 drugs 25, Information retrieval 25, Motor mechanics
Attack mode: according lO weapon 20, Occultism 20, Languages: all human, Demolition
Magic: Lore of passions 30 (aU spells 10 skill score 20) 20, Net of contacts: servants of Pazuzu 20,

~'''''l''_-""
,
_.-:T....:::-._, .... ""~ ... ~_ .....""".I.__ ......, .• ~_, ~,. . .'
. .
Humanities 20: specializations 15, Medicine 20: spe- Attack mode: Bice 18 (scr 1.6_ Iw 7-14, sw 15-22, fw
cializations 15, Natural science 20: spedali7~tions 23+), lethal poison with the strength of 3<110. Kills
15, Social science 20: specializations 20 on the wholt: CON, paralyses for IdlO combat
Attack mode: according to weapon rounds on half CON
Equipment: Submachinegun or automatic rifle. Home: Ugoure
Magic: Lore of passions 30 (all spells 10 skill score 20)
.£rft,Ch:tld._IPft,~
A.ro,bIllec The arachtides are semi-human children of
Lord of the Spiders/Pazuzu Arahnec :md elevated hUlllans, born in the caves
The PazllZU cult in France chose Maison de under the forest of Ligollre and raised by human
[jgoure for its temple, because one of the Lords servants of Pazuzu. They look fully human, as
of the Spiders had its dwclHngs under me man- four of the eighl legs are so regressed thaI Ihey
sion. Arahncc has rested in the caves under aren-c visible under clothes. They have eight
Ugoure for man)' thousands of years. She gathers eyes, but sLx of them are so small that the)' are
information from spiders that come and go hard to notice_ Their metabolism is totall" inhu-
through me (.':I.\'es at all hours, and passes it on man and if dissected it is full)' clear thac they are
to other parts of Pazuzu. Arahnec is twenty not human. Pazuzu has bred them as humanoid
meters long, black with hairy legs and red signs creatures that are born part of che collective
on the back. She rests in a cocoon in the middle consciousness.
of a large cave under the forest of Ugoure. TIle Personaliry: The arachlides are Pazuzu
system of caves around her nest is filled with spi- Gamemastering hints: Wander with your eyes and
ders of different species. move your facc in a slightly inhuman way. Change
Personality: Arahnec is Pazuzu. your bodil)' movements so lh:lt they don't quite
seem hUlllan.
AGL;O EGO ;0
STR40 AGL 1O+2dI0(2J) EGO;O
PER 30
STR 10+ldlO (16) CHA IdlO (6)
CON 40 EDU 30
CON 1O+2dlO (21) PER 1O+ldlO (16)
Modification of terror throw: to COM IdlO (6) EDU30
Lengtlli 20 m
Height: 10 m Height: ISO cm
Weight: 15 tons Weigh" 90 kg
Senses: Sharp sense of smell and sensory perception. Senses: Comprehend all sen.soT)' impressions from
Comprehend all sensoT)' impressions from insects all insects all over the world as soon as they are com-
O\-er the world as soon as Ihe)' are communicated to municated to them. Uses their own senses in an
it. Uses its own senses in an unconscious level and unconscious le\'el and ani)' focus on their sllrround-
onl)' focuses on its surroundings when [here is a rca- ings when there is a re:lson.
son. Communication: Speaks all human languages and
Communication: Can communicate with all species can communicate with all species of aU the Annelida
of all the Annelida and Arthropod animals, wilh and Arthropod animals, with chemical substances
chemical substances and signals. and signals.
Movement: 25 m/round Movement: 11 mlround
Actions: 7 Actions: 4
Initiative bonus: +38 Initiative bonus: +9
Damage bonus: +10 Damage bonus: +4
Damage capacity: 9 scratches = I light wound Damage capaciry: 6 scratches = I light wound
8 light wounds = I serious wound 5 light wounds = 1 serious wound
6 serious wounds = I fatal wound 2 serious wounds = 1 faml wound
Dies after 2 fatal wounds Endurance: 135
Endurance: 230 Skills: Climb 2;, Hand-gun 21, Sneak 21, Dodge 21,
Natural armor: 5 p Daggers 16, Impact weapons 16, Unarmed combat
Powers: Make wcbs-makes 10 meter/round and can 16, Hide 16.
crap an enemy or hang itself from the roof in a Attack mode: Bite 12 (sec 1-8, Iw 9-16, sw 17-25, fw
thread. Can walk on "ertical surfaces and hang 26+) paralyling poison with strength 2d 1O. Parnlyzes
upside down from the roof on [he whole CON
Home: Ugoure

You might also like