Professional Documents
Culture Documents
s o~
D~rk..ess
We are Approaching the Limit...
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U:redi__t~
Design: Gunilla ]ohnsson,
Michael Petersen
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 ~,.
Black Magic . .~
On the Borderland of Humanity .....
Gaia .~6
II1dex
Index .73
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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
=
..
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
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
,'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-
.
po
..
po
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.
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
.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
. '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
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
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
•
p
~
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,
..
• ..
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
..
~
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.
,
,
/ ' /"",_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-
..
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,
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
-Yesod
T h e F o.......de:r
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.
16
ed rooms for the human guinea-pigs in the project.
The renovated miU is used for storage.
< -T1Ie1/lf1.lBdY
.' Twin Pllllls
....
"':'.'
'
• ..'•'..
.
.' ..
.
,. '.. \.
\
\
'.'
,.
ePo~er
O-ver
III
he stupid bastards have
n the sutfacc, Hewes are the obedient proof. TIle rebels are very careful. All attempts
--~. '.
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.
..
: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.
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
: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
•
,.. . , -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
.- - ~
. . ...
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
~
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.
he Awakened are humans that have their world. Newly awakened disappear for
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
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o,II-d -t;he Q-.JII ...... rO'II- U h ,.. r e h
umran is a sect with :In extensive Apoco,I-ypse
, - ,
. ~ -.
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.
•
"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.
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.
he Sangre Negra is a seer which seen in public. There are between 15,000 and
. ... .
~'. -;~
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
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.
.' 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.
here are humans who do not fil The lunalics and the Child.ren of the Night have
~re.e.
he Lorelei are humans who live After I dS days the parasitic virus has begun to
..
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
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.
~
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.
...
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.
4
here.
library. A modem libr.tr)'. spotless and untouched
by insects. Helen Baudou spen~ a 1m of time
•
-
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