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Hollow Earth Expedition:

Legacy of the Terra Arcanum

Credits Plot Synopsis


Written by: Mike Demchak After a colleague of the Foundation for Research
Creative Director: Jeff Combos and Enlightenment is assassinated on a busy Marseilles
street, the investigators must track down who did it and
Lead Developer: Sechin Tower
why. The search leads to Venice and a disturbing discov-
Lead Editor: Gary Thompson ery: a long-buried Atlantean artifact containing secrets
Editor: Sechin Tower that may threaten the entire world!
Art Director: Sechin Tower
Archetypes
Graphics and Layout: Ginormous Industries, LLC.
Characters delving into this mystery are assumed to
Interior Art: Yoann Boissonnet be agents of the Foundation for Research and Enlighten-
Playtesters: David Altz, Kelly Bancroft, Kara Bradley, ment (see Secrets of the Surface World, p. 70-71) or friends
Diogenes Carrera, Steven Craghead, Roland “Randy” of the soon-to-be-late historian Malcolm Cross. Charac-
Ernst-Meyer, Gabriel Garcia, Corey Hadley, Will ters outside these circles could be contacted and hired for
Horner, Joseph Jimenez, Carlos Merino, Nicolas the investigation by the Foundation. Whether selecting
Ommati, Bruce Paulson, Keith J. Scherer pregenerated characters or creating your own, the Arche-
types listed below are recommended for this scenario:
Acknowledgement: A big thanks to Mike Demchak,
who nailed this scenario in record time. Nobody gets this
Occultist: Malcolm Cross and the Foundation have
game more than you. Also to Gary Thompson—what
an active interest in occult matters. They often require
would we do without you? Keith Scherer: thank you for
expert guidance when they stumble into something Man
being our fearless test pilot. And, finally, to Jeff Freakin’
Was Not Meant to Know.
Combos, without whom we never would have discovered
Academic: The Foundation employs many historians
the Hollow Earth.
and archeologists in its work. Membership won’t enhance
one’s academic reputation, but it can involve some fasci-
nating mysteries.
©2011 Exile Game Studio, LLC. All rights reserved. Reproduction without the written permission of the
Adventurer: There’s always a need for someone who
publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which
may be reproduced for personal use only. Exile Game Studio, Mysteries of the Hollow Earth, Secrets of
can keep these brainy types from stepping into quicksand
the Surface World, Hollow Earth Expedition, Ubiquity Roleplaying System and logos are trademarks of
Exile Game Studio, LLC. All rights reserved. All characters, names, places, and distinctive likenesses
or falling off the nearest cliff.
thereof are trademarks of Exile Game Studio, LLC. All characters, names, places, and text herein are
copyrighted by Exile Game Studio, LLC. Scientist: A skeptical scientist lends the Foundation
The mention of or reference to any company or product in these pages is not a challenge to the trademark some much-needed credibility—assuming they can find a
or copyright concerned. This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental. This book contains mature content. Reader discretion is advised. researcher willing to be associated with them.
1
Motivations
This adventure’s major The Telegram
themes and Motivations For friends of Cross or employees of the Founda-
include: tion, the hook is a cryptic telegram sent by Cross:
Duty: Malcolm Cross is
a comrade and a friend, and FOUND LCX STOP ALL WE HOPED AND MORE
you’re honor-bound to come STOP NEED HELP STOP MEET INCON MARS 1400
to his rescue. GMT ON 24TH END
Truth: The secrets Cross
The telegram uses standard Foundation code; non-
uncovered must be brought
members can decipher it with a Linguistics (Difficulty
to light so that the Foundation can learn from them for 3) roll. “INCON” is the Intercontinental Hotel; “MARS”
the good of all mankind. is Marseilles; and “LCX” stands for the Lyon Codex, a
Justice: Cross may have run afoul of a vast conspiracy medieval manuscript assumed by most experts to be
that seeks something he had for sinister ends. an elaborate myth.

More Experienced Characters


An Unfortunate Accident
This is a moderately advanced scenario, and the
player characters are recommended to be 15 to 30
Experience points above the starting level. Addition-
ally, groups without significant skill in Athletics and
The Intercontinental is a 4-star hotel with all the
Academics will struggle in later scenes. Gamemasters usual amenities, including a fine bar just off the expan-
may want to award a point or two in that Skill to char- sive lobby. There, the snooty desk clerk will reluctantly
acters without them. confirm that “Monsieur Cross” has yet to check in.

For starting characters or those who lack the needed A Perception roll (Difficulty 2) will spot that a short,
skills, the Gamemaster should reduce the difficulty of slightly seedy-looking man sitting in the lobby has been
many of the challenges by 1 and replace the ancient reading the same page of yesterday’s newspaper for
sarcosuchus in the final scene with a standard sar- the last 15 minutes. This is Pierre Fornier, a freelance
cosuchus (see Mysteries of the Hollow Earth, p. 160). informant currently keeping tabs on Mr. Cross for the
Additionally, Father Petrillo (see the “A Prayerful Nazis. He has few morals but even less courage, and, if
Repose” scene) can help with Academics (History or
confronted forcefully, will readily rat out his employers.
Linguistics), as needed.
Unfortunately, he doesn’t know why the Nazis want
Cross watched—but he knows they’ll pay a premium for
any documents or other interesting items he might “find.”
The Hook
An existing group might get involved in this adven- Just before 3 PM, characters in the lobby hear
ture in several ways: they might be employees of the squealing brakes and sudden cries. A Perception (Dif-
Foundation, friends (or rivals) of Cross, or government ficulty 3) roll will catch a glimpse through the win-
operatives tipped off by a contact that he has some- dow of a horrible sight—a large delivery truck running
thing of interest to the Nazis. A friend, rival, or Foun- down Malcolm Cross!
dation employee will know Cross specializes in track-
ing down rare occult manuscripts that may be valuable Cross, blood bubbling from his mouth, is already dead
or dangerous. by the time the characters reach him. There is nothing
in his hands, and his suit coat is open, as if someone has
gone through his pockets. Witnesses in the crowd say that
the poor sod stumbled into the street, as if pushed from
behind. They also say that a handsomely-dressed man in a
dark suit and Homburg hat was at the victim’s side imme-
diately; he stated that he was a doctor, swiftly declared
Cross dead, and went up the street, away from the hotel,
to get help. A Diplomacy or Investigation (Interview) Skill
roll (Difficulty 3) finds a witness who noticed that the doc-
tor left with a leather valise he wasn’t originally carrying.

2
Languages
Corsican, French, Spanish
The Assassins’ Plan
Two thugs position themselves behind Cross as he
waits to cross the street. At a signal from Paoli, they grab Thug
the historian and hurl him into the path of the deliv- Follower 1
ery truck. After the hit, Paoli rushes in, takes the valise Primary Attributes: Body 2, Dexterity 2, Strength 2,
under the guise of a doctor trying to save the man’s life. Charisma 2, Intelligence 2, Willpower 2
He then calmly walks to the intersection, turns left, and Secondary Attributes: Size 0, Move 4, Perception 4,
exchanges the valise with Terra Arcanum agents in a Initiative 4, Defense 4, Stun 2, Health 4
parked car for a similar valise with his money. Paoli Skills: Brawl 4, Firearms 4, Intimidation 4, Larceny 3,
continues on his way as the agents drive off. Simple...
Linguistics 3, Streetwise 4
Resources: Status 1 (Organized crime: +2 Social
Bonus)
Fast-acting characters may make a Perception roll
Flaw: Impulsive (+1 Style whenever his impatience
(Difficulty 4) for a glimpse of the “doctor”—Santu
gets him in trouble)
Paoli—disappearing into the crowd. Those attempting
Weapons: MAB Model C 6 L, Punch 4 N
to follow Paoli will be blocked by a pair of thugs—the
Special: Replace Intimidation with Drive for the
same two thugs that pushed Cross into the street.
thug driving the delivery truck
Santu Paoli, an average-looking, middle-aged man
Strategy: The thugs in the truck just want to get away.
with icy, black eyes, is a cold-blooded professional hit
They plan to ditch the truck on the docks and disappear
man. He neither knows nor cares why Cross had to die
in the nearby fish market. The two in the crowd will
or who ordered the hit—to him, it’s just another job.
delay anyone attempting to follow the Paoli. Paoli, mean-
while, will calmly walk away with the valise. He plans to
Santu Paoli exchange it with the agents waiting in a car around the
Follower 2
corner for the gang’s payment, then disappear.
Archetype: Criminal Motivation: Duty
If the characters are very quick about dispatching or
Style: 1 Health: 5
avoiding the thugs, they may catch a glimpse of Paoli
Primary Attributes around the corner walking along a line of parked cars
Body: 2 Charisma: 2 towards a small bakery with a leather valise in hand. But
Dexterity: 3 Intelligence: 3 if they capture him, they find the valise isn’t Cross’!
Strength: 2 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 6
A Curious Collection
Move: 5 Defense: 5 The characters have a dead body on their hands (and
Perception: 6 Stun: 2 possibly one or more local thugs killed or captured) and a
Skills Base Levels Rating (Average)
host of questions. The local gendarmerie (French police) will
Athletics 2 2 4 (2)
be happy to take the thugs off their hands, but will be openly
Brawl 2 2 4 (2)
skeptical of any talk of conspiracy. A search of Cross’ body
Firearms 3 3 6 (3)
Larceny 3 2 5 (2+)
will find papers showing he came to Marseilles from Venice
Linguistics 3 1 4 (2)
by way of Rome. Interrogating the thugs is a dead end—
Stealth 3 3 6 (3) they worked for Paoli, who never knew the client. The Terra
Streetwise 2 2 4 (2) Arcanum agents’ car had no plates, and investigating Cross’
Talents travel arrangements will also be a dead end.
Rapid Shot 1 (May make two ranged attacks at same target, each
with a -2 Penalty) An hour or so after the “accident,” any characters in the
Resources hotel lobby or just outside will spot a porter with a steamer
Status 1 (Organized crime: +2 Social Bonus) trunk labeled “M. A. C.” (Malcolm Cross’ initials) on his
Flaw overburdened cart. The porter won’t turn the trunk over
Criminal (+1 Style when hurt by his negative reputation) to just anyone, but he’s willing to negotiate—players may
Weapons Rating Attack Average Notes
roll Diplomacy, Intimidation, or Con Skill (versus the por-
Punch 0 N 4 N (2) N
ter’s Willpower of 2). If Pierre Fornier (the spy hired by the
MAB Model C 2L 8L (4) L French equivalent
of S&W .32 Nazis to watch the lobby) is still free to act, he will attempt
Automatic to acquire the trunk for himself; if he succeeds, the charac-
3
ters will have to bargain with him for it (assume Pierre has in Cross’ journal (see below). The next step should be
Skills and Attributes of 2, with Skill Aptitude: Con). obvious: if the characters want answers to Cross’ death,
The inside of Cross’ trunk seems to contain noth- they’ll need to go to Venice.
ing more than a change of clothes. An Investigation
(Search) roll (Difficulty 3) will reveal a shallow secret Knowing About the Lyon Codex
compartment in the bottom. Inside are a series of clues: (Reflexive action)
• Cross’ Journal: A pocket notebook with a few pag-
es of cryptic notes on the Lyon Codex and something Roll:
called the “Animus Crystal” (see sidebar) • Academics (History, Academics, or Archeology)
• Pocket Watch: A gold Swiss pocket watch, • +2 Bonus for Investigation (Research) rating of 4+
inscribed “Albert G. Cross.” It doesn’t keep time and 0 to 2 Successes: Never heard of it.
seems a bit light; pulling it apart reveals that the clock- 3 Successes: A mythical lost manuscript that prob-
work mechanism has been removed to make room for a ably never existed, filled with the outrageous ravings of a
folded scrap of paper marked “1134 San Polo” 12th-century madman.
• Candle: A long taper-type votive candle, unused. 4+ Successes: An obscure and long-lost medieval
A Perception roll (Difficulty 3) will spot the impression manuscript containing tales of forgotten lands and
of an ornate seal with a Christian motif in the base ancient artifacts, scribed by monks in a Lyon monas-
• Business Card: A very elegant business card writ- tery from the fevered ramblings of a lost traveler who
ten in Italian: “Pietro Graffaro, Ricercatore Maggiore claimed to have visited Atlantis itself.
dell’Araldica, Consulta Araldica, Biblioteca Nazionale Mar-
ciana” (“Pietro Graffaro, Senior Heraldry Researcher, Knowledge: Animus Crystal
Consulta Araldica, National Library of St. Mark’s”) (Reflexive action)

Characters with Academics (Occult) have likely Roll:


heard of the legendary Lyon Codex and may have • Academics (Occult or Archeology)
heard of the more obscure “Animus Crystal” mentioned • +2 Bonus for Investigation (Research) rating of 4+
4
• +2 Bonus for Sorcery or Alchemy rating of 4+ passengers, or catch up on
0 to 3 Successes: Never heard of it. their knitting. But when they
4 to 5 Successes: Mythical crystal said to hold all the arrive in Venice, they receive
knowledge of the ancients. Preposterous. an unpleasant surprise: a
6+ Successes: Ancient Atlantean artifact said to group of Italian police wait-
contain recorded knowledge and memories. Holding or ing for them at the station
wearing the crystal is believed to allow access to a wealth with a man who knows alto-
of information on Atlantean science, history, culture, gether too much about the
and even sorcery. The value of an intact Animus Crystal group’s investigation.
is incalculable.
The man is Dr. Klaus
Cross’ Journal Eisenmuller, a noted German archeologist the characters
Like most researchers, Cross kept a journal (and like may have encountered before. He is an unassuming man
many in the Foundation, he wrote in code); unlike most, with elegant taste, clad in a well-cut silk business suit with
he was horrible at taking notes. He only used the first a snap-brim fedora, gold cufflinks, ivory-handled cane,
few pages of his new journal, and the notes he left from and fine alligator shoes. Eisenmuller is a long-time mem-
his hurried examination of the Codex were cryptic. ber of the Thule Society but a reluctant Nazi. He appreci-
ates the resources they provide but has enormous disdain
for them personally. He has published a number of well-
received papers on Greek, Roman, and Hittite history,
Animus C rystal — whe re?? but is not known as a “field man.” His papers are notable
for seeking rational explanations for ancient myths.
Spirit of knowledge live s wit hin?
eat h
House of Solario (scrawled ben While he believes the Atlanteans were real, Eisen-
a ske tch of a family cre st) muller places little credence in the fantastic claims made
,
House — Me rchant s, Historians for their powers. The Thule Society has learned of the
Animus Crystal and knows it is somewhere in Venice.
Mathe mat icians, Antiquarians
is???? Eisenmuller’s goal is to find it quietly without interference
Family lege nd — Sons of At lant from meddlers like the Foundation. To that end, he has
VE NIC E!!!! the assistance of the Italian police to keep would-be rivals
' — symbol
' Last of the line holds the key out of his hair.
of aut hori ty?
Le t knowledge be your guide
Klaus Eisenmuller, Archeologist
Mentor 2
ed
Safe ty lies whe re War is Balanc
by Love Archetype: Adventurer Motivation: Truth
ht-
Siniste r Alphabe t — Le ft- Rig
Style: 3 Health: 6
Le ft — E asy as Pie ? Primary Attributes
Body: 3 Charisma: 3
Dexterity: 3 Intelligence: 4
Strength: 2 Willpower: 3
Secondary Attributes
A Proper Welcome Size: 0 Initiative: 7
Move: 5 Defense: 6
The quickest way to Venice from Marseilles is by Perception: 7 Stun: 3
train. If the characters hurry, they can catch an express to Skills Base Levels Rating (Average)
Lausanne connecting with the Simplon-Orient Express Archeology 4 4 8 (4)
bound for Venice. If they miss that train, it’ll take at Athletics 2 2 4 (2)
least a day to arrange for another. If the players decide Bureaucracy 4 1 5 (2+)
to travel by other means, the Gamemaster may move the Diplomacy 3 3 6 (3)
events in this scene to the terminal building, dock, or Firearms 3 2 5 (2+)
other customs checkpoint as appropriate. Investigation 4 3 7 (3+)
Linguistics 4 3 7 (3+)
The trip itself is without incident, allowing the
Melee 2 2 4 (2)
characters to enjoy the scenery, interact with fellow
5
Talents person of importance.” Should the characters resist or run,
Inspire 1 (give +2 Bonus to all allies within 10 feet as attack action) the carabinieri will attempt to take them by force.
Resources
Rank 2 (Thule Society Member: +4 Social Bonus, free Resource)
If the characters go to the office—willingly or other-
Flaw
wise—they find Dr. Eisenmuller awaiting them. He greets
Condescending (+1 Style when Eisenmuller proves his own
superiority)
them cordially by name, asks about their trip, and then
Weapons Rating Attack Average Notes
calmly explains that his team and their hosts (the Italian
Cane 2 N 6 N (3) N government) are well aware of the “unfortunate matter of
Walther PP Pistol 2 L 7 L (3+) L Malcolm Cross.” He will truthfully deny having anything
Languages to with Cross’ death, but will ask about the Codex (which
German, Italian, Latin, Greek, Akkadian he doesn’t have… yet). Then he’ll hand them off to the
carabinieri with instructions to put the meddling fools on
The Carabinieri are Italy’s national police and civil- the next train out of town. The characters will be relieved
ian security arm. They are fond of strong-arm tactics of any obvious weapons or special gear, and then escorted
and will not hesitate to use violence if needed (especially to a locked storeroom just off the main station floor to be
with meddling foreigners). They are not particularly great kept under guard until the next train to Albania arrives.
soldiers, but they know Venice’s labyrinthine streets and If the players are tempted to resist the arrest, remind them
waterways intimately. that they are greatly outnumbered and in a public train
station. If they choose to fight their way out, you may skip
to the next scene after a suitable firefight. If they’d rather
Carabiniere (x2 per character) wait and plan, proceed with this scene.
Follower 1
Archetype: Lawman (Read aloud...)
Motivation: Duty The old station’s iron girders tower above you in
Primary Attributes: Body 2, Dexterity 2, Strength 2, silent majesty. Sunlight streams in through hundreds
Charisma 2, Intelligence 2, Willpower 2 of plate-glass windows as echoes of the voices of
Secondary Attributes: Size 0, Move 4, Perception 4, thousands of travelers murmur about you. Dust from
Initiative 4, Defense 4, Stun 2, Health 4 construction of the new station sparkles in the sun-
Skills: Athletics 4, Brawl 4, Firearms 4, light. Rickety scaffolding four stories tall clings to
Intimidation 4, Streetwise 6 marble walls; heavy canvas tarps and flimsy wooden
Special: Replace Intimidation with Pilot (Ships) for partitions screen off entire sections for renovation;
carabinieri in pursuit boats. buckets and cans of building materials are scattered
Talents: Skill Aptitude (+2 Bonus to Streetwise) everywhere. Workmen move through the crowds in
Flaw: Intolerant no apparent hurry—the incessant din of their ham-
Weapons: Punch 4 N, Beretta M1934 Pistol 7 L, mers and saws are a constant discordant undertone.
Beretta M1918 SMG* 6 L Finally, you are escorted to a boarded-up alcove just
off the main floor, a dusty and ill-used temporary
*The M1918 SMG has a 25-rd clip and can be fitted storeroom with a pair of rickety-looking worktables
with a bayonet. and a pile of construction scrap.

Strategy: Handle matters quietly if possible. If “You will wait here until your train arrives,” the
things go wrong, Eisenmuller will use his Inspire chief carabiniere orders as he locks the stout oak
Talent to help the carabinieri do the fighting for him. door behind you. Despite the door’s thickness, you
Show restraint in public; neither he nor the carabinieri can faintly hear him issuing orders.
have any desire to injure bystanders.

The Welcoming Committee If any of the Characters speak Italian or succeed on a


Photos of the characters in hand, the carabinieri are Linguistics roll (Difficulty 3), they understand that the
staked out inside the station. Most are on the passenger chief just ordered an underling to take the impounded
platform, but two patrol on the other side of the train. possessions of the characters to the dock to await trans-
Characters keeping a lookout may roll Perception (Diffi- port to headquarters on the mainland.
culty 2) to notice the carabinieri, giving the group one turn
to react per Success on the roll. The carabinieri will request
the characters accompany them to a back office to meet “a
6
The Escape quarters. They are so engrossed in their argument that
Allow the players to devise their own means of escape the characters can easily get the jump on them. Players
from the storage room. They might force the door with might also devise methods to distract or con them away
a Strength roll (Difficulty 4), pick the lock with Larceny from their post, but more carabinieri patrol the area and
(Difficulty 3), or climb up and out the window (located the characters don’t have much time. Should they wish
15 feet up) with Athletics (Difficulty 4). Clever charac- to make a hasty escape, the police boat into which their
ters will use the chaos of the renovation to their advan- gear is loaded looks to be the fastest vehicle at the docks.
tage, sneaking through the construction, crawling under
trains, blending in with other passengers, or trapping Through the Canals
their pursuers under falling debris. This could be a game If the characters attempt to escape by boat, they will
of cat-and-mouse or a running battle (or maybe both). be seen and pursued by the police. Initially, the carabinieri
will pursue with three boats. If the escape is going too
Their options are to leave the station by boat or by well, feel free to have a couple more join the chase. If the
foot over the Ponte degli Scalzi (one of only three bridg- characters can lengthen their lead by 250 feet, they will
es over the Grand Canal). A checkpoint at the bridge escape into the circuitous waterways of Venice.
with carabinieri inspecting all papers closely will make
it difficult for characters to escape via that route, and Boat Handling
characters will likely want to retrieve their impounded (Extended, Opposed action; 1 round)
gear from the boat dock. There they will find a variety of
boats ranging from vaporetti (water buses) to work boats Roll:
(mototopo) to gondolas and rowboats. • Pilot (Ships)
• Modified by Handling, Speed
The characters will spy their gear stacked in the back Critical Failure: The boat sideswipes another boat
of an idling police boat. Two carabinieri face each other or obstacle, causing Structure damage (1 point for every
on the dock next to the boat, argue over whose job it Success the roll failed by) and forcing Dexterity rolls
is to actually ferry the equipment back to police head- (Difficulty 2) to avoid falling overboard!

7
Failure: Each success below the opponents’ roll sub- • +2 Bonus for Con, Stealth, or Performance (Acting)
tracts 25 feet distance between the characters and their of Rating 4+
pursuers. 0 to 3 Successes: The carabinieri spot them and give
10 Successes Required: Each success in excess of the chase!
opponents’ roll adds 25 feet distance between the char- 4 Successes: The character finds a place to hide out
acters and their pursuers. 10 accumulated successes (250 for a time (reroll the next day).
feet distance) are required to escape. 5+ Successes: The character obtains false identity
Special: If the carabinieri catch up (by reducing the papers, disguises, etc. that allow him to evade capture
characters’ accumulated lead to 0), they might try ramming, for several days.
boarding, or simply shooting the characters. Remember to
apply appropriate penalties for ranged weapons.
But They’re Going the Wrong Way!
Investigating the business card from Cross’ valise
Chase Complications leads to the scene “A Family Affair,” the insignia on the
Every turn, the Gamemaster may impose compli- votive candle leads to “A Prayerful Repose,” and the
cation to the characters’ escape. Suggested events address inside the pocket watch leads to “A Walk in
include: the Park.” These may be played in any order, so long as
• Narrow Canal – Many side canals are narrow the group doesn’t proceed to the scene “A Dangerous
and twisty, with many more low bridges than the Descent” without the Solario family signet ring and/or
Grand Canal (-2 Handling Penalty) Father Petrillo.
• Getting Lost – Characters without the True Direc-
tion Talent must make Navigation rolls (Difficulty 3)
when in the side canals to avoid being trapped and
losing 50 feet from their lead A Family Affair
• Submerged Pilings – Roll Perception (Difficulty 2
The business card leads to the offices of Pietro Graffa-
plus Speed Penalties) to avoid an underwater obsta-
ro on the third floor of the National Library of St. Mark’s.
cle. If failed, the pilot loses a success from his total
to escape, the boat loses 2 Structure points, and all
The carabinieri guarding the entrance can be avoided with
aboard must make Acrobatics (Balance) rolls (Diffi- Stealth, Con, or Streetwise rolls (Difficulty 3). Visitors
culty 2) will be met in the outer office by Graffaro’s deferent sec-
• Gondola – A long gondola or mototopo is turn- retary Fazio, who ushers them in to see the aging scholar.
ing around in front of the characters—characters must Graffaro’s inner office is expansive and elegant, with pol-
go around (-2 Penalty on Handling) or just ram on ished cherry paneling; rows of bookshelves filled with old
through (1 Structure point damage) volumes; Baroque furniture that looks almost new; and
• Traffic – Large boats like vaporetti may be tall, narrow windows overlooking the Piazza San Marco.
obstacles to dodge, but also screen the characters
from their pursuers. Impose a -2 Handling Penalty, Graffaro is a small, elderly man with a full mane of
but allow a Stealth roll (vs. the carabinieri’s Percep- silvery hair and wide horn-rimmed glasses that give his
tion) to escape
face a toad-like appearance. A senior researcher for the
• Colonnades – Many old merchant houses (fond-
Consulta Araldica, the college of Italian heraldry, the his-
aco) have docks set back behind rows of columns.
Maneuvering is tricky (-2 Handling Penalty) but the
torian could happily chat for hours about Venice’s past.
columns provide +2 Defense Bonus against gunfire Sadly, he gets fewer and fewer chances to do so as inter-
est in history dies away under Mussolini.

Graffaro will be happy to answer any questions the


Once the group has eluded the pursuing carabinieri, characters put to him. The Gamemaster should share the
they may attempt to slip away into the city. following with the characters as long as they behave with
some diplomacy and tact:
Avoiding the Manhunt • Malcolm Cross – Cross visited two weeks ago to
(Standard action, 4 hours) inquire about a family crest (the one in his notes). He
was “quite excited” when the historian identified it as that
Roll: of the Solario family. Cross seemed “pleasant but very
• Streetwise intense” about his research but didn’t explain his interest
• -2 Penalty if character does not speak Italian • The Solario Family – The Solarios were one of Venice’s
• -2 Penalty for each additional person on the run most powerful and ruthless merchant families for over
8
seven centuries. They were noted collectors of ancient art, A Prayerful
responsible for bringing many great works to Venice. But
there were darker rumors as well—talk of involvement Repose
in blackmail, assassination, and even demonic pacts. A Identifying the sym-
massive vault containing much of their wealth was said bol on the votive candle can
to exist somewhere in the city. Some whispered that dark be accomplished by poking
rituals were held there as well to secure the family’s power through books in the library
• Terra Arcanum – The Arcanum was an association (Investigation (Research);
of antiquarians with a dark reputation mentioned in Difficulty 3) or perhaps talk-
several obscure medieval and Renaissance manuscripts. ing to a local priest (Investiga-
Graffaro knows of no direct connection to the Solarios, tion (Interview); Difficulty 3). The seal is that of St. Mark’s
but suggests the family may have been patrons Basilica, the largest cathedral in Venice and a popular tour-
ist destination with hourly tours. Carabinieri patrol it and
During the interview, suspicious characters may the plaza outside, but they can be avoided with a Stealth or
make a Perception roll (Difficulty 4) to spot a very small Con roll (Difficulty 3).
pair of wires high on one wall. The wires run from a
small microphone hidden behind a painting near Graf- While the characters are visiting, they may make a
faro’s desk through a hole in the wall to the outer office; Perception roll (Difficulty 3) to spot an old friend: Dr.
on the other end, Fazio is listening intently to every Eisenmuller and a small group of tough-looking men
word with a big, bulky set of headphones. Graffaro is (one per character) in identical trench coats. After a heat-
oblivious to the bug, but will recall that Fazio arranged ed discussion, Dr. Eisenmuller and his associates follow a
for some workmen to come in the week before to fix the priest to a solid oaken door marked “vietato l’ingresso” (no
lights. If Fazio hears that his bug has been discovered he admittance), forcing him to open it with a set of ancient
will attempt to slip away, but clever players can sneak up black iron keys. The Nazis then take his keys, shove him
on him with a Stealth roll (Difficulty 3). ruthlessly aside, and charge down the stairs. The door
slowly swings shut with a heavy thud behind them.
Fazio Romano is actually a Terra Arcanum agent (if
needed, use the Terra Arcanum agent stats in Hollow
Father Petrillo
Earth Expedition, p. 196-197) spying on Graffaro. Young,
If the characters choose to help the priest (who is
polite, efficient, and self-effacing, he is so quiet that most
slumped on the floor with a dislocated shoulder—Medi-
tend to forget he’s there—the perfect spy. He tipped the
cine (Difficulty 2) to reset)—they’ll discover him to be
Arcanum off about Cross’ research; they installed the
a thin, white-haired man. He is elderly but still hale and
listening device soon after. Fazio’s goal is information;
hearty, and introduces himself as Father Petrillo. Father
if discovered he will run rather than fight. Fazio knows
Petrillo will tell the group that Eisenmuller is looking
the library well and has a +2 Bonus on attempts to elude
for Bishop Alberto Solario’s crypt but they did not say
capture while inside; he’ll also call out for help from any
why. “It doesn’t matter,” he mutters with a pained smile.
carabinieri he sees. If the characters capture him, they may
“The Nazi demon-spawn are looking in the wrong part
question him with an Intimidation (Interrogation) roll
of the catacombs.” Petrillo will be quick to volunteer his
(Difficulty 3). Fazio’s presence should alert the group that
assistance in finding the crypt. If the characters hurry,
they have more than the Nazis to worry about!
they might get there first!

The Terra Arcanum According to Fazio


As a junior Terra Arcanum agent, Fazio knows little
of the organization. His only contact was through a
mail-drop (a dead end). To him, the Arcanum is the
true heir to the legacy of Atlantis. It is their duty to pro-
tect that heritage from the unworthy masses until such
time that humanity is responsible enough for such
dangerous knowledge. Given the risks to the world if
those secrets fall into the wrong hands, any action—
including murder—is justified. That the Secret Masters
might themselves use that knowledge for their own
ends has not occurred to him.

9
Father Petrillo
Although the characters cannot know it yet,
Father Petrillo is one of the major NPCs involved in
the events unfolding within Venice. He can be a tre-
mendous help in their efforts to foil the Nazi efforts,
but he has an agenda of his own.

At first he will present himself as a semi-retired


priest, but when pressed will grudgingly admit to being
a member of the Ordo Spectare (see Secrets of the Sur-
face World, p. 60). He has been tracking Eisenmuller’s
activities, fearing the archeologist is close to finding the
lost Solario family vaults. According to him, the Church
fears that dangerous occult artifacts may yet lie in a lost
storehouse that must not fall into the Nazis’ hands. He’ll
offer the characters help if they’re serious about stop-
ping Eisenmuller. Whatever happens, he’ll stay close to
the group—they’re vital to his plans.

Petrillo is actually a Terra Arcanum master play-


ing a very deep game. He wants to use the charac-
ters to defeat Eisenmuller so that he can gain access
to the vault himself, but he fears the characters will
be suspicious if the answers come too easily. If the
players ask the right questions, share the informa-
tion below:
• Malcolm Cross – Petrillo will claim not to have
heard of the man, which is false—he ordered Cross’
death
• The Solario Family – Petrillo knows more of
their history than Graffaro and will reveal that they
were commonly believed to be in some sort of secret
society. The last of the line were three brothers:
Domenico, Cristiano, and Alberto. Cristiano perished
in Bavaria in 1568, killed by local bandits. Domenico,
the eldest, died in the Plague that swept Venice in
1575. His body burned to ash by a mysterious fire that
destroyed the family palace, said by some to be the
result of an occult ritual gone awry. Alberto aban-
doned the family for the Church, becoming a bishop
before dying in his sleep in 1589. His corpse was laid
to rest in the crypts under St. Mark’s
• Terra Arcanum – The Arcanum were an ancient
order who believed that they were the descendants
of Atlantis and true heirs of the Atlanteans’ dark
secrets. Petrillo falsely claims they died out during
the Renaissance
• The Animus Crystal – Petrillo will be genuinely
surprised if someone brings this up (he thought Cross’
death had kept this secret). He says the Animus Crys-
tal holds powerful knowledge of Atlantean sorcery
that could make one an expert sorcerer, which is not
entirely correct
• 1134 San Polo – Petrillo does not know the
address but is certain he could find it

10
Father Rodolfo Petrillo, Catholic (Read aloud...)
Priest (and Terra Arcanum Agent) An earthy, moldy scent of rot and corruption
Mentor 3 pervades the unlit, dank, tight tunnels under the
Basilica. Water drips from the ceiling, seeps from the
Archetype: Occultist Motivation: Mystery walls, and pools on the rough stone floors through-
out the maze. Rats scurry to and fro, avoiding your
Style: 3 Health: 7
light; the rustling of their claws echoes through the
Primary Attributes
corridors. Narrow niches line the walls; each holds
Body: 3 Charisma: 4
the corpse of a priest laid to rest centuries ago. Their
Dexterity: 3 Intelligence: 5
Strength: 2 Willpower: 4
names are carefully inscribed above their final rest-
Secondary Attributes ing places. Higher church officials, such as bishops,
Size: 0 Initiative: 8 have larger alcoves with full stone coffins decorated
Move: 5 Defense: 6 with ornate relief carvings.
Perception: 9 Stun: 3
Skills Base Levels Rating (Average)
Academics 5 4 9 (4+) Follow the Nazis
(Occult) (Reflexive action)
Athletics 2 2 4 (2)
Brawl 2 2 4 (2)
Roll:
Con 4 2 6 (3)
• Stealth (Shadowing)
Diplomacy 4 3 7 (3+)
Investigation 5 3 8 (4)
• -2 Penalty if using a light source
Linguistics 5 3 8 (4) • +2 Bonus for using no light—but roll Athletics (-2
Melee 2 2 4 (2) Penalty; Difficulty 2) to avoid stumbling over or into
Performance 4 2 6 (3) something as you follow
Stealth 3 2 5 (2+) 0 to 1 Success: You follow the Nazis, but they notice
Talents you shadowing them!
Atlantean Blood 1 (Longevity) 2 to 3 Successes: You lose the Nazis; use Investiga-
Atlantean Language (Basic Fluency) tion (Search) to find them again.
Resources 4+ Successes: You follow the Nazis undetected.
Rank 2 (Terra Arcanum Senior Agent: +4 Social Bonus, free
Resource)
The Nazi Strategy
Artifact 1 (Domenico Solario’s signet ring, “Trientis”; see Appendix)
Eisenmuller is accompanied by one Nazi soldier per
Flaw
character. They aren’t anticipating trouble, so are only
Paranoia (+1 Style when paranoia gets the better of him)
Obsession (+1 Style when his pursuit of Solario family secrets
carrying pistols. If they notice that they’re being fol-
endangers his life)
lowed, they’ll set up an ambush in the catacombs. If
Weapons Rating Attack Average Notes confronted by heavy firepower, they’ll retreat and call
Punch 0 N 4 N (2) N in the carabinieri.
Knife 1L 5L (2+) L Hidden in
Petrillo’s robes Nazi Soldiers
Languages Follower 1
German, Italian, Latin, Greek, Atlantean, English, French, Russian, Primary Attributes: Body 2, Dexterity 2, Strength 2,
Hindi Charisma 2, Intelligence 2, Willpower 2
Secondary Attributes: Size 0, Move 4, Perception 4,
Into the Catacombs Initiative 4, Defense 4, Stun 2, Health 4
Whether or not the characters stop to meet Father Petril- Skills: Athletics 4, Brawl 4, Drive 4, Firearms 4,
lo, they will likely wish to pursue Eisenmuller and his cro- Intimidation 4
nies into the catacombs beneath St. Mark’s Basilica. Talents: Autofire
Flaw: Intolerant
Weapons: Luger 7 L, Punch 4 N

Characters following Eisenmuller will quickly real-


ize that he doesn’t know where the Solario crypt is; if the
characters know where to look, they may be able to find

11
the right crypt first. With Father Petrillo’s directions,
they stand a good chance of getting to the crypt before
A Walk in the Park
Eisenmuller: When the characters attempt to track down the
address they found inside Cross’ pocket watch, they will
Finding Bishop Alberto’s Crypt discover that finding a specific address in Venice isn’t
(Standard action, 30 minutes per roll) easy—the houses are numbered by sestieri (district), not
street, and often not in any discernible order. It’ll take
Roll: half a day to find the building. An Investigation roll
• Survival (Navigation) (Difficulty 3) will trace it to a fish market, a large, open
• +2 Bonus if characters have help from Father Petrillo warehouse far too modern to be the right building. A
• +2 Bonus for Investigation Rating 4+ discussion with “Grandmama,” the elderly and charm-
• -4 Penalty for trying to find the right tomb without ing owner will reveal that half the parish burned down a
light couple of centuries ago—as a result, the buildings were
0 Successes: You become hopelessly lost—worse, you all renumbered! “Grandmama” doesn’t know where the
stumble into the Nazis. original 1134 San Polo is, but she suggests it’s probably
1 to 3 Successes: You do not yet find the crypt. two or three blocks over.
4+ Successes: You find the crypt!
While conversing with Grandmama, allow the char-
Subtract the number of rolls the group takes to find acters to make Perception rolls (Difficulty 3) to notice a
the crypt from 10—this is the time (in turns) that they pair of carabinieri saunter a bit too casually into the fish
have before Eisenmuller and his team catch up. Only an market. Those with an extra Success will notice another
engraved Solario family crest marks Alberto’s crypt; it’s pair entering from a side entrance a turn later. Someone
behind a rusty, black iron gate that can be opened with a in the market has tipped the carabinieri off; it will only
Larceny roll (Difficulty 2) or Strength test (Difficulty 4). be a few turns before the whole area is crawling with
The lid to the stone tomb is very heavy, requiring a hard them. The characters have five turns to defeat or escape
Strength roll to shift (Difficulty 4; up to 2 people can help the carabinieri patrol; a market crowded with people and
via Teamwork). Inside is the bishop’s desiccated corpse, crates of fresh fish should provide them with plenty of
clad in full ceremonial vestments. On his right hand is a opportunities for cleverness.
ring bearing the Solario family crest—his family signet
ring! This is the “Secondus” ring (see Appendix).
The Carabinieri Strategy
The ring is the “key” in Cross’ notes. If the characters An informant tipped them off that the wanted for-
eigners might be here. Their goal is to try to find the
find it before Eisenmuller shows up, they can slip away
characters and, if possible, arrest them. If they can’t,
quietly. Petrillo’s guidance provides a +2 Bonus on Stealth
they’ll try to pin their quarry in the market until rein-
and Navigation rolls to escape the catacombs. Failure will forcements arrive.
result in a gun battle with the Nazis and their carabin-
ieri allies (who show up shortly after the shooting starts).
Fortunately, the maze provides a number of escape routes.
Assuming the characters escape, it will take a second
Investigation roll (Difficulty 3) and two more hours of
walking Venice’s maze of streets to finally locate the
What If Things Go Wrong? original 1134 San Polo.
If Eisenmuller gets the ring first, they’ll catch up to
him again later in the scene “Il Più Difettoso non Muore
Mai.” If they kill Eisenmuller, the Thule Society sends
Captain Ernst Kruger to take over in time for the finale.
Use Eisenmuller’s stats, but add 1 to Body, Strength,
and Willpower; 1 Skill point to Athletics, Brawl, Fire-
arms, Intimidation, and Melee; and add an extra Rank
in the Society.

12
(Read aloud...)
Finally you find a block of houses old enough to be
likely candidates—with whitewashed stone walls two
or three stories tall, with tiled roofs that glow orange
in the fading light; they are well-kept but clearly older
than their neighbors. Shiny new brass plates display
the new house numbers. But on one, a three-story
structure that appears to be a dress shop, you can just
see the bottom half of a number chiseled in the cor-
nerstone that might be 1134. There’s an engraving in
the stone lintel over the doorway; it’s worn down and
(Read aloud...)
painted over, but it could be the Solario family crest.
The stone panel slowly grinds open, revealing a
secret chamber, 4 feet square, with a heavy bronze
hatch set in the floor. A thin ring of yellowed wax
runs along the bottom edge of the hatch, still intact
Paging Father Petrillo after centuries. The air is musty and stale; a thick
The following scenes assume that the charac- coat of dust and mold coats the walls and floor.
ters have allied with Father Petrillo. If not, they will Beneath the mold an inscription in Latin on the oppo-
encounter him in the next scene, in which case he has site wall is still visible, which Petrillo will translate
either followed them or is waiting at 1134 San Polo. if the characters can’t: “Only those worthy of Atlantis
He will invite himself along, pointing out that, given will earn their inheritance here.” The words sound
the rumors about the Solarios, they may need the help
like a challenge—or a test!
of a priest. If that doesn’t work, he’ll turn up as Eisen-
muller’s prisoner in the scene “A Duel of Souls.”

The dress shop fills the first floor, the sewing and Dangerous Descent
fitting rooms are on the second, and the dressmakers (a
trio of spinster sisters) live on the third floor. Getting The hatch is the entrance to secret passages that once
in for a look around requires either talking one’s way in underlay the Solario family palace and led to the fabled
with a Con or Diplomacy roll (Difficulty 3) or breaking lost chapterhouse of the Terra Arcanum. The complex
in with Larceny (Difficulty 2). Failing either will result lies well below the bottom of Venice’s lagoon; water
in the suspicious owners shouting for the carabinieri. A pressure has compressed the air in the tunnels and cav-
search of the ground floor will reveal a curious anomaly: erns, making breathing uncomfortable. Moreover, it is
a 6-foot-by-6-foot section of the back room is walled off. pitch black in the tunnels—those without light are likely
A close inspection of the plastered-over walls requires doomed. Before the characters can descend they must
an Investigation roll (Difficulty 4), and will find an odd first open the sealed hatch.
texture to the plaster behind a rack of frilly lace. A rub-
bing of the wall or use of a magnifying lens will identify Opening the Upper Hatch
the familiar outline of the Solario family crest. (Standard action, 1 round)

The characters will have to remove the plaster to access Roll:


the secret panel. Doing this quickly takes 5 to 10 min- • Choose one: Athletics (Lifting) or Strength
utes but will be noisy; removing it quietly will be tough • +2 Bonus if working with another person
(Stealth; Difficulty 3) and slow (30 minutes). Behind the • +2 Bonus for a crowbar or similar device
plaster is a stone wall with Romanesque paintings of a 0 Successes: Ow! I pulled a muscle!! (Take 1 N
decidedly adult nature, tragically stained by water and damage).
soot, surrounding a prominent relief sculpture of the 1 to 3 Successes: The hatch ignores your puny efforts.
Solario family crest. There is no lock to pick; breaking 4+ Successes: The hatch grudgingly gives way—
in will be hard (Larceny; Difficulty 4). Firmly pressing there is a low “pop” and a sudden rush of stale air as it
a Solario signet ring into a small indent in the lower half opens.
of the crest results in a series of clunks followed by a low A shaft extends 30 feet below the hatch (which per-
grinding rumble as the stone panel slowly slides aside to ceptive characters will note is well under the bottom of
reveal the secret room beyond. Venice’s 20-foot-deep lagoon) with notches cut in the

13
wall to serve as a ladder. Another bronze hatch lies at the and the occasional skeletons of those who failed to
bottom of the shaft. escape the trap’s watery grasp. If the right channel is
chosen, a character will find pockets of stale air trapped
One turn after the upper hatch is opened, water in the ceiling of the channels. Choose the wrong
sprays in from a dozen small ports, filling the shaft at channel and it dead-ends after 50 feet, possibly leading
a rate of 6 inches per turn. To make matters worse, the to death by drowning.
lower hatch is even more difficult to open than the one
above. Picking the Right Channel
(Standard action)
Opening the Lower Hatch
(Standard action, 1 round) Roll:
• Choose one: Academics (Occult), Academics
Roll: (History), Investigation (Enigmas)
• Choose one: Athletics (Lifting) or Strength • -2 Penalty for Investigation (Enigmas)
• +2 Bonus if working with another person • +2 Bonus for possession of Cross’ journal, Father
• -2 Penalty for every three turns that water fills the Petrillo’s advice, or a similar source of information
shaft 0 Successes: How should I know?
• After six turns, those lifting will have to hold their 1 to 2 Successes: The Venetian lion and the cross are
breath (-1 Penalty). both obviously wrong.
0 Successes: Ow! I pulled a muscle!! (Take 1 N 3+ Successes: The Eye of Horus is an ancient sym-
damage). bol of protection, good health and mathematical knowl-
1 to 4 Successes: The hatch ignores your puny efforts. edge—a more likely symbol for a secret society than the
5+ Successes: The hatch grudgingly gives way—and Solario family crest.
the water in the shaft rushes out in a torrent! All within
make an Athletics roll (Difficulty 2); those who fail are The characters must now swim through the submerged
sucked down into the chamber below (2 N damage). passage. Fortunately, the passage was carved to hold
pockets of air at intervals just close enough to prevent
(Read aloud...) suffocation. Four Athletics (Swimming) or Body rolls
The shaft opens into a small stone chamber that is (Difficulty 3) are required to make it through. Charac-
dark, damp, and smells of mold and rot. A thin, slimy ters failing the roll suffer 1 N for each success they were
moss coats the unadorned walls. Water seeps from short.
the ceiling, pooling around the gutters at the base of
the walls. As the water from the shaft drains away, The Fire of Knowledge
the air pressure increases rapidly enough to give you The characters exit the channel via another pool in
a headache. a stone chamber. As with the previous chamber, the air
is stale, humid, and highly pressurized. Steps lead down
A large, square entryway reveals a wide stone to an arched hallway made of cut stone. The hallway
staircase leading down another 15 feet to a pool of is about 10 feet with a 15 foot ceiling and is curiously
cold, murky water. A Latin inscription over the entry- dry. The inscription above the entrance translates: “The
way marks the second test: “Trust your heritage to fire of Knowledge will destroy those unworthy of their
guide you.” Under the water, four 5-foot wide chan- inheritance.”
nels run in different directions. With a bit of light you
can just make out a symbol carved in the stone above Candidates for Terra Arcanum membership were sup-
each passage: posed to traverse this trap by stepping on the appropriate
• a winged lion (the ancient symbol of Venice) tiles. Even if the characters can read Atlantean, the word
• an eye carved in Egyptian style inside a triangle or phrase the candidate used as a guide is long-forgotten.
(the Eye of Horus – aka the “All-Seeing Eye”) To top it off, half the symbols are obscured by mold, blobs
• an ornate cross
of burning pitch, and charred remnants of failed candi-
• the Solario family crest
dates, and can’t be readily interpreted. Try as they might,
the characters will not be able to solve this puzzle.
At this point the characters would be wise to make
The channels are the entrance to an extensive a Perception roll:
underwater maze. The walls are smooth stone, broken
at intervals by massive wooden pilings (now fossilized)
14
Examining the Hallway nicely. The real danger is the fire itself—every activa-
(Standard action, 1 minute) tion of the trap uses up the tunnel’s limited oxygen and
produces a haze of smoke that grows thicker after each
Roll: burst of flame:
• Perception (Sight)
• -2 Penalty for weak light sources (flashlights or smaller) Surviving the Suffocating Smoke
• +2 Bonus if the fire trap is set off (see below) (Reflexive action)
0 to 1 Success: Hey look, a big dry hallway! Let’s go
already!! Roll:
2 Successes: Seems odd that this hallway is dry. • Passive Defense
There’s soot on the walls, but no torches. There are some • -2 Penalty for every previous activation of the fire jets
odd lumps on the floor here and there; they look charred • Substitute Focus (Meditation) if character is trying
or burnt. to slow breathing
3 Successes: The stones of the floor are cut in odd, • +2 Bonus if not performing physical activity
random-looking shapes. Unusual glyphs (any players 0 Successes: Take 1 N damage due to suffocation.
that read Atlantean will recognize them as such) are This cannot be healed or recovered until you reach a
inscribed on the tiles. Those charred lumps obscure source of fresh air.
some of them. 1+ Successes: You take no suffocation damage this
4 Successes: Some sort of stone rings or handles are turn.
anchored in the ceiling. They start near the top of the
stairs and are at 3-foot intervals. The handholds in the ceiling offer another way
5+ Successes: You can just make out the end of the through. A sufficiently acrobatic character might swing
hall—about 60 feet down. Looks like there’s another from ring to ring to the other side, keeping well above
chamber down there. the treacherous floor. Getting to the first ring will be an
Athletics (Jumping) roll (Difficulty 4; +2 Bonus if given
Any pressure over a pound on the wrong stone will a boost). After that, it looks easy: it is only an Athletics or
trigger the trap, filling the hall with jets of liquid fire! Acrobatics (Tumbling) roll (Difficulty 1) to swing from
The first activation is slow: glops of smelly black goo handle to handle all the way across … until the third ring
spit from hidden ports in the wall, followed by showers pulls out of the ceiling just as the character grabs it.
of sparks which ignite the oily mix a turn later. But after
the sludge has cleared from the ports, the trap works There are four loose handholds in the ceiling. Get-
much better. ting past a loose ring requires an Athletics or Acrobatics
roll (Difficulty 3); failure means the character slips and
Surviving the Fire Jets falls to the floor, taking falling damage and setting off
(Reflexive action) the fire jets. Traversing all the rings without falling will
bring the character to the other end of the hallway.
Roll:
• Active Defense
• +6 Bonus the first time the trap is activated Can’t... Breathe...
• +2 Bonus if hanging from the rings in the ceiling The entire group may end up unconscious from
(see below) lack of oxygen if they struggle too long with this trap.
• Taking precautions like soaking oneself in water In that case, go directly to “Il Più Difettoso non Muore
reduces the first point of damage taken from Lethal to Mai,” with the characters awakening as Eisenmuller’s
Nonlethal and reduces continuing damage by 1 prisoners, having been rescued when his men smelled
0 Successes: Take 3 L Caustic damage from the smoke and investigated. A couple shots of oxygen to
flaming oily mix. It lights the character’s clothes on fire, clear the lungs and they’ll be ready for interrogation.
continuing to burn until extinguished.
1 to 3 Successes: Take 1 L Caustic damage; this also
ignites the character’s clothing. The Balance of Justice
4+ Successes: Take no damage from the fire jets! At the end of the hall is an ancient bronze balance on
a stone pedestal. Two wires extend from the arms into
Each activation of the jets lasts one turn. The first the wall on either side. In front of each pan is a set of
activation scatters blobs of smoldering pitch everywhere, 12 clay weights, each marked with an astrological sym-
obscuring many of the tiles but lighting the hallway bol. The weights are of identical size, but each weighs
15
a different amount. Placing the proper weights on the (Read aloud...)
scale will deactivate the fire jets (with a slow groaning The room at the bottom of the stairs is 15 feet
and clunking of a hidden mechanism behind the walls). square; although the stone walls are bare, the floor
Using the wrong weights (or pulling or cutting the is littered with splintered bones and remnants of
wires) will turn the jets on full force. clothes and other items crushed beyond all recogni-
Cross’ journal holds the key for deactivating the fire tion. A thin haze of smoke from the fire jets hangs
jets: “Safety lies where War is Balanced by Love.” in the stale air. A large iron portcullis is suspended
above the entry. In the center of the opposite wall is
Solving the Balance Puzzle an enormous bronze door, 8 feet tall and 5 feet wide,
(Standard action, 5 minutes) ornately decorated with representations of various
fantastical creatures and scenes in a medieval style.
Roll: In the center of the door is a massive dial, two feet in
• Choose one: Academics (Occult) or Investiga- diameter, marked with the Eye of Horus. On the rim
tion (Enigmas) are 29 symbols, many similar to those on the tiles
• +2 Bonus if Cross’ journal or similar references are in the fire-jet corridor. An inscription in Latin above
available the dial translates as: “Only the constant of Divine
• +2 Bonus if Father Petrillo is consulted for help Geometry permits entry herein.”
0 Successes: Looks like some sort of old balance.
Hey, I wonder what these do!
1 Success: The symbols are the ancient Roman signs This challenge is simple enough: dial in the right
of the zodiac. There’s a full set of 12 for each arm of the combination and the door will open. But the dial will
balance. not move until the portcullis is pulled down, locking
2 to 3 Successes: Aries (the Ram) and Scorpio (the closed until the door is opened. The dial is also stiff
Scorpion) are ruled by Mars—the Roman God of War. with age and corrosion, requiring a Strength roll to turn
Taurus (the Bull) and Libra (the Scales) are ruled by (Difficulty 3). Not to mention the riddle. And the com-
Venus—the Roman Goddess of Love. That narrows pletely unfamiliar symbols. But at least the characters
things down a bit. have Cross’ cryptic clue: “‘With a sinister hand’ – Left-
4+ Successes: Aries is a fire element, and Libra rep- Right-Left – Easy as Pie!!” To further complicate mat-
resents Balance ruled by Love. ters, moving the dial in either direction causes the two
side walls to lurch inward by a foot each. The characters
It doesn’t matter which weight is on which pan of will only have seven turns of the dial to get it right before
the balance, so long as the Aries weight is on one and they’re crushed.
the Libra weight is on the other. The scales will tilt
towards the heavier Aries weight—and then, with much
Solving the Door Combination
clunking and groaning of behind the walls, the jets shut
(Standard action, 5 minutes)
down. They will remain dormant so long as the weights
remain in place. A turn later, a section of the floor begins
Roll:
to slide aside, revealing a staircase leading 15 feet down
• Choose one: Investigation (Enigmas), Larceny
to yet another room.
(Lockpicking), Linguistics (Deciphering)
• -2 Penalty if using Larceny or Linguistics
• +2 Bonus if Science (Mathematics) or Academics
(History or Occult) are Rating 4+
• +2 Bonus if Father Petrillo is consulted for help
0 to 2 Successes: Beats the heck out of me, doc. Spin
the dial and see what happens!
3 Successes: The original Phoenician alphabet had
29 letters – each represented a day of the lunar month.
Maybe the symbols are letters?
4 Successes: Many ancient and medieval philoso-
phers considered the circle the “perfect” or “divine” geo-
metric shape.
5 Successes: That symbol looks like a backwards K;
that would be the 11th letter of the Phoenician alphabet.

16
If this alphabet is related to Phoenician, maybe the letter Use Eisenmuller’s stats
order was the same. from the scene “A Proper Wel-
6+ Successes: If Cross was right, the combination is come.” There are four soldiers
the value of pi. Selecting the letters representing 3, 14, per character, plus another
and 16 for 3.1416 should work. half-dozen technicians. If that
isn’t enough to convince the
Once the characters solve the puzzle, the door can be characters to think twice, then
opened. Then their troubles really begin! show no mercy!

(Read aloud...) Nazi Soldiers


A series of loud clanks reverberates through the Follower 1
room as a hidden mechanism engages. The walls Primary Attributes: Body 2, Dexterity 2, Strength 2,
slowly creep back into position, groaning and rum- Charisma 2, Intelligence 2, Willpower 2
bling as they grind across the floor. The portcullis Secondary Attributes: Size 0, Move 4, Perception 4,
releases with a simple click, then the door unlocks Initiative 4, Defense 4, Stun 2, Health 4
with a final tremendous clang! Skills: Athletics 4, Brawl 4, Drive 4, Firearms 4,
Intimidation 4
It takes all your effort to push the massive door Talents: Autofire
open, slowly revealing a dark cavern beyond. Dark, Flaw: Intolerant
that is, until a set of powerful carbon-arc spotlights Weapons: MP38 SMG 8 L, Stielhandgranate 4 (8 L
sputter to life with an eye-searing glare—followed Area effect), Punch 4 N
by the click-clacking of dozens of submachine gun
bolts. An all-too-familiar Teutonic voice greets you If the characters surrender, Eisenmuller will order them
with condescending arrogance. “How nice of you to searched, tied to a pair of marble statues at the entrance
join us. Perhaps you will see reason and surrender to the vault, and left under the watchful eyes of a pair of
before we slaughter your pathetic expedition?” soldiers. Anyone wearing a Solario signet ring will have
it confiscated by Eisenmuller, who will examine it brief-
ly, smile, and drop it in a jacket pocket for later study. If
A Duel of Souls asked reasonably politely, he’ll be happy to explain that
with the advantages of Nazi science his men found the
If the characters do the intelligent thing and surren- vaults three days prior. Otherwise he will ignore them;
der, reward them with a Style point each. If they have he has far more important things to do than gloat.
Cross’ journal, they can barter that for a promise to be
released unharmed. Otherwise, Eisenmuller will order Those who aren’t actively trying to escape have plenty of
“Plan B”: four soldiers toss hand grenades into the room time to observe the following:
while four more try to push the door closed on the char-
acters. “We’ll open it when the screaming stops,” he’ll (Read aloud...)
remark calmly. A central rotunda nearly the size of a football
field towers above a 30-foot-high, shallow dome.
If the characters elect to run, Eisenmuller will let The dome’s massive stone arches have partially col-
them; his men will simply shut the door, resetting that lapsed, flooding half the rotunda with a pile of rub-
trap. After all, they’ll have plenty of warning if the char- ble over 20 feet high in some spots; much of what
acters come that way again! remains is blackened with soot and mold. Glimpses
of once-beautiful Romanesque mosaics and carvings
Characters who elect to resist should be reminded on the walls and ceiling are visible in the harsh glare
that they are taking a -4 Penalty for the next few turns of the carbon-arc spotlights. The ravages of dripping
thanks to blindness from the arc lamps, that they have water, mold and clumps of “soda-straw” stalactites
nowhere to hide, and that they face an overwhelming have damaged much of the art beyond repair. Much
number of Nazis with automatic weapons who have the of the floor is likewise obscured; though an unusu-
advantage of total surprise and will get the first shot. al glassy, emerald-green stone shows through the
Eisenmuller is not bluffing and will accept nothing but stains and muck here and there. The air is still pres-
surrender. Given the challenges they’ve just survived, surized and dank, but easier to breathe; exhaust fans
the group may not be in a condition to resist.

17
(Cont...) (Cont...)
set up by the Nazis hum away, pulling air through Eye of Horus that dominates one face of the obelisk.
large soda-lime canisters to reduce CO2. A quiet Several soldiers toil nearby with shovels and brush-
chug-chug-chug softly echoes through the cavern es. Others busy themselves taking photographs or
from a nearby diesel generator. fussing over equipment. An air of anticipation seems
A half-dozen smaller vaults (20 feet wide with to run through all of them; apparently they think
15-foot arched ceilings) radiate out from the rotun- they’re close to a major discovery!
da. One leads to the great bronze door you entered
through. Another serves as the Nazis’ base camp,
with a bunk area, crates of supplies, cylinders of The characters will be out of the way until they devise an
oxygen, drums of diesel fuel, a good-sized genera- escape plan. Small, useful implements like penknives and
tor… and a minisub surfaced in a pool of water. Large similar items will have been missed by the hurried search,
marble statues flank each smaller vault—some of offering the characters a chance to eventually escape.
men in robes, others of fantastic man-sized beasts
standing upright. Escaping Their Bindings
(Extended action, 15 minutes per roll)
An obelisk towers over the rotunda—its black oxi-
dized surface covered with more strange symbols. Roll:
The Nazis have cleared away the debris at its base • Choose one: Acrobatics (Contortion) or Strength
to reveal cryptic writings carved in the white marble • Base Difficulty = 2
beneath. Eisenmuller is here, moving between the • -2 Penalty for Acrobatics without the Escape Artist
obelisk, the symbols, and a book (the Lyon Codex!) Talent
on a nearby table; he pays particular attention to an • -2 Penalty for lack of cutting edge (penknife, nail
file, etc.)

18
• Bonus equal to the Damage rating of cutting imple- loses the ability to possess another, remaining trapped in
ment used for escape the host body forever.
Failure: You inadvertently draw the attention of the
guards! Make a Performance, Con, or Stealth roll (Dif- Eisenmuller will be completely surprised by the pos-
ficulty 3) to prevent them from discovering your efforts session attack, spending 2 Style points in a futile attempt
to escape. to resist. The Animus Crystal will burn with an eerie blue
5 Successes Required: You free yourself of your glow as the possession occurs. Characters able to perceive
bonds! the supernatural will actually see Ereshkigal’s spirit flow
into Eisenmuller. Anyone else may be able to determine
Even as the characters escape their bonds, Eisenmuller there’s something wrong with him with an Empathy roll
solves the final puzzle! He approaches the Eye of Horus (Difficulty 3). Once Ereshkigal gains control, the glow
as he slips a signet ring—Cristiano Solario’s “Primus” ring fades as the sorcerer lets out an exultant cry at his new-
(see Appendix)—on his finger. The face of the ring fits found freedom. Now his conquest of the Surface World
an aperture in the Eye; with a twist to the left and a firm can begin!
push, the whole Eye sinks into the obelisk.

(Read aloud...) What if a Character Opens the Obelisk?


A low humming reverberates through the cham- Clever (or lucky) characters might beat Eisenmuller
to the punch and open the obelisk themselves. If so,
ber as the edges of the obelisk begin to glow a bril-
Ereshkigal will possess the hapless character instead!
liant green. The sides descend into the floor, flooding
Spend Style or exert as needed for Ereshkigal to suc-
the chamber with a soft gold-green glow. At its heart
ceed, but be ready to allow the character an attempt
are the desiccated remains of a man clad in remnants to regain control later. Whether the possessed char-
of Renaissance finery. On a silver chain around his acter remains controlled by the player or temporarily
neck sits a massive, uncut, blue-green crystal the becomes an NPC is up to the Gamemaster, but a cooper-
size of one’s fist. The Animus Crystal is revealed! ative player may deserve Style points for their troubles.

A look of triumph on his face, Eisenmuller reaches


at once for the crystal. Then the madness begins as the
mind imprisoned in the Animus Crystal makes its bid for
Il Più Difettoso Non Muore
freedom, attempting to possess the doomed archeologist! Mai (The Worst Never Dies)
The characters may not notice Ereshkigal’s possession
of Eisenmuller if they are caught up in their own escape,
The Animus Crystal but his men will realize something is wrong. Ereshkigal
The Animus Crystal is actually a “Soul Shard”— will attempt to command them, but won’t be able to
a piece of the shattered Soul Crystal that housed the
deceive the soldiers for long without total control of the
mind of Ereshkigal, an ancient and powerful Atlantean
archeologist.
sorcerer. This shard contains only a splinter of his wis-
dom, power, and personality; the entity within is now
quite, quite, mad. If other Soul Shards of Ereshkigal
still exist, they are long lost, but each could contain
a slightly different but equally insane and dangerous
version of Ereshkigal.

The crystal grants Ereshkigal the ability to possess


another sentient being via the Possession Talent (see
Appendix). The duration of the possession is unlimited so
long as the Crystal remains intact and within sight of the
victim. If the host is willing, the attempt automatically
succeeds. Ereshkigal also gains access to his host’s memo-
ries, Skills, and Talents. If his soul is forced out or the
host body killed, it retreats to the Crystal until it can find
a new host. Should the Crystal be destroyed, Ereshkigal
19
Talents
Magical Aptitude (allows use of Atlantean sorcery)
Ereshkigal the Mad Atlantean Language 1 (fluent in proper Atlantean)
Ereshkigal was once a powerful Atlantean sor-
Atlantean Power Words 1 (may issue single-word commands that
cerer who made an ill-fated bid for control of the Hol-
must be obeyed)
low Earth. Defeated, his body was destroyed by his
Skill Aptitude (+2 Linguistics rating)
foes; but he was crafty enough to link his spirit to the
Skill Aptitude (+2 Sorcery rating)
Animus Crystal, allowing his soul to survive within.
Sorcery Rituals (see Appendix for details)
Millennia later, members of the Terra Arcanum recov-
Sense Magic (Rank 1)
ered the Crystal in the Hindu Kush mountains. With
Sorcerous Defense (Rank 2)
the signet rings and other measures to protect them-
Sorcerous Damage (Rank 3)
selves, the Arcanum masters were able to commu-
Shield of Will (Rank 4)
nicate with Ereshkigal’s soul without falling prey to
Sorcerous Blast (Rank 5)
possession. Their ability to tap his memories proved
Soul Link (Rank 6)
to be a vital source of mystical knowledge for the
Resources
society. Eventually, lust for power overrode caution
Artifact 3 (Animus Crystal; preserves one’s soul and grants
when Domenico Solario invited Ereshkigal to possess
Possession Talent)
him in return for full access to the sorcerer’s other-
Flaw
worldly powers. The resulting battle with the rest of
Megalomaniacal (Severe: +2 Style when Ereshkigal’s plans
the chapterhouse eventually killed Domenico, dev-
move forward)
astated the Arcanum’s European membership, and
Out of His Time (+1 Style when befuddled by Surface World
caused the fire that destroyed his palace. Defeated yet
culture and technology)
again, Ereshkigal retreated to the Crystal to sullenly
Weapons Rating Attack Average Notes
await his next chance at freedom.
Punch 0 N 0 N (0) N
Sorcerous Blast Special 12 L ( 6) L Range 25’
Languages
Atlantean, Ancient Phoenician, Ancient Egyptian, several Hollow
Ereshkigal, Mad Atlantean Sorcerer Earth languages
Mentor 4 *Ereshkigal is incorporeal unless in possession of another
character. While incorporeal, his Body, Dexterity, and Strength
Archetype: Occultist Motivation: Power Attributes are zero and he cannot be harmed by physical damage
**Ereshkigal’s Charisma (for Strength), Intelligence (for
Style: 4 Health: (8)** Dexterity), and Willpower (for Body) are substituted for his
Primary Attributes Physical Attributes in calculating Secondary Attributes while
Body: 0* (4) Charisma: 4
incorporeal
Dexterity: 0* (4) Intelligence: 4
Strength: 0* (4) Willpower: 4
This should turn into a wild scene as the characters,
Secondary Attributes
Size: 0 Initiative: (8)**
the Nazis, and Ereshkigal battle each other. Ereshkigal
Move: (8)** Defense: (8)**
can be beaten in several ways: by destroying his host,
Perception: 8 Stun: (4)** smashing the Animus Crystal, or imprisoning him in
Skills Base Levels Rating (Average) the obelisk again. Ereshkigal will use Power Words to
Academics 4 5 9 (4+) turn some soldiers into fanatical defenders; clever char-
(Occult) acters might use Diplomacy to sway others to their side
Athletics 0* 2 2 (1) (after all, Eisenmuller is clearly not himself anymore).
Con 4 2 6 (3)
Diplomacy 4 2 6 (3) As they battle it out, Father Petrillo will quietly slip
Focus 4 2 6 (3) away to watch the action. When it looks like the char-
Intimidation 4 2 6 (3)
acters are gaining the upper hand, he will softly chant a
Investigation 4 2 6 (3)
ritual offer to be Ereshkigal’s vessel. The mad sorcerer
Linguistics 4 3 9 (4+)
will not hesitate to jump to a willing host, allowing Eisen-
Melee 0* 4 4 (2)
Sorcery 4 6 12 (6)
muller to die in his stead! Characters with the ability to
perceive supernatural energies (such as wearing a Solario
signet ring or possessing appropriate Talents) may get a
Perception roll (Difficulty 3) to notice the body switch.

20
(Read aloud...)
Hear Me, Ereshkigal! The rotunda turns dark and gloomy as the light
Ereshkigal gains the following benefits from pos- from the obelisk begins to fade. The sounds of splash-
session of a willing host: ing water, tumbling rocks, and cries for help echo
• +1 to the host’s Physical Attributes off the stone walls as people begin to get their bear-
• Full access to the host’s Talents, Skills, and ings and strike out for the walkways at the rotunda’s
memories. If both have the same Skill, use the higher outer wall. An arrow-like series of ripples spreads
rating +2 to reflect the shared knowledge across the surface towards a Nazi soldier doggedly
• Nullification of the Out of His Time Flaw swimming for the rotunda’s edge. He turns as the
• Allows the host to perform a physical action (at no
ripples die away—then vanishes with a strangled cry!
Penalty) while the sorcerer performs a mental action
(such as a Sorcery Ritual or Atlantean Power Word)
The water churns for a moment, then stops; the
soldier’s cloth cap floats to the surface. A moment
later a pair of fist-sized, cold, yellow eyes encased in
(Read aloud...) hard leather scales, rise out of the water nearby and
A wave of crackling, gold-green energy ripples turn their attention your way...
across the entire rotunda floor, dissolving the emer-
ald “stone” beneath. A few strips of white marble
remain along the outside walls and around the obe-
lisk; everywhere else the floor is simply gone, plung-
Ancient Sarcosuchus
Follower 4
ing all above into the icy waters beneath. The vast
rubble pile from the collapsed ceiling suddenly shifts Archetype: Animal Motivation: Survival
and drops into the pool, flooding the rotunda and the
side chambers with a waist-high wall of water! Style: 0 Health: 19
Primary Attributes
Body: 10 Charisma: 0
Anyone who avoided falling by clinging to the out- Dexterity: 4 Intelligence: 1
skirts of the vault will need a Strength roll (Difficulty Strength: 10 Willpower: 5
Secondary Attributes
3) to avoid being swept off their feet by the surge; if on
Size: 4 Initiative: 5
the rubble pile, they must make an Acrobatics (Balance)
Move: 14 (7)* Defense: 10 (12)**
roll (Difficulty 3) to avoid being caught in the slide and
Perception: 8 Stun: 10
trapped underwater. Those failing either roll will take 1 Skills Base Levels Rating (Average)
N damage for every Success they were short. Brawl 10 2 14 (7)
Stealth 4 4 6*** (3)
In its wake, the surge leaves the rotunda and the Survival 1 4 7 (3+)
vaults flooded with foot-deep water, the level inching Talents
steadily upward as more water pours in from below. As Alertness 1 (+2 Perception rating)
if that weren’t enough, the denizen held in stasis under Skill Aptitude (+2 Brawl rating)
the water for centuries awakens—a cranky and hungry Skill Aptitude (+2 Stealth rating)
ancient sarcosuchus: a gigantic, prehistoric crocodile! Skill Aptitude (+2 Survival rating)
The creature will be sluggish at first (-2 Initiative and Resources
None
Move) but after a short glimpse of the chaos will happily
Flaw
start feeding on Nazis—and the odd character as well!
Bestial (Character cannot communicate or use tools)
Weapons Rating Size Attack Average
Bite 4 L -4 14 L (7) L
Tail 4 N -4 14 N (7) N
* Sarcosuchus uses the full Move rating when swimming
and half Move on land
** Sarcosuchus has a thick bony hide that provides a +2
Passive Defense bonus
*** Sarcosuchus suffers a -4 Size Penalty on Stealth rolls
unless underwater or camouflaged

21
Meanwhile, Ereshkigal is looking for a way out—but Treat the falling rock as an Area attack doing 2
not without his Animus Crystal. He’ll order a convenient Nonlethal damage; everyone in the caverns or rotunda
Nazi (or a handy character) to fetch it for him, giving the is vulnerable and may use only Active Defense to avoid
group one more chance to take him down. Once he has this damage. Repeat as necessary to get the characters
the Crystal (or after seeing it destroyed) he’ll head for one running for the exit. The Nazi minisub is still moored
of the freshly-opened side vaults to retrieve an artifact he in the side cavern and can be used for an escape. But it
can use to escape, or to open a hidden portal. But while won’t be easy with the rotunda and the Piazza del Rodini
they’re dealing with that, things get even worse! above (and a few neighboring buildings) collapsing into
the sinkhole. The sarcosuchus (if still alive) will be look-
(Read aloud...) ing for a way out, too, and he’ll be right on their heels!
A low, discordant hum builds with the rising
water, getting louder and harsher as the glow radiat- Piloting the Minisub to Safety
ing from the open obelisk flickers and fades, driving (Extended action, 1 minute per roll)
tiny agitated ripples in the water that grow larger
and more violent. Cracks zig and zag across the wall Roll:
as stones begin falling from the ceiling. It won’t be • Pilot (Submarines)
long before the roof comes crashing down on every- • Base Difficulty = 4
one, destroying the vault forever! • +2 Bonus if a second character serves as copilot
• +2 Bonus if any other crewmen have Craft (Mechanic)
or Pilot (Submarines) Rating 4+
22
Critical Failure: The minisub is trapped by the col- assist the characters (whether or not they are members),
lapse! All within take 3 N damage; the minisub takes 4 helping to smuggle them out of the city if necessary. The
Structure points of damage and is now taking on water. leaders of the Foundation will also be eager to learn what
A Pilot roll (Difficulty 4) will be needed to free it. the characters have discovered about the Terra Arcanum
Failure: The minisub is damaged by collapsing rubble and the Animus Crystal.
or a collision with a piling. All within take 1 N damage
from the rough ride. For each Success less than 4 on the All sorts of outcomes are possible depending on
Piloting roll, the minisub loses 1 Structure point. the characters’ actions. If the characters didn’t kill it,
5 Successes Required: You escape the caverns, finding there is now a sarcosuchus roaming Venice. Ereshkigal
a vertical shaft leading up to the lagoon! may have escaped and would already be planning fur-
ther mayhem. A mission from the Foundation to hunt
Epilogue: Anybody Alive Back There? down the rest of the fragments of Ereshkigal’s Animus
The characters will reach the surface of the lagoon a Crystal (to either destroy them or attempt to heal his
couple of miles from Venice. The lights of the city spar- shattered mind) could occupy an entire campaign. The
kle gaily across the water—save for a huge gap where characters likely came away with one or more signet
the Piazza del Rodini once lay, now swallowed by the rings, a fancy new (albeit hard-used) Nazi minisub,
sinkhole created when the rotunda collapsed. The Ital- and perhaps even the fabled Lyon Codex with what-
ian authorities will act quickly to ensure any evidence of ever secrets it still holds.
the desperate battle beneath the city is well concealed.
As far as the world will ever know, the sinkhole was The characters have also earned the full attention of
just an unfortunate natural disaster. The Foundation for the Terra Arcanum, who will likely take increased interest
Research and Enlightenment will have been alerted as in their activities. This may not be a good thing…
to the severity of the situation, and be near at hand to

13:2 37:2 10:2 6:10 12:5

23
Appendix:
Sorcery, Vehicles, and Artifacts

Ereshkigal’s Rituals Shield of Will


Rank 4
and Talents This ritual allows the sorcerer to substitute his Sorcery
rating for his Defense rating versus any physical attack. The
The Atlantean Priestly caste practiced sorcery for shield does not work against supernatural-based attacks or
thousands of years. The tradition followed by Ereshki- psychic assaults, but does apply to mundane energy damage
gal stresses techniques for bending energy to one’s will, (such as fire or lightning attacks). The effects of this ritual
making it a favorite for warfare. last for duration of one scene or the remainder of combat.

Sense Magic Sorcerous Blast


Rank 1 Rank 5
This ritual duplicates the effects of the Psychic Sen- This ritual allows the sorcerer to create a burst of
sitivity Talent (Hollow Earth Expedition, p. 68), save that magical energy to attack her opponents. The energy does
the sorcerer uses Perception instead of Empathy to sense Lethal damage, has an Attack rating equal to her Sor-
magical and supernatural energies. The effects of the cery rating, and a range of 25’. The sorcerer may choose to
ritual last for one scene. direct the energy at multiple targets with the same Pen-
alties as an Autofire attack (but without the +3 Autofire
Sorcerous Defense Bonus). The effects of the ritual last for only one attack.
Rank 2
This ritual allows the sorcerer to substitute his Sor- Soul Link
cery rating for his Defense rating versus Sorcery and other Rank 6
supernatural attacks. The effects of this ritual last for the A sorcerer can use this ritual to link his soul with
duration of one scene or the remainder of combat. another object; so long as the object remains intact he may
not be permanently killed. Although any object might
Sorcerous Damage serve, a specially-prepared artifact, such as a Soul Crystal,
Rank 3 grants a +2 Bonus. The sorcerer knows the location of his
A sorcerer may use his Sorcery rating when making soul link at all times; someone with the ability to sense
Brawl, Melee, or Archery attacks. The effects of this supernatural energies may be able to detect the link. If the
ritual last for duration of one scene or the remainder sorcerer is killed, his soul retreats instantly to the linked
of combat. object. Some versions of this ritual allow the sorcerer to
24
return to his body if it has been restored to health. Others end of the scene. While possessing another character, your
allow the sorcerer to attempt to possess the next sentient character retains his Intelligence and Willpower Attributes,
that handles the soul object (see Possession Talent). any social or mental Flaws, all Skills, and all Talents except
those which must be taken at character creation. This pos-
session remains in effect at most a number of hours equal
Possession (Talent) to your character’s Willpower score.
Prerequisites: Mind Control Talent If you attempt to force a subject to perform an action
Your character can possess another person’s body, that runs counter to his Motivation, your victim may
riding within it, seeing through its eyes, and controlling make an opposed Willpower roll to regain control. If the
its speech and action. The victim remains aware of what subject wins, you immediately relinquish control over the
is happening but essentially becomes a prisoner in his body and awaken in your own. You may possess a new
own body. subject while in the body of another, but once posses-
sion of a subject is completed, you may not possess that
Benefit: Your character may possess any person subject again for a number of days equal to that subject’s
(human or beastman) by spending one full turn in phys- Willpower. If your body is killed while you are in pos-
ical contact with the subject. If the subject is unwilling, session of another, your character will die when the pos-
he must be physically restrained during this process. Roll session comes to an end unless he can possess another
Willpower × 2 with a difficulty equal to the unwilling body before then.
subject’s Willpower. If successful, your character’s body
drops into a coma-like state while your consciousness Normal: Your telepathic character can read minds
controls the target body for one turn per extra success but not possess them.
on your Possession roll. If you roll more successes than
double your target’s Willpower rating, your character can Advanced: You may take this Talent three times. At
possess his victim for the duration of combat or until the the second level, the maximum duration of the possession

Vehicles and Artifacts


Typical Venetian Watercraft
Boats Size Def Strc Spd Han Crew Pass Cost Notes
Barcheta 2 4 8 Str × 2 -2 2 14 Oared transport boat
Diesona 4 4 12 Str × 3 0 11 0 Oared pleasure boat
Gondola 2 4 6 Str × 2 0 1 4 A tourist favorite
Mototopo 4 4 10 20 0 1 6 Typical work boat
Riva Runabout 2 6 8 40 +2 1 3 Typical Italian police boat
Vaporetto 4 6 16 20 -2 2 30 Venetian water bus
Water Taxi 4 6 10 30 0 1 5 Typical taxi

is a number of days equal to your Willpower Attribute. At Mototopo: Typical motorized workboats used for
the third level, the maximum duration of the possession fishing and general cargo hauling. Unlike most Vene-
is a number of weeks equal to your Willpower Attribute. tian boats, many mototopo are capable of limited cruising
on the ocean.
Barcheta: A variant of the gondola used as a trans- Riva Runabout: Typical of the fast speedboats
port boat and ferry. Typical transport versions are used favored by the Italian police and some private citizens.
to move bricks, construction materials, or passengers Vaporetto: The Venetian water bus, busily ferry-
across the Grand Canal. ing groups of passengers around the city. Most have an
Diesona: A pleasure boat carrying 10 oarsmen, open deck with bench seating, a rope or wood railing,
popular with local rowing clubs. As with virtually all and a flat cloth or wood top for shade and some protec-
Venetian oared craft, the oarsmen stand while rowing. tion from light rain.
Gondola: The stereotypical flat-bottomed, oared Water Taxi: Typical motorized small ferry. The
pleasure boat, popular with tourists. pilot is in an open cockpit, whereas the passengers sit in
an elegant and comfortable enclosed cabin.
25
Solario Family Signet Enchantments: Increased Attribute: Willpower
Rings +1 (+2 Enchantments), Talent: Psychic Sensitivity (+2
Enchantments), Improved Damage Type: Damage
Artifact 1 Spirits (+2 Enchantments), Attribute Substitution:
These are heavy silver rings engraved in a Byzantine Willpower for Strength (+2 Enchantments)
style, decorated with Atlantean script. Each is embossed Drawbacks: Flaw: Addictive (-2 Enchantments),
with the seal of the Venetian Solario family, once lead- Flaw: Delusions (-2 Enchantments), Flaw: Psychic
ing members of the Terra Arcanum. Inside each ring Imprint (-2 Enchantments)
is embossed a different Latin word—“Primus” (First),
“Secondus” (Second), and “Trientis” (Third)—indicat- Psychic Imprint Flaws – Each ring has a unique
ing rank inside the chapterhouse. Records on when and mental or social Flaw imprinted by the strongest per-
how the artifacts were originally created have long since sonality to wear it. These Flaws are:
been lost, although the Arcanum believes some sort of “Primus” – Dominant (+1 Style when your need to
alchemical process was involved. dominate brings strife)
“Secondus” – Paranoia (+1 Style when your fears
Their more mundane function was to serve as keys come true or drive others away)
to locks protecting the most important secrets of the “Trientis” – Depressed (+1 Style when your sadness
chapterhouse. But they were also endowed with useful inhibits your actions or relations)
supernatural abilities: the rings bolster the Willpower
of the wearer, helping protect him or her against attacks
aimed at the mind or spirit; they also give the wearer
Blasfisch – German Mini-
the ability to see and disrupt supernatural creatures and sub
effects otherwise invisible to the naked eye.
Artifact 2
The Blasfisch is the second of a series of highly-
These rings also had serious flaws, however. First,
classified experimental minisubs. Wide and deep for its
they proved to be addictive; the longer one was worn
size, the sub has a squat, dumpy appearance reminiscent
the harder it became to remove it. Given the other-
of its namesake, the puffer fish. A short conning tower
worldly visions granted by the rings, long-term wearers
topped with a clear perspex bubble provides the pilot
often struggled to separate reality from magic-induced
with exceptional visibility, greatly aiding its maneuver-
hallucination. Second, the rings preserved the psychic
ability in close quarters. The copilot and torpedoman sit
imprint of the most powerful personality that wore it—
below and in front with their own window; the copilot
which often forced their mental flaws on bearers with
controls power and ballast and the torpedoman handles
weaker minds.
defense. Either can control the clumsy manipulator arm
fitted to the sub for exploration purposes (treat as an
The Solario rings were believed lost with the last
Improvised Weapon with a 0 L damage rating). Power-
of the Solario line in Renaissance times. However, it
ful floodlights allow some visibility in even the murki-
is possible that the Terra Arcanum may have created
est waters, and its cutting-edge motor is virtually silent.
other objects with similar functions—in Venice or other
chapterhouses. Such items could be very useful to inves-
Diving depth is rated at only 100 feet, although test
tigators of paranormal phenomena.
dives up to 135 feet have been made. Two mini-torpedoes
have been fitted to outboard sponsons for emergencies.

Enhancements: Skill: Stealth +4 vs. sonar (+2


Enhancements), Extra Limb (+2 Enhancements),
Underwater Life Support (+2 Enhancements)
Limitations: Reduced Speed (-2 Enhancements)
Mini-torpedo (×2): Damage 10 L; range 500 ft;
rate of fire ½

Vehicle Size Def Strc Spd Han Crew Pass Notes


Blasfisch 2 6 8 10/5 0 2 6 Second speed is electric only

26

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