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Etherscope 2nd Printing
CinnAmon rose
Credits
Etherscope created by Nigel McClelland and Ben Redmond
Designers: Nigel McClelland and Ben Redmond
Additional Designers: Chris Durham and David Schwartz
Writers: Ben Redmond, Nigel McClelland, Chritopher F. Allen, Chris Durham,
Mark Charke, and David Schwartz
Developer: Luke Johnson
Editor: Ken Hart
Art Diretion and Graphic Design: Shane Hartley
Cover Art Diretion: Sean Glenn
Cover Art: Jonathan Hill
Interior Art: Alex Kosakowski, Alex Shiekman, Chris Watkins, Eduardo Herrera, Ethan Paternack,
Ilya Atrakhan, James Coper, Jeremy Mohler
Editor-in-Chief: Joseph Goodman
Playteters: Mike Beddes (Rahlyns Falconer-Beddes, Xcylur Beddes, Jason Taylor, Corey Starr, Billy
Ujhely), Benjie C/S, Jim Crapia, Chris Durham, Mark Gedak, Sean Holland, Jamallo Kreen, Stefan
Lundsby, Michael McConnell, Scott Moore, Jer Petter ( Jason Bazylak, John Gillepie, Linda Gillepie,
Brett Watters), Ben Redmond (Melanie Dufy, Mark Fair, Matt Finn, Paul Johnson, Gérard Kraus,
Beatty Osborne, Matt Sims, James Todd), David Schwartz (Catherine Pegg, Michael Woodhams, Sam
Noel, Carlene Quedley, Nathan Smith, Carol Phillips), Beckett Warren
Learn more about Etherscope at www.EtherscopeRPG.com
Learn more about Goodman Games at www.goodman-games.com
his printing of Etherscope is published in accordance with the Open Game License.
See the Open Game License Appendix of this book for more information. All rights reserved.
© 2005 Goodman Games. Etherscope is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved.
he mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
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FACTIONS
Several factions vie for the artefact known as the Rose.

THE ADMINISTRATION DIVISION
Unbeknownst to almost everyone, including himself, the chief
executive of the Corporation of the Great Metropolitan Estate,
Maxwell Booth, has been possessed by the demon Yrjn’kruh-Gkay-
loi. A ruthless man even without demonic inluence, the demon
steers Maxwell towards some unknown (but undoubtedly nefarious)
goal. The demon thought the Rose was destroyed and was dismayed
to discover parts of it in the hands of mortals. He orders his minions
to destroy it once and for all.
More about Maxwell Booth and the Corporation of the Great
Metropolitan Estate appears in The great Metropolis.
THE ANCOATS HISTORICAL SOCIETY
On the surface, the Ancoats Historical Society is just another
local society dedicated to historical preservation. In truth, the
organisation is a collective of occult researchers who exchange
information and discuss their indings. They also work to
protect humanity from etheric entities. A wealthy
benefactor funds the society, and it has an
extensive library of occult books and
artefacts. Acquiring the Rose would
be a boon, both to the collection
and to humanity’s defence.
More information about
the Ancoats Historical Soci-
ety appears in The great
Metropolis.
es, the railway arches, the cheap abundant
drugs. hat’s what did it in the end. Not the
money, not the music, not even the guns.
hat is my heroic law: my excess of
civic pride.”
– Tony Wilson, 24 Hour Par-
ty People
Brought in to resolve a
kidnapping, the charaters
are drawn into a shadowy
world of occult conpira-
cies. “Cinnamon Rose”
takes place in the Great
Metropolis as well as in
the Scope. he charac-
ters need social skills and
a degree of Scope skill to
overcome the challenges
in this adventure. Occult
knowledge may help the PCs,
but is not necessary.
THE GHOST
HAND GANG
Mike Ryder, the Ghost
Hand leader, took the
Rose’s Prime Reality com-
ponent from Tony Porter
when he kidnapped him.
Mike saw Sally Cinnamon give
the cylinder to Tony; he doesn’t
know what it is, but he igures it
must be valuable.
is a virtuoso Scope performer. However, few
people know that she is also an invetigator of Scope phenom-
ena. he same exceptional Scope skills that make her a famous
artit open her etheric senses to trange happenings in the
Scope.
Milo Porter, tobacconit, is a member of the Ancoats
Hitorical Society. Unbeknownt to the general populace,
the society is a front for occult research (more information
about the Ancoats Hitorical Society can be found in he
Great Metropolis ). Although not a member of the society,
Sally Cinnamon has done ieldwork for the aging Porter on a
number of occasions. To allay supicion, Porter communicates
with Sally through his son Tony, an apiring music promoter.
THE SYSTEM AGENTS
The System is also aware of the Rose’s re-
emergence. In a misguided attempt to destroy the
demon contained within it, the System sends a team of System
agents to destroy the Rose. The PCs may be able to convince the
agents to abandon this goal if they demonstrate either the danger of
destroying the Rose or the artefact’s potential usefulness.
More information on the System and System agents appears in
Mysteries of the Occult.
Sally recently acquired a myterious Lemurian artefat. he
artefat has two components, one in Prime Reality and one
in Etherpace. A fan gave her the Prime Reality component,
but, because its Prime Reality and Etherpace components
are separated, the artefat is inative. Sally gave the objet to
CinnAmon rose
An Etherscope adventure for 6th-level charaters
“M ot of all, I love Mancheter. he crumbling warehous-
background
E veryone knows that Sally Cinnamon
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THE ROSE
This artefact appears as a perfect red rose in Etherspace and a small,
thin brass cylinder in Prime Reality. The efects of the Rose manifest
only if a character holds the Prime Reality component and the etheric
component is bound to his avatar.
The etheric Rose bonds with the avatar of whoever holds it; it dis-
appears when the character jacks out and materialises when he jacks
in. The bond is severed if the bearer loses possession of the Rose (vol-
untary or not).
Etherspace Efects: The Rose’s etheric component provides a +4
bonus on Charisma-based checks in Etherspace. In addition, the bear-
er can make a smite attack against etheric creatures in Etherspace.
The bearer must declare the use of this ability before making a melee
attack roll. The character adds his Charisma bonus on the attack roll.
If he hits, he deals additional damage equal to his character level. The
bearer can use this ability once per day for every 5 ranks she has in
Scope Use (immersed).
prime reality Efects: The bearer can activate the Rose’s Prime
Reality component to trap an etheric creature encountered in Prime
Reality, banishing it to an Etherspace prison. Doing so requires a DC
15 Warding check and a ranged touch attack (range equal to 25 feet,
plus 5 feet for every two ranks in Warding). If the attack succeeds,
the target must attempt a Will save (DC 10 + half the bearer’s ranks
in Warding + the bearer’s Intelligence modiier). If the creature fails,
it is sucked into a portal, which shuts around it and traps it forever.
If the save succeeds, the portal opens and sucks in part of its
essence, dealing 1d6 points damage for every 2 ranks the bearer has in
Warding. If this attack reduces the creature to 0 hp, it is sucked into
the prison.
The bearer can target a creature possessing a character with this
attack; the attack afects the possessing creature and could free the
host from the possession.
Destroying the rose: If either component is destroyed (hard-
ness 10, 35 hp, 1/2 damage from all energy types), the artefact no
longer functions. If the etheric component is destroyed, in addition
to deactivating the device, an etheric bubble opens and its prisoners
escape — one per round, starting with the irst to be trapped. Only
Xyscyila (a tentacled horror) is trapped in the artefact at the start of
the adventure.
A character can permanently deactivate the Rose (without releas-
ing its prisoners) by separating its components and making a DC 30
Scope Use check over 1 hour of work.
Tony Porter whilt she searched for the etheric component.
Unfortunately, Mike Ryder, leader of the Ghot Hand and
Sally’s jealous on-again-of-again boyfriend, witnessed the
exchange. With some diiculty, Sally acquired the missing
etheric component, but before she could pass it along to Tony,
Mike Ryder’s thugs abduted him.
Milo learns about the kidnapping and asks the PCs to
rescue his son. Meanwhile, Sally has drawn the attention of
Sytem agents and demons, who seek the artefat for their
own inscrutable purposes.
When the PCs enter the shop, Milo greets them warmly
and invites them into his uptairs lat. Milo explains that two
nights ago the Ghot Hand gang kidnapped his son Anthony
(everyone else calls him Tony, but his father never does).
Milo initially suggets that the abdution may be related to
Anthony’s business — Anthony works clubs in the seedier side
of town, looking for talent. However, with skilful diplomacy
(a Diplomacy check opposed by Milo’s Resolve check — his
bonus is +9), Milo reveals that his son meets with Sally Cinna-
mon, the gang leader’s ertwhile girlfriend. If the PCs ask how
his son knows Sally, Milo tells them it’s because they’re both
in the music indutry. hough genuinely concerned about his
son, Milo denies ever having met Sally (his Bluf bonus is +7).
After leaving the tobacconit, the PCs likely want to do
some research. he “Word on the Street” sidebar suggets
information the PCs might discover with gather information
checks. It’s a good idea to use this opportunity to roleplay the
charaters’ interations with people in and around the area,
from moshers at the Fatory to people who live under Ghot
Hand “protetion.”
If the research drags on — or the PCs make nuisances of
themselves or the players want some ation — three Ghot
Hand thugs attack them. Use the tats for a medium-level
warrior (Chapter 8: Gamesmatering, “Ordinaries,” Warrior
Ordinary ).
which can occur for any number of reasons.
• If the PCs are police or private investigators, their superiors
might call them in to solve the kidnapping of Tony Porter.
• If the PCs are occult investigators, Milo hires them (even
though this case bears no appearance of the supernatural).
• Milo knows a surprising number of people. He has aided the
PCs’ organization in the past, and in recognition, the PCs’
superiors send them to help Milo.
• An NPC for whom the characters regularly work is secretly a
member of the Ancoats Historical Society. He asks the PCs
to help a friend.
In any case, the PCs receive diretions to Milo Porter’s shop.
Read or paraphrase the following.
Y ou head down treets that wind between dirty high-rise
residential blocks. As you turn the lat corner, you see
a ditintly old-fashioned tobacconit shop wedged between
two blocks of lats. he clean and inviting facade contrats
with its surroundings. A check of your diretions reveals
that this is your detination.
PArt one: Pendlebury
T he adventure begins when the PCs meet Milo Porter,
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WORD ON THE STREET
The PCs can make gather information checks to learn about the peo-
ple involved in the kidnapping.
SALLY CINNAMON
Sally keeps a low proile in Prime Reality. The PCs are unable to
locate her physical residence (an anonymous lat in Manchester). If
they insist on meeting Sally, someone directs them to her concert in
Haven or to Mike Ryder.
A gather information check with the High Society or Street inlu-
ence reveals the following:
• DC 5: Sally Cinnamon is a famous singer from Manchester.
• DC 10: Sally got her start singing in Ancoats clubs, including the
Factory. After a few gigs in the Scope, she became a success. Her
unique brand of opera-punk makes her popular with tab-jammers
and young dilettantes alike.
• DC 15: Sally has been linked with a number of men, most notably
Mike Ryder, a gang leader from Charlestown. Their on-of relation-
ship is the object of much speculation. An additional bit of informa-
tion is that Sally is playing a gig in Haven a couple of nights after the
PCs meet Milo. (A DC 20 Knowledge (current events) check also
allows a PC to know about this show.)
• DC 20: Few know what Sally gets up to when she’s not performing.
Some have suggested that she works for a separatist organization.
• DC 25: Not many people know this, but Sally collects classical
objets d’art. Sometimes a fan or admirer gives her an artefact as
a gift.
GHOST HAND GANG
A gather information check with the Crime or Street inluence
reveals the following:
• DC 10: The Ghost Hand is a successful gang in Charlestown. They
run protection rackets and smuggle drugs, tabs, and guns. Their
colours are white on black.
• DC 15: The Ghost Hand gang claims the Justinian block as its base
of operations. It also has “patches” outside Charlestown, includ-
ing Ancoats, a popular nightspot. Mike Ryder is the gang’s leader.
Thugs from the Ghost Hand abducted Tony Porter outside the Fac-
tory a few days ago.
• DC 20: The Ghost Hand has a good reputation in Charlestown, and
is genuinely protective of those in the Justinian block. That’s where
the gang took Tony.
• DC 25: The gang holds Tony on the 68th loor.
Diplomacy: If the PCs can change a Ghost Hand thug’s attitude
from unfriendly to friendly (the thugs’ Resolve bonus is +0), he reveals
that Tony is in the Justinian block. If made helpful, the thug reveals the
precise loor.
TONY PORTER
The characters can search Tony’s lat (Milo has a key), though they
ind little. Tony’s management style is unusual: He has no contracts
and keeps few records. In any case, no mention of Sally Cinnamon
exists anywhere in his lat. A DC 20 Search check turns up a scrap of
paper on which are scrawled the words “The Rose” and “Fatal Error”
and a time and date: the night before the PCs spoke to Milo, after
Tony was kidnapped.
A gather information check with the Street inluence reveals the
following:
• DC 10: Tony Porter is an aspiring music mogul. The bands he manag-
es (Uncertain Ratio and the Transgenic League) are good enough
to get gigs at Ancoat’s famous Factory venue, but they’re not great.
Tony hasn’t been seen in several days, however.
• DC 15: Tony is not well respected as a person, but has a good idea
of image and style. He seems to have money (relative to the work-
ing-class people normally involved in this type of music). A few days
ago, some Ghost Hand thugs jumped Tony outside the Factory and
dragged him of.
• DC 20: Some people have seen Tony talking to Sally Cinnamon at
the Factory.
• DC 25: A few nights ago, one of the punks at the Factory saw Sally
slip Tony a fat envelope.
MIKE RYDER
A gather information check with the Crime or Street inluence
reveals the following:
• DC 10: Mike Ryder is the Ghost Hand’s leader. Mike is gregarious,
personable, and popular. He’s also an efective gang leader; the
Ghost Hand has expanded exponentially under his leadership.
• DC 15: Mike Ryder is a heavy drug user. Though popular, his capri-
cious decisions and juvenile pranks prove an annoyance to allies
and enemies alike. Mike has no shortage of female companionship,
notably his on-of relationship with Scope star Sally Cinnamon.
• DC 20: Mike Ryder has a stake in Sally Cinnamon’s career. Mike saw
Sally give an envelope to Tony; worried that Tony Porter is trying to
horn in on her contract, Mike ordered some of his goons to abduct
the music promoter.
MILO PORTER
A character using gather information regarding Milo discovers that he
is exactly what he appears to be: a friendly neighbourhood shopkeeper.
Milo is scrupulous about keeping his ailiation hidden. Though you
might drop hints that Milo is more than he says, for dramatic reasons,
avoid revealing too much about Milo at this time.
irm hold on the top 33 (the lower levels are conteted,
much to the residents’ detriment). he gang holds Tony on the
68th loor. Mike hasn’t seen Sally in months, but he till has a
take in her career. Mike assumes Tony is trying to teal Sally’s
contrat, and that is otensibly why he had Tony abduted.
Mike is also worried that Tony is intereted in Sally on a more
personal level. Mike has kept Tony locked up because he hopes
Tony knows where Sally now resides. (He doesn’t.)
If the PCs don’t know what loor Tony is on, they can make
gather information checks by asking the block’s residents.
buildings (many built in irregular tages) tower over
seventy tories high. Mass transit lines snake about the
buildings’ exteriors. he contabulary rarely patrols the
treets, and never enters the buildings. hus, the gangs have
free run over the blocks.
PArt tWo:
ChArlestoWn
T he Jutinian block is 76 tories; the Ghot Hand has a
C harletown is four square miles of block housing. he
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Patrols (el 7)
T he PCs can enter the building either from the ground loor
and they don’t diferentiate between Tony and the PCs. How-
ever, if the charaters escape the building or incapacitate a
dozen thugs, the Ghot Hand breaks of (for now).
or one of the transit terminals; however, they mut take the
lifts to reach the upper loors. As the PCs explore the Jutinian
block, read or paraphrase the following.
W alking along the hallway feels like moving through a
mike´s Flat
I f the thugs bring the PCs to see Mike Ryder, read or
war zone. A few ether lights intermittently illuminate
the dark, clautrophobic passage. What few residents you see
pointedly ignore you as they scurry about their business.
G ang thugs (medium-level warriors) roam the halls in groups
paraphrse the following.
T he elevator wires creak as the lift ascends to the top
loor. he doors open, revealing a hallway not unlike
those in the ret of the building, yet somewhat cleaner. he
thugs push you out of the elevator, and then lead you to a
door where two more thugs tand guard. After a few terse
words from your escort, the guards open the door.
he room is well furnished for such a low-rent building.
A young man in gang colours, clearly Mike Ryder, sits at the
back of the room with a bottle of pirits. He is surrounded
by about half a dozen hangers-on.
“Oi, what do you want?” he shouts.
B y the time the PCs arrive, Mike is coming to the reali-
of 1d4; the PCs run into at leat one such patrol on their
way up, more if they don’t go diretly. hese patrols are unlikely
to trouble the PCs (too much) if the charaters look like resi-
dents and avoid drawing attention. Otherwise, the thugs accot
them; if the charaters don’t have a good explanation for their
trepass, the thugs forcibly remove them.
door to Tony’s room. he only ventilation in the room is a
small window, tuck half open, which looks out onto a brick wall
across the alley — and a 68-loor drop traight down. A Small
charater can get through the window easily; a Medium charac-
ter mut make a DC 20 Escape Artit check to do so.
he PCs probably attempt the rescue in one of three ways:
Diplomacy: he Ghot Hand thugs are initially unfriend-
ly. hey don’t attack unless provoked, but they are not above
threats. If a thug’s attitude becomes hotile or a PC takes an
ofensive ation, the thugs become violent. No amount of cajol-
ing allows the charaters access to Tony’s provisional prison.
However, if the PCs change a Ghot Hand member’s attitude
to friendly (their Resolve bonuses are +0), he takes them to see
Mike Ryder (see “Mike’s Flat,” below).
If the PCs come to Charletown at the end of the adventure
and have Sally Cinnamon with them, the thugs immediately
take them to see Mike Ryder.
stealth: he PCs can get far into the building by taying out
of sight or pretending to be working-class residents. However,
the thugs are not tolerant of folks they don’t know on the 68th
loor. Regardless, the charaters mut till deal with the guards
on the door.
Unless the PCs are good at covering their tracks, the gang
discovers that Tony is missing within 10 minutes. If the Ghot
Hand is tracking down the charaters, the block residents are
more likely to help the gang than the heroes.
Alternatively, if the PCs have a small zepcar, and they know
which room Tony is in, they might try getting him out through
the window in the alley. In this case, the gang might not notice
the escape for hours, and Mike might assume that Tony com-
mitted suicide or escaped on his own.
Combat: Buting in with guns blazing is probably the leat
efetive way to rescue Tony. Once combat breaks out, thugs
arrive in groups of 1d4 roughly every minute, as long as the
PCs are in Ghot Hand territory. hese thugs don’t hold back,
sation that Tony is no threat and has no useful informa-
tion. However, the PCs’ involvement convinces him that Tony
might be worth something to someone.
To get Tony released, the PCs mut change Mike’s attitude
from unfriendly to friendly (his Resolve bonus is +9). Mike
receives a +4 bonus on Resolve checks to resit Intimidation
(from a combination of booze and home ield advantage). If
combat ensues, the hangers-on lee (if necessary, use the tats
for low-level con artits and/or thieves; see Chapter 8: Games-
matering).
If the PCs attempt diplomacy, Mike demands recompense.
he PCs mut make a DC 12 acquisition check; they take a
–10 penalty on this roll if they hadn’t planned for this even-
tuality (and brought along extra cash). he price goes up to
DC 15 if the PCs have to return with the payment. Mike also
accepts equivalent goods, epecially drugs or tabs. As with any
bribery, the PCs gain +1 bonus on their Diplomacy check for
each point by which they beat the acquisition DC (max +10).
Feel free to give the PCs a competence bonus on their checks
for good roleplaying.
If Sally is with the PCs, she can then easily convince Mike
to release Tony.
took an item of his — a brass tube. If the PCs bribed
Mike to release Tony (or have brought Sally), Mike gives only
token resitance before handing over the artefat. If the PCs
used other means to rescue Tony, Mike is less forthcoming. He
demands recompense (as above).
If the PCs rescue Tony, Milo is exceedingly grateful. How-
ever, when Tony tells his father about the Rose, Milo becomes
worried for Sally Cinnamon’s safety. Tony was supposed to
receive an important program from her; his kidnapping pre-
vented him from meeting her, and other groups hunt the pro-
the 68th Floor
T hugs roam the halls on this loor, and two thugs guard the
success?
W hen the PCs rescue Tony, he informs them that Mike
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